TMD 2 v2.0 Move List

All Moves, compiled in alphabetical order and explained in simple terms. Although many Moves are translated as 1:1 as they can be, some had to be altered and changed to work within the confines of the new system. I'll become the best there is! BACK TO RULESET


Table of Contents below.

Use CTRL+F to search for a specific Move.

Legend

Certain Moves necessitate peculiar emphasis to draw attention to their unique circumstances.

Formatting Description
Italics Listings with Italicized words represent the Status Conditions they are related to.
Bold Listings with Bold names have been changed in some significant way to better fit with the rules of the game.
Strikethrough Listings with Strikethrough names have been removed from the game, and no longer exist.
(Parenthesis) Listings with (Perenthesis), usually Bold and proceeding a Strikethrough, have had their names changed.

Attacking Moves Strike With Force... ...Or Precision?

Every Pokémon can use Pokémon Moves. Only four of a Pokémon's potential Moves may be a part of their active Moveset at a time.

Moves listed in Bold have been changed significantly in some way.

Name Base Power Action Points Accuracy Type Property Description
Absorb 2 BP 5 AP ≥2 Grass Special Draining. Recoil damage is calculated for HP healed.
Accelerock 4 BP 5 (-1) AP ≥2 Rock Physical Priority.
Acid 2 BP 4 AP ≥2 Poison Special 19-20; The Opponent's Defense is decreased by 1.
Acid Spray 4 BP 6 AP ≥2 Poison Special The Opponent's Special Defense is decreased by 2.
Acrobatics 5 BP 6 AP ≥2 Flying Physical If the User has no Worn Item, the Move's BP is increased by 5.
Aerial Ace 6 BP 5 AP - Flying Physical No secondary effect.
Aeroblast 10 BP 8 AP ≥2 Flying Special 18-20; Increased Crit Ratio.
Air Cutter 6 BP 5 AP ≥2 Flying Special 18-20; Increased Crit Ratio.
Air Slash 7 BP 6 AP ≥2 Flying Special 14-20; The Opponent Flinches.
Anchor Shot 8 BP 6 AP ≥2 Steel Physical The Opponent is afflicted with Immobile.
Ancient Power 6 BP 8 AP ≥2 Rock Special 19-20; The User's Attack, Special Attack, Defense, Special Defense, and Speed are increased by 1.
Apple Acid 8 BP 6 AP ≥2 Grass Special The Opponent's Special Defense is decreased by 1.
Alluring Voice 8 BP 6 AP ≥2 Fairy Special If the Opponent's Stats were increased last round, they are afflicted with Confused.
Aqua Cutter 7 BP 6 AP ≥2 Water Physical 18-20; Increased Crit Ratio.
Aqua Jet 4 BP 5 (-1) AP ≥2 Water Physical Priority. AP cost decreased by 1.
Aqua Step 8 BP 6 AP ≥2 Water Physical The User's Evasion is increased by 1.
Aqua Tail 9 BP 7 AP ≥3 Water Physical No secondary effect.
Arm Thrust 1D8 5 AP - Fighting Physical Multi-Hit; Roll 1D8.
Armor Cannon 10 BP 8 AP ≥2 Fire Special The User's Defense and Special Defense are decreased by 1 stage.
Assurance 6 BP 7 AP ≥2 Dark Physical If the User was damaged last round, the Move's damage is increased by 6.
Astonish 3 BP 5 AP ≥2 Ghost Physical 14-20; The Opponent Flinches.
Astral Barrage 12 BP 8 AP ≥11 Ghost Special Spread.
Attack Order 9 BP 7 AP ≥2 Bug Physical 18-20; Increased Crit Ratio.
Aura Sphere 8 BP 6 AP - Fighting Special No secondary effect.
Aura Wheel 10 BP 8 AP ≥2 Electric / Dark Physical Full-Belly Mode = Electric. Hangry Mode = Dark.
Aurora Beam 7 BP 6 AP ≥2 Ice Special 19-20; The Opponent's Attack is decreased by 1.
Avalanche 6 BP 7 AP ≥2 Ice Physical If the User was damaged last round, the Move's damage is increased by 6.
Axe Kick 10 BP 8 AP ≥3 Fighting Physical 14-20; The Opponent is afflicted with Confusion. On miss, lose ≥11 Max HP.
Barb Barrage 6 BP 7 AP ≥2 Poison Physical 14-20; The Opponent is afflicted with Poison; Move's BP is increased by 6.
Barrage 1D8 5 AP - Normal Physical Multi-Hit; Roll 1D8.
Beak Blast 10 BP 6 AP ≥2 Flying Physical The User attacks at the end of the Opponent's turn.
Beat Up - 7 AP ≥2 Dark Physical The User and up to three of their Allies attack the Opponent. The User and their Allies' Attack Stat is dealt as damage.
Behemoth Bash 10 BP 8 AP ≥2 Steel Physical Big shield.
Behemoth Blade 10 BP 8 AP ≥2 Steel Physical Big sword.
Belch 10 BP 8 AP ≥3 Poison Special If the User has eaten a Berry, the Move can be used.
Bite 6 BP 5 AP ≥2 Dark Physical 14-20; The Opponent Flinches.
Bitter Blade 9 BP 7 AP ≥2 Fire Physical Draining. Recoil damage is calculated for HP healed.
Bitter Malice 7 BP 6 AP ≥2 Ghost Special 17-20; The Opponent is Frozen.
Blast Burn 15 BP 8 AP ≥3 Fire Special The User is afflicted with Recharging.
Blaze Kick 8 BP 6 AP ≥3 Fire Physical 18-20; Increased Crit Ratio. 19-20; The Opponent is afflicted with Burn.
Blazing Torque 8 BP 6 AP ≥2 Fire Physical 14-20; The Opponent is afflicted with Burn.
Bleakwind Storm 10 BP 8 AP ≥8 Flying Special 14-20; The Opponent is Frozen. Spread.
Blizzard 5 BP 8 AP ≥7 Ice Special 19-20; The Opponent is Frozen. Room-Hitter.
Blue Flare 13 BP 8 AP ≥4 Fire Special 16-20; The Opponent is afflicted with Burn.
Body Press 8 BP 6 AP ≥2 Fighting Physical The User's Defense is calculated in place of Attack.
Body Slam 8 BP 6 AP ≥2 Normal Physical 14-20; The Opponent is afflicted with Paralysis.
Bolt Beak 8 BP 6 AP ≥2 Electric Physical If the User was damaged last round, the Move's damage is increased by 2.
Bolt Strike 13 BP 8 AP ≥4 Electric Special 16-20; The Opponent is afflicted with Paralysis.
Bone Club 7 BP 6 AP ≥4 Ground Physical 19-20; The Opponent Flinches.
Bone Rush 1D10 7 AP - Ground Physical Multi-Hit; Roll 1D10.
Bonemerang 2D8 7 AP - Ground Physical Multi-Hit; Roll 2D8.
Boomburst 7 BP 8 AP ≥2 Normal Special Room-Hitter; Damages Allies.
Bounce 9 BP 7 AP ≥4 Flying Physical The User is afflicted with Sky High. Hits 1 round after using the Move. 16-20; The Opponent is afflicted with Paralysis.
Branch Poke 4 BP 4 AP ≥2 Grass Physical No secondary effect.
Brave Bird 10 BP 8 AP ≥2 Flying Physical Recoil.
Breaking Swipe 6 BP 6 AP ≥11 Dragon Physical Spread. The Opponent's Attack is decreased by 1.
Brick Break 7 BP 6 AP ≥2 Fighting Physical Ignores and nullifies Screen Moves.
Brine 6 BP 6 AP ≥2 Water Special The Opponent is below ½ HP; Move's BP is increased by 6.
Brutal Swing 6 BP 6 AP ≥11 Dark Physical Spread.
Bubble 4 BP 5 AP ≥8 Water Special 19-20; The next round, the Opponent's Speed is decreased by 1. Spread.
Bubble Beam 6 BP 5 AP ≥2 Water Special 19-20; The next round, the Opponent's Speed is decreased by 1.
Bug Bite 6 BP 5 AP ≥2 Bug Physical If the Opponent has a Berry, the User eats it.
Bug Buzz 9 BP 7 AP ≥2 Bug Special 19-20; The Opponent's Special Defense is decreased by 1.
Bulldoze 6 BP 6 AP ≥11 Ground Physical The next round, the Opponent's Speed is decreased by 1. Spread.
Bullet Punch 4 BP 5 (-1) AP ≥2 Steel Physical Priority. AP cost decreased by 1.
Bullet Seed 1D10 7 AP - Grass Physical Multi-Hit; Roll 1D10.
Burn Up 12 BP 8 AP ≥2 Fire Special Fire-Type; Thaws User, loses Fire-Type.
Burning Jealousy 7 BP 6 AP ≥2 Fire Special If the Opponent's Stats were increased last round, they are afflicted with Burn.
Ceaseless Edge 6 BP 6 AP ≥3 Dark Physical The Opponent is afflicted with Splintered.
Charge Beam 5 BP 6 AP ≥3 Electric Special 6-20; The User's Special Attack is increased by 1.
Chatter 6 BP 5 AP ≥2 Flying Special 14-20; The Opponent is afflicted with Confusion.
Chilling Water 5 BP 6 AP ≥2 Water Special The Opponent's Attack is decreased by 1.
Chip Away 7 BP 6 AP ≥2 Normal Physical Ignores Defense and Evasion increases and decreases.
Chloroblast 15 BP 8 AP ≥2 Grass Special The User loses ½ of their Max HP.
Circle Throw 6 BP 5 AP ≥3 Fighting Physical The User throws the Opponent.
Clamp 3 BP 6 AP ≥4 Water Physical The Opponent is afflicted with Stuck.
Clanging Scales 10 BP 8 AP ≥2 Dragon Special The User's Defense is decreased by 1.
Clear Smog 5 BP 6 AP - Poison Special The Opponent's Stat increases and decreases are reset.
Close Combat 10 BP 8 AP ≥2 Fighting Physical The User's Defense and Special Defense are decreased by 1.
Collision Course 10 BP 8 AP ≥2 Fighting Physical The Move's Super-Effective damage is increased by 3.
Blazing Torque 10 BP 8 AP ≥2 Fighting Physical 14-20; The Opponent is afflicted with Paralysis.
Comet Punch 1D10 7 AP - Normal Physical Multi-Hit; Roll 1D10.
Comeuppance - 7 AP ≥2 Dark Physical The User deals the Opponent's damage increased by 5.
Confusion 5 BP 5 AP ≥2 Psychic Special 19-20; The Opponent is afflicted with Confusion.
Constrict 1 BP 4 AP ≥2 Normal Physical 19-20; The next round, the Opponent's Speed is decreased by 1.
Core Enforcer 10 BP 8 AP ≥10 Dragon Special The User nullifies the Opponent's Ability. Spread.
Counter - 7 AP ≥2 Fighting Physical The User is afflicted with Countering. Not affected by STAB or the User's Offensive Stats.
Covet 6 BP 5 AP ≥2 Normal Physical The User steals the Opponent's Item.
Crabhammer 10 BP 8 AP ≥4 Water Physical 18-20; Increased Crit Ratio.
Cross Chop 10 BP 8 AP ≥5 Fighting Physical 18-20; Increased Crit Ratio.
Cross Poison 7 BP 6 AP ≥2 Poison Physical 18-20; Increased Crit Ratio. 19-20. The Opponent is afflicted with Poison.
Crunch 8 BP 6 AP ≥2 Dark Physical 16-20. The Opponent's Defense is decreased by 1.
Crush Claw 8 BP 6 AP ≥2 Normal Physical 10-20; The Opponent's Defense is decreased by 1.
Crush Grip 12 BP 8 AP ≥2 Normal Physical The Move's BP is decreased by 2 every round the User takes damage.
Cut 5 BP 5 AP ≥2 Normal Physical The User can cut certain obstacles.
Dark Pulse 8 BP 6 AP ≥11 Dark Special 16-20; The Opponent Flinches. Spread.
Darkest Lariat 8 BP 6 AP ≥2 Dark Physical Ignores Defense and Evasion increases and decreases.
Dazzling Gleam 8 BP 7 AP ≥11 Fairy Special Spread.
Diamond Storm 10 BP 8 AP ≥11 Rock Special 10-20; The User's Defense is raised by 2. Spread.
Dig 8 BP 6 AP ≥2 Ground Physical Most Moves miss the User on round 1. Hits 1 round after using the Move.
Dire Claw 6 BP 5 AP ≥2 Poison Physical 18-20; Increased Crit Ratio. 10-13; Inflicts Poison. 14-16; Inflicts Para. 17-20; Inflicts Sleep.
Disarming Voice 4 BP 5 AP - Fairy Special Never misses.
Discharge 4 BP 6 AP ≥2 Electric Special 14-20; The Opponent is afflicted with Paralysis. Room-Hitter.
Dive 8 BP 6 AP ≥2 Water Physical Most Moves miss the User on round 1. Hits 1 round after using the Move.
Dizzy Punch 7 BP 6 AP ≥2 Normal Physical 16-20; The Opponent is afflicted with Confusion.
Doom Desire 14 BP 8 AP ≥2 Steel Special The Opponent is Unremitted.
Double Hit 1D8 5 AP - Normal Physical Multi-Hit; Roll 1D8.
Double Iron Bash 2D8 7 AP - Steel Physical Multi-Hit; Roll 2D8.
Double Kick 2D6 5 AP - Fighting Physical Multi-Hit; Roll 2D6.
Double Shock 12 BP 8 AP ≥2 Electric Physical Electric-Type; Loses Electric-Type.
Double Slap 1D8 5 AP - Normal Physical Multi-Hit; Roll 1D8.
Double-Edge 10 BP 8 AP ≥2 Normal Physical Recoil.
Draco Meteor 6 BP 8 AP ≥3 Dragon Special The User's Special Attack is decreased by 2. Room-Hitter.
Dragon Ascent 12 BP 8 AP ≥2 Flying Physical The User's Defense and Special Defense are decreased by 2.
Dragon Breath 6 BP 5 AP ≥2 Dragon Special 16-20; The Opponent is afflicted with Paralysis.
Dragon Claw 8 BP 6 AP ≥2 Dragon Physical No secondary effect.
Dragon Darts 2D8 6 AP - Dragon Physical Multi-Hit; Roll 2D8. Hits two Opponents with either die if possible.
Dragon Energy 8 BP 8 AP ≥2 Dragon Special The Move's damage is increased by 1 for every 10 HP the User has.
Dragon Hammer 9 BP 7 AP ≥2 Dragon Physical No secondary effect.
Dragon Pulse 9 BP 7 AP ≥2 Dragon Special No secondary effect.
Dragon Rage - 7 AP ≥2 Dragon Special Deals 8 damage. Not affected by STAB, Stat increases or decreases, or Type Effectiveness except for immunities.
Dragon Rush 10 BP 8 AP ≥6 Dragon Physical 16-20; The Opponent Flinches.
Dragon Tail 6 BP 5 AP ≥3 Dragon Physical The User throws the Opponent.
Drain Punch 7 BP 6 AP ≥2 Fighting Physical Draining. Recoil damage is calculated for HP healed.
Draining Kiss 5 BP 6 AP ≥2 Fairy Special Draining. Recoil damage is calculated for HP healed.
Dream Eater 10 BP 6 AP ≥2 Psychic Special Draining. Recoil damage is calculated for HP healed. Fails if the Opponent is not afflicted with Sleep.
Drill Peck 8 BP 6 AP ≥2 Flying Physical No secondary effect..
Drill Run 8 BP 6 AP ≥2 Ground Physical 18-20; Increased Crit Ratio.
Drum Beating 8 BP 6 AP ≥2 Grass Physical The next round, the Opponent's Speed is decreased by 1.
Dual Chop 2D6 5 AP - Dragon Physical Multi-Hit; Roll 2D6.
Dual Wingbeat 2D6 5 AP - Flying Physical Multi-Hit; Roll 2D6.
Dynamax Cannon 10 BP 8 AP ≥2 Dragon Special ??????????
Dynamic Punch 10 BP 8 AP ≥11 Fighting Physical The Opponent is afflicted with Confusion.
Earth Power 4 BP 7 AP ≥2 Ground Special 16-20; The Opponent's Special Defense is decreased by 1. Room-Hitter.
Earthquake 5 BP 8 AP ≥2 Ground Physical Opponent using Dig; The Move's damage is increased by 5. Room-Hitter; Damages Allies.
Echoed Voice 4 BP 6 AP ≥2 Normal Special Each consecutive use, BP increased by 4; Max 12 BP.
Eerie Spell 8 BP 6 AP ≥2 Psychic Special The Opponent's last used Move has its AP cost increased by 1.
Egg Bomb 10 BP 8 AP ≥6 Normal Physical No secondary effect.
Electro Ball 10 BP 6 AP ≥2 Electric Special The Move's damage is decreased by the Opponent's Speed Stat.
Electro Drift 10 BP 8 AP ≥2 Fighting Physical The Move's Super-Effective damage is increased by 3.
Electro Shot 12 BP 8 AP ≥2 Electric Special Hits 1 round after the Move is used. While in Rain, hits immediately. While in Harsh Sunlight, Fog, Snow, or Sandstorm, damage is decreased by 6. The User's Special Attack is increased by 1.
Electroweb 5 BP 6 AP ≥11 Electric Special The next round, the Opponent's Speed is decreased by 1. Spread.
Ember 4 BP 4 AP ≥2 Fire Special 19-20; The Opponent is afflicted with Burn.
Endeavor - - ≥2 ??? ??? ???
Energy Ball 9 BP 7 AP ≥2 Grass Special 16-20; The Opponent's Special Defense is decreased by 1.
Eruption 8 BP 8 AP ≥2 Fire Special The Move's damage is increased by 1 for every 10 HP the User has.
Esper Wing 8 BP 6 AP ≥2 Psychic Special 18-20; Increased Crit Ratio.
Eternabeam 16 BP 8 AP ≥3 Dragon Special This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Expanding Force 5 BP 7 AP ≥11 Psychic Special When in Psychic Terrain; Damage increased by 5. Spread.
Explosion 25 BP 8 AP ≥8 Normal Physical The User faints. Spread.
Extrasensory 8 BP 6 AP ≥2 Psychic Special 19-20; The Opponent Flinches.
Extreme Speed 8 BP 8 (-2) AP ≥2 Normal Physical Priority.
Facade 7 BP 6 AP ≥2 Normal Physical When afflicted with Poison, Paralysis, or Burn; Damage increased by 5.
Fairy Wind 4 BP 4 AP ≥2 Fairy Special No secondary effect.
Fake Out 4 BP 7 (-3) AP ≥2 Normal Physical Priority. If used on the User's first round, the Opponent Flinches.
False Surrender 8 BP 6 AP - Dark Physical No secondary effect.
False Swipe 4 BP 4 AP ≥2 Normal Physical The Move is unable to KO the Opponent.
Feint 3 BP 7 (-2) AP ≥2 Normal Physical Priority. Nullifies Protect Moves.
Feint Attack 6 BP 5 AP - Dark Physical Ignores effects dependent on Physical contact.
Fell Stinger 5 BP 5 AP ≥2 Bug Physical If the Opponent is KO'd, the User's Attack is increased by 3.
Fickle Beam 8 BP 8 AP ≥2 Dragon Special 18-20; Increased Crit Ratio.
Fiery Dance 8 BP 6 AP ≥2 Fire Special 10-20; The User's Special Attack is increased by 1.
Fiery Wrath 9 BP 8 AP ≥11 Dark Special 16-20; The Opponent Flinches. Spread.
Final Gambit - 8 AP ≥2 Fighting Special The User's current HP is calculated for damage. The User faints.
Fire Blast 10 BP 8 AP ≥4 Fire Special 14-20; The Opponent is afflicted with Burn.
Fire Fang 6 BP 5 AP ≥2 Fire Physical 16-18; The Opponent is afflicted with Burn. 19-20; The Opponent Flinches.
Fire Lash 8 BP 6 AP ≥2 Fire Physical The Opponent's Defense is decreased by 1.
Fire Pledge 8 BP 7 AP ≥2 Fire Special Removed.
Fire Punch 8 BP 6 AP ≥2 Fire Physical 19-20; The Opponent is afflicted with Burn.
Fire Spin 3 BP 6 AP ≥4 Fire Special For 3 rounds, the Opponent is afflicted with Stuck. Thaws Opponent.
First Impression Quick Draw 9 BP 7 (-2) AP ≥2 Bug Physical Priority. After damaging an Opponent, the Move loses its decreased AP cost.
Fishious Rend 8 BP 7 AP ≥2 Water Physical If the Opponent's Speed increased last round, damage increased by 8.
Fissure - 8 AP ≥15 Ground Physical If the Opponent's Level is lower than the User's, they are OHKO'd.
Flail - 6 AP ≥2 Normal Physical I don't feel like explaining this one right now.
Flame Burst 7 BP 6 AP ≥2 Fire Special Deals splash damage; 4 damage to two nearby Opponents. Splash damage is not affected by the User's Offensive Stats or Stat increases.
Flame Charge 4 BP 5 (-1) AP ≥2 Fire Physical Priority.
Flame Wheel 6 BP 5 AP ≥2 Fire Physical 19-20; The Opponent is afflicted with Burn. Thaws User.
Flamethrower 9 BP 7 AP ≥2 Fire Special 19-20; The Opponent is afflicted with Burn.
Flare Blitz 10 BP 8 AP ≥2 Fire Physical 19-20; The Opponent is afflicted with Burn. Thaws User. Recoil.
Flash Cannon 8 BP 6 AP ≥2 Steel Special 18-20; The Opponent's Special Defense is decreased by 1.
Fleur Cannon 10 BP 8 AP ≥3 Fairy Special The User's Special Attack is decreased by 2.
Fling Ø BP Ø AP ≥2 Dark Physical The User throws an Item; Damage varies. Effect varies.
Flip Turn 6 BP 5 AP ≥2 Water Physical Ignores Battlefield Hazards. Effects of Wrapped and Stuck are removed.
Flower Trick 1 BP 7 AP - Grass Physical The Move is always a Critical Hit.
Fly 9 BP 7 AP ≥2 Flying Physical The User is afflicted with Sky High. Hits 1 round after using the Move. The User can fly over certain distances.
Flying Press 10 BP 8 AP ≥2 Flighting Physical The Move is both Fighting and Flying-Type. Yeah.
Focus Blast 12 BP 8 AP ≥7 Fighting Special 19-20; The Opponent's Special Defense is decreased by 2.
Focus Punch 15 BP 6 AP ≥2 Fighting Physical If the User is not hit, hits 1 round after the Move is used.
Force Palm 6 BP 5 AP ≥2 Fighting Physical 14-20; The Opponent is afflicted with Paralysis.
Foul Play 9 BP 7 AP ≥2 Dark Physical The Opponent's Attack is calculated in place of the User's.
Freeze Shock 14 BP 8 AP ≥3 Ice Physical 14-20; The Opponent is afflicted with Paralysis. Hits 1 round after the Move is used.
Freeze-Dry 7 BP 6 AP ≥2 Ice Special 19-20; The Opponent is Frozen. Super-Effective against Water-Types.
Freezing Glare 9 BP 7 AP ≥2 Psychic Special 19-20; The Opponent is Frozen.
Frenzy Plant 15 BP 8 AP ≥3 Grass Special The User is afflicted with Recharging.
Frost Breath 1 BP 7 AP ≥3 Ice Special The Move is always a Critical Hit.
Frustration 6 BP 5 AP ≥2 Normal Physical Each round, the Move's BP is increased by 2 until 10 BP.
Fury Attack 1D8 5 AP - Normal Physical Multi-Hit; Roll 1D8.
Fury Cutter 4 BP 6 AP ≥2 Bug Physical Each consecutive use, BP is increased by 4 until interrupted or after 3 rounds.
Fury Swipes 1D10 7 AP - Normal Physical Multi-Hit; Roll 1D10.
Fusion Bolt 10 BP 8 AP ≥2 Electric Physical If Fusion Flare was used last round, damage is increased by 10.
Fusion Flare 10 BP 8 AP ≥2 Fire Physical If Fusion Bolt was used last round, damage is increased by 10.
Future Sight 12 BP 7 AP ≥2 Psychic Special The Opponent is afflicted with Unremitted.
Gear Grind 2D8 7 AP - Steel Physical Multi-Hit; Roll 2D8.
Giga Drain 7 BP 6 AP ≥2 Grass Special Draining. Recoil damage is calculated for HP healed.
Giga Impact 15 BP 8 AP ≥3 Normal Physical The User is afflicted with Recharging.
Gigaton Hammer 10 BP 8 AP ≥2 Steel Physical Cannot be used twice in a row.
Glacial Lance 12 BP 8 AP ≥11 Ice Physical Spread.
Glaciate 6 BP 7 AP ≥11 Ice Special The next round, the Opponent's Speed is decreased by 1. Spread.
Glaive Rush 10 BP 8 AP ≥2 Dragon Physical The User takes 4 extra damage from all attacks until they use another Move.
Grass Knot - 6 AP ≥2 Grass Special Uses the Opponent's HP Stat in damage calculation. 0; 2 BP. 1-2; 4 BP. 3-4; 6 BP. 5-6; 8 BP. 7-8; 10 BP. 9-10; 12 BP.
Grass Pledge 8 BP 7 AP ≥2 Grass Special Removed.
Grassy Glide 7 BP 6 AP ≥2 Grass Physical While Grounded, in Grassy Terrain, AP cost is decreased by 1.
Grav Apple 8 BP 6 AP ≥2 Grass Physical The Opponent's Defense is decreased by 1.
Guillotine - 8 AP ≥15 Normal Physical If the Opponent's Level is lower than the User's, they are OHKO'd.
Gunk Shot 10 BP 8 AP ≥5 Poison Physical 14-20; The Opponent is afflicted with Poison.
Gust 4 BP 4 AP ≥2 Flying Special Opponent using Fly, Bounce; The Move's BP is increased by 4.
Gyro Ball 1 BP 4 AP ≥2 Steel Physical The Move's BP is increased by the Opponent's Speed Stat.
Hammer Arm 10 BP 8 AP ≥3 Fighting Physical The next round, the User's Speed is decreased by 1.
Hard Press 10 BP 8 AP ≥2 Steel Physical The Move's BP is decreased by 2 every round the Opponent takes damage.
Head Charge 10 BP 8 AP ≥2 Normal Physical Recoil.
Head Smash 12 BP 8 AP ≥4 Rock Physical Recoil.
Headbutt 7 BP 6 AP ≥2 Normal Physical 14-20; The Opponent Flinches. Outside of battle; can shake trees.
Headlong Rush 10 BP 8 AP ≥2 Ground Physical The User's Defense and Special Defense are decreased by 1.
Heart Stamp 6 BP 5 AP ≥2 Psychic Physical 14-20; The Opponent Flinches.
Heat Crash - 7 AP ≥2 Fire Physical Uses the User's HP Stat in damage calculation. 0; 2 BP. 1-2; 4 BP. 3-4; 6 BP. 5-6; 8 BP. 7-8; 10 BP. 9-10; 12 BP.
Heat Wave 4 BP 7 AP ≥3 Fire Special 19-20; The Opponent is afflicted with Burn. Room-Hitter.
Heavy Slam - 7 AP ≥2 Steel Physical Uses the User's HP Stat in damage calculation. 0; 2 BP. 1-2; 4 BP. 3-4; 6 BP. 5-6; 8 BP. 7-8; 10 BP. 9-10; 12 BP.
Hex 6 BP 5 AP ≥2 Ghost Special If the Opponent has Major Status Condition, BP is increased by 6.
Hidden Power 6 BP 5 AP ≥2 Normal Special Unown; Move is Super-Effective. Other; Type dependent on User.
High Horsepower 9 BP 7 AP ≥2 Ground Physical No secondary effect.
High Jump Kick 12 BP 8 AP ≥3 Fighting Physical If the Move misses, the User loses ½ of their Max HP.
Hold Back 4 BP 4 AP ≥2 Normal Physical The Move is unable to KO the Opponent.
Horn Attack 7 BP 6 AP ≥2 Normal Physical No secondary effect.
Horn Drill - 8 AP ≥15 Normal Physical If the Opponent's Level is lower than the User's, they are OHKO'd.
Horn Leech 7 BP 6 AP ≥2 Grass Physical Draining. Recoil damage is calculated for HP healed.
Hurricane 10 BP 8 AP ≥7 Flying Special 14-20; The Opponent is afflicted with Confusion. Hits Fly, Bounce, Sky Drop.
Hydro Cannon 15 BP 8 AP ≥3 Water Special The User is afflicted with Recharging.
Hydro Pump 10 BP 8 AP ≥5 Water Special No secondary effect.
Hyper Beam 15 BP 8 AP ≥3 Normal Special The User is afflicted with Recharging.
Hyper Drill 10 BP 8 AP ≥2 Normal Physical Ignores Protect Moves.
Hyper Fang 8 BP 6 AP ≥3 Normal Physical 19-20; The Opponent Flinches.
Hyper Voice 9 BP 7 AP ≥11 Normal Special Ignores Substitute. Spread.
Hyperspace Fury 10 BP 8 AP - Dark Physical The User's Defense is decreased by 1. Ignores Protect Moves.
Hyperspace Hole 8 BP 6 AP - Psychic Special Ignores Protect Moves.
Ice Ball 3 BP 6 AP ≥3 Ice Physical Each consecutive use, BP is doubled until interrupted or after 5 rounds. The User cannot use other actions unless the Move is interrupted.
Ice Beam 9 BP 7 AP ≥2 Ice Special 19-20; The Opponent is Frozen.
Ice Burn 14 BP 8 AP ≥3 Ice Physical 14-20; The Opponent is afflicted with Burn. Hits 1 round after using the Move.
Ice Fang 6 BP 5 AP ≥2 Ice Physical 16-18; The Opponent Flinches. 19-20; The Opponent is Frozen.
Ice Hammer 10 BP 8 AP ≥3 Ice Physical The next round, the User's Speed is decreased by 1.
Ice Punch 8 BP 6 AP ≥2 Ice Physical 19-20; The Opponent is Afflicted with Freeze.
Ice Shard 4 BP 5 (-1) AP ≥2 Ice Physical Priority.
Ice Spinner 8 BP 6 AP ≥2 Ice Physical Nullifies Terrain.
Icicle Crash 8 BP 6 AP ≥3 Ice Physical 14-20; The Opponent Flinches.
Icicle Spear 1D10 7 AP - Ice Physical Multi-Hit; Roll 1D10.
Icy Wind 4 BP 5 AP ≥11 Ice Special The next round, the Opponent's Speed is decreased by 1. Spread.
Incinerate 6 BP 5 AP ≥11 Fire Special The Opponent's Berry or Gem is destroyed.
Infernal Parade 6 BP 5 AP ≥2 Ghost Special 14-20; The Opponent is afflicted with Burn. If the Opponent has Major Status Condition, BP is increased by 6.
Inferno 10 BP 8 AP ≥11 Fire Special The Opponent is afflicted with Burn.
Infestation 2 BP 6 AP ≥2 Bug Special The Opponent is afflicted with Constricted.
Iron Head 8 BP 6 AP ≥2 Steel Physical 14-20; The Opponent Flinches.
Iron Tail 10 BP 8 AP ≥6 Steel Physical 14-20; The Opponent's Defense is decreased by 1.
Jaw Lock 8 BP 7 AP ≥2 Dark Physical The Opponent is afflicted with Trapped.
Jet Punch 4 BP 5 (-1) AP ≥2 Water Physical Priority.
Judgement 10 BP 4 AP ≥2 ??? Special Changes Type according to the power of the Held Plate or the Opponent's weaknesses. Room-Hitter.
Jump Kick 10 BP 8 AP ≥2 Fighting Physical If the Move misses, the User loses ½ of their Max HP.
Karate Chop 5 BP 5 AP ≥2 Fighting Physical 18-20; Increased Crit Ratio.
Knock Off 6 BP 6 AP ≥2 Dark Physical If the Opponent has a Worn Item, damage is increased by 3. 6-20; Removes the Opponent's Worn Item.
Kowtow Cleave 9 BP 7 AP - Dark Physical No secondary effect.
Land's Wrath 9 BP 7 AP ≥11 Ground Physical Spread.
Lash Out 7 BP 6 AP ≥2 Dark Physical If the User had a Stat decreased by an Opponent last round, damage is increased by 5.
Last Resort 12 BP 8 AP ≥2 Normal Physical Only works if the User has used every other Move.
Last Respects 5 BP 7 AP ≥2 Ghost Physical For every Ally KO'd, damage is increased by 3.
Lava Plume 8 BP 6 AP ≥11 Fire Special 14-20; The Opponent is Burned. Spread.
Leaf Blade 9 BP 7 AP ≥2 Grass Physical 18-20; Increased Crit Ratio.
Leaf Storm 12 BP 8 AP ≥3 Grass Special The User's Special Attack is decreased by 2.
Leaf Tornado 7 BP 6 AP ≥3 Grass Special 10-20; The Opponent's Accuracy is decreased by 1.
Leafage 4 BP 4 AP ≥2 Grass Physical No secondary effect.
Leech Life 8 BP 6 AP ≥2 Bug Physical Draining. Recoil damage is calculated for HP healed.
Lick 3 BP 5 AP ≥2 Ghost Physical 16-20; The Opponent is afflicted with Paralysis.
Light of Ruin 14 BP 8 AP ≥3 Fairy Special Recoil.
Liquidation 9 BP 7 AP ≥2 Water Physical 18-20; The Opponent's Defense is decreased by 1.
Low Kick - 6 AP ≥2 Fighting Physical Uses the Opponent's HP Stat in damage calculation. 0; 2 BP. 1-2; 4 BP. 3-4; 6 BP. 5-6; 8 BP. 7-8; 10 BP. 9-10; 12 BP.
Low Sweep 6 BP 6 AP ≥2 Fighting Physical The next round, the Opponent's Speed is decreased by 1.
Lumina Crash 8 BP 6 AP ≥2 Psychic Special The Opponent's Special Defense is decreased by 1.
Lunge 8 BP 6 AP ≥2 Bug Physical The Opponent's Attack is decreased by 1.
Luster Purge 10 BP 8 AP ≥2 Psychic Special 10-20; The Opponent's Special Defense is decreased by 1.
Mach Punch 4 BP 5 (-1) AP ≥2 Fighting Physical Priority.
Magical Leaf 6 BP 5 AP - Grass Special No secondary effect.
Magical Torque 10 BP 8 AP ≥2 Fairy Physical 16-20; The Opponent is afflicted with Confusion.
Magma Storm 10 BP 8 AP ≥6 Fire Special The Opponent is Trapped.
Magnet Bomb 6 BP 5 AP - Steel Physical No secondary effect.
Magnitude - 5 AP ≥2 Ground Physical 1-2; 1 BP. 3-10; 4 BP. 11-15; 5 BP. 16-19; 6 BP. 20; 7 BP. Room-Hitter.
Make It Rain 6 BP 8 AP ≥3 Steel Special The User's Special Attack is decreased by 1. Costs 1₽ to use. Room-Hitter.
Malignant Chain 10 BP 8 AP ≥2 Poison Special 16-20; The Opponent is afflicted with Poisoned.
Mega Drain 4 BP 6 AP ≥2 Grass Special Draining. Recoil damage is calculated for HP healed.
Mega Kick 10 BP 8 AP ≥5 Normal Physical No secondary effect.
Mega Punch 8 BP 6 AP ≥4 Normal Physical No secondary effect.
Megahorn 10 BP 8 AP ≥4 Bug Physical No secondary effect.
Metal Burst - 7 AP ≥2 Steel Physical The User is afflicted with Metal Burst. Not affected by STAB or the User's Offensive Stats.
Metal Claw 5 BP 5 AP ≥2 Steel Physical 19-20; The User's Attack is increased by 1.
Meteor Assault 15 BP 8 AP ≥2 Fighting Physical The User is afflicted with Recharging.
Meteor Beam 10 BP 7 AP ≥3 Rock Special The User's Special Attack is increased by 1. Hits 1 round after the Move is used.
Meteor Mash 9 BP 7 AP ≥3 Steel Physical 16-20; The User's Attack is increased by 1.
Mighty Cleave 10 BP 7 AP ≥2 Rock Physical Ignores Protect Moves.
Mind Blown 15 BP 8 AP ≥2 Fire Special The User loses ½ of their Max HP.
Mirror Coat - 7 AP ≥2 Psychic Special The User is afflicted with Mirroring. Not affected by STAB or the User's Offensive Stats.
Mirror Shot 7 BP 6 AP ≥4 Steel Special 14-20; The Opponent's Accuracy is decreased by 1.
Mist Ball 9 BP 7 AP ≥2 Psychic Special 10-20; The Opponent's Special Attack is decreased by 1.
Misty Explosion 10 BP 8 AP ≥8 Fairy Special While in Misty Terrain, damage is increased by 5. Spread.
Moonblast 9 BP 7 AP ≥2 Fairy Special 14-20; The Opponent's Special Attack is decreased by 1.
Moongeist Beam 10 BP 8 AP ≥2 Ghost Special Ignores Abilities.
Mortal Spin 3 BP 6 AP ≥8 Poison Physical The User is cured of Stuck, Constricted, Trapped, Bound, and Seeded. Field Hazards are nullified. Spread.
Mountain Gale 10 BP 8 AP ≥4 Ice Physical 14-20; The Opponent Flinches.
Mud Bomb 7 BP 6 AP ≥4 Ground Special 14-20; The Opponent's Accuracy is decreased by 1.
Mud Shot 5 BP 6 AP ≥2 Ground Special The next round, the Opponent's Speed is decreased by 1.
Mud-Slap 2 BP 5 AP ≥2 Ground Special The Opponent's Accuracy is decreased by 1.
Muddy Water 4 BP 7 AP ≥4 Water Special 14-20; The Opponents' Accuracy is decreased by 1. Room-Hitter.
Multi-Attack 9 BP 7 AP ≥2 Normal Physical Changes Type based on the User's Type-specific Worn Item.
Mystical Fire 7 BP 6 AP ≥2 Fire Special The Opponent's Special Attack is decreased by 1.
Mystical Power 7 BP 6 AP ≥3 Psychic Special The User's highest Stat is increased by 1.
Natural Gift - 6 AP ≥2 Normal Special Changes BP and Type based on the User's Berries. Costs a Berry to use.
Nature's Madness - 7 AP ≥3 Fairy Special The Opponent's Attack/Sp.Atk/Sp.Def/Speed Stat is dealt as true damage, based on the User's Species Bonus.
Needle Arm 6 BP 5 AP ≥2 Grass Physical 14-20; The Opponent Flinches. If the Opponent used Minimize, damage is increased by 6.
Night Daze 9 BP 7 AP ≥2 Dark Special 12-20; The Opponent's Accuracy is decreased by 1.
Night Shade - 6 AP ≥2 Ghost - The User's highest Offensive Stat is dealt as true damage, up to 5. Not affected by STAB, Stat increases or decreases, or Type Effectiveness except for immunities.
Night Slash 7 BP 6 AP ≥2 Dark Physical 18-20; Increased Crit Ratio.
Noxious Torque 10 BP 8 AP ≥2 Poison Physical 14-20; The Opponent is afflicted with Poison.
Nuzzle 2 BP 6 AP ≥2 Electric Physical The Opponent is afflicted with Paralysis.
Oblivion Wing 8 BP 6 AP ≥2 Flying Special Draining. Recoil damage is calculated for HP healed.
Octozooka 7 BP 6 AP ≥4 Water Special 10-20; The Opponent's Accuracy is decreased by 1.
Ominous Wind 3 BP 8 AP ≥2 Rock Special 19-20. The User's Attack, Special Attack, Defense, Special Defense, and Speed are increased by 1. Room-Hitter.
Order Up 8 BP 6 AP ≥2 Dragon Physical The User's Attack, Defense, or the next round, the User's Speed is increased by 1. Dependent on nearby Tatsugiri.
Origin Pulse 11 BP 8 AP ≥11 Water Special Spread.
Outrage 9 BP 7 AP ≥2 Dragon Physical While used consecutively, the Move's BP is increased by 1, up to 3 times.
Overdrive 8 BP 7 AP ≥11 Electric Special Spread.
Overheat 10 BP 8 AP ≥11 Fire Special The User's Special Attack is decreased by 2. Spread.
Parabolic Charge 5 BP 6 AP ≥11 Electric Special Draining. Recoil damage is calculated for HP healed. Spread.
Pay Day 4 BP 5 AP ≥2 Normal Physical The User scatters ₽ equal to double the User's Level. If the Move KO's an Opponent, they gain what they lost and a 10₽ bonus.
Payback 5 BP 7 AP ≥2 Dark Physical If the Opponent had an Offensive Focus last round, damage is increased by 5.
Peck 4 BP 4 AP ≥2 Flying Physical No secondary effect.
Petal Blizzard 9 BP 8 AP ≥11 Grass Physical Effective at destroying woodland hazards. Spread.
Petal Dance 10 BP 8 AP ≥2 Grass Special While used consecutively, the Move's BP is increased by 1, up to 3 times.
Phantom Force 9 BP 7 AP ≥2 Ghost Physical The User vanishes round 1. Hits 1 round after the Move is used. Ignores and nullifies Protect Moves.
Photon Geyser 10 BP 8 AP ≥2 Psychic - Changes Property depending on the User's highest Offensive Stat. Ignores Abilities.
Pin Missile 1D10 7 AP - Bug Physical Multi-Hit; Roll 1D10.
Plasma Fists 10 BP 8 AP ≥2 Electric Physical For 2 rounds, all Normal-Type Moves become Electric-Type.
Play Rough 9 BP 7 AP ≥3 Fairy Physical 19-20; The Opponent's Attack is decreased by 1.
Pluck 6 BP 5 AP ≥2 Flying Physical The User eats the Opponent's Berry.
Poison Fang 5 BP 6 AP ≥2 Poison Physical 10-20; The Opponent is afflicted with Poison.
Poison Jab 8 BP 6 AP ≥2 Poison Physical 14-20; The Opponent is afflicted with Poison.
Poison Sting 2 BP 4 AP ≥2 Poison Physical 16-20; The Opponent is afflicted with Poison.
Poison Tail 5 BP 5 AP ≥2 Poison Physical 18-20; Increased Crit Ratio. 19-20; The Opponent is afflicted with Poison.
Pollen Puff 9 BP 7 AP ≥2 Bug Special When used on an Ally, becomes a Status Move and heals 4 HP.
Poltergeist 10 BP 8 AP ≥3 Ghost Physical The User attacks with the Opponent's Item. Fails if the Opponent has no Item.
Population Bomb 2D10 6 AP - Normal Physical Multi-Hit; Roll 2D10. No STAB.
Pounce 5 BP 6 AP ≥2 Bug Physical The Opponent's Attack is decreased by 1.
Pound 4 BP 4 AP ≥2 Normal Physical No secondary effect.
Powder Snow 4 BP 5 AP ≥8 Ice Special 19-20. The Opponent is Frozen. Spread.
Power Gem 8 BP 6 AP ≥2 Rock Special No secondary effect.
Power Trip 2 BP 7 AP ≥2 Dark Physical For each of the User's Stat increases, damage is increased by 1.
Power Whip 12 BP 8 AP ≥4 Grass Physical No secondary effect.
Power-Up Punch 4 BP 5 AP ≥2 Fighting Physical The User's Attack is increased by 1.
Precipice Blades 12 BP 8 AP ≥11 Ground Physical Spread.
Present - 6 AP ≥3 Normal Physical 1-2; Opponent is healed for 2 HP. 3-11; 4 BP. 12-16; 8 BP. 17-20; 12 BP. Accuracy is converted to heal chance.
Prismatic Laser 16 BP 7 AP ≥2 Psychic Special The User is afflicted with Recharging.
Psybeam 6 BP 5 AP ≥2 Psychic Special 19-20; The Opponent is afflicted with Confusion.
Psychic 9 BP 7 AP ≥2 Psychic Special 19-20; The Opponent's Special Defense is decreased by 1.
Psychic Fangs 8 BP 6 AP ≥2 Psychic Physical Ignores and nullifies Screen Moves.
Psychic Noise 7 BP 6 AP ≥6 Psychic Special The Opponent is afflicted with Heal Block.
Psycho Boost 14 BP 8 AP ≥3 Psychic Special The User's Special Attack is decreased by 2.
Psycho Cut 7 BP 6 AP ≥2 Psychic Physical 18-20; Increased Crit Ratio.
Psyshield Bash 7 BP 6 AP ≥3 Psychic Physical The User's Defense is increased by 1.
Psyshock 8 BP 6 AP ≥2 Psychic Special The Opponent's Defense is calculated in place of Special Defense.
Psystrike 10 BP 8 AP ≥2 Psychic Special The Opponent's Defense is calculated in place of Special Defense.
Psywave - 6 AP ≥2 Psychic Special Roll 1D20. 2-3; 3 BP. 4-6; 4 BP. 7-9; 5 BP. 10-12; 6 BP. 13-14; 7 BP. 15-16; 8 BP 17-18; 9 BP. 19-20; 10 BP.
Punishment 3 BP 8 AP ≥2 Dark Physical For each of the Opponent's Stat increases, damage is increased by 2.
Pursuit 4 BP 6 AP ≥2 Dark Physical The Opponent is afflicted with Pursued.
Pyro Ball 10 BP 8 AP ≥3 Fire Physical 19-20; The Opponent is Burned. Thaws User.
Quick Attack 4 BP 5 (-1) AP ≥2 Normal Physical Priority. AP cost decreased by 1.
Rage 2 BP 6 AP ≥2 Normal Physical While used consecutively, if the User is damaged, their Attack is increased by 1.
Rage Fist 5 BP 7 AP ≥2 Ghost Physical If the User was damaged last round, the Move's BP is increased by 1, up to 6 times.
Raging Bull 9 BP 7 AP ≥2 Normal Physical Ignores and nullifies Screen Moves. Changes Type based on the User's Breed.
Raging Fury 9 BP 7 AP ≥2 Fire Physical While used consecutively, the Move's BP is increased by 1, up to 3 times.
Rapid Spin 3 BP 4 AP ≥2 Normal Physical The User is cured of Stuck, Constricted, Trapped, Bound, and Seeded. Field Hazards are nullified.
Razor Leaf 5 BP 5 AP ≥3 Grass Physical 18-20; Increased Crit Ratio. Effective at destroying woodland hazards.
Razor Shell 7 BP 6 AP ≥2 Water Physical 10-20; The Opponent's Defense is decreased by 1.
Razor Wind 8 BP 7 AP ≥11 Normal Special Hits 1 round after the Move is used. 18-20; Increased Crit Ratio. Spread.
Relic Song 8 BP 7 AP ≥11 Normal Special 19-20; The Opponent is afflicted with Sleep. Spread.
Retaliate 7 BP 8 AP ≥2 Normal Physical If an Ally was KO'd last round, damage is increased by 7 for 1 round.
Return 10 BP 6 AP ≥2 Normal Physical Each round, the Move's BP is decreased by 2 until 6 BP.
Revelation Dance 9 BP 7 AP ≥2 Normal Special Changes Type based on the User's Primary Type.
Revenge 6 BP 8 AP ≥2 Fighting Physical If the User was damaged last round, the Move's damage is increased by 6.
Reversal - 6 AP ≥2 Fighting Physical BP dependent on the User's current HP percentage. Full HP; 2 BP. ¾ HP; 4 BP. ½ HP; 8 BP. ¼ HP; 12 BP.
Rising Voltage 7 BP 6 AP ≥2 Electric Special While in Electric Terrain, BP is increased by 7.
Roar of Time 15 BP 8 AP ≥2 Dragon Special Halts the very motion of time itself. Room-Hitter.
Rock Blast 1D10 7 AP - Rock Physical Multi-Hit; Roll 1D10.
Rock Climb 9 BP 7 AP ≥4 Normal Physical 16-20; The Opponent is afflicted with Confusion. The User can scale uneven terrain and walls.
Rock Slide 7 BP 7 AP ≥11 Rock Physical 14-20; The Opponent Flinches. Spread.
Rock Smash 4 BP 5 AP ≥2 Fighting Physical 10-20; The Opponent's Defense is decreased by 1. The User can shatter sizable rocks.
Rock Throw 5 BP 5 AP ≥3 Rock Physical No secondary effect.
Rock Tomb 6 BP 6 AP ≥3 Rock Physical The Opponent is Trapped.
Rock Wrecker 15 BP 8 AP ≥3 Normal Physical The User is afflicted with Recharging.
Rolling Kick 6 BP 5 AP ≥4 Fighting Physical 14-20; The Opponent Flinches.
Rollout 3 BP 6 AP ≥3 Rock Physical Each consecutive use, BP is doubled until interrupted or after 5 rounds. The User cannot use other actions unless the Move is interrupted.
Round 6 BP 5 AP ≥2 Normal Special If another Pokémon used Round last round, Round's damage is increased by 4 for 1 round. The User is round.
Ruination - 7 AP ≥3 Dark Special The Opponent's Attack/Sp.Atk/Defense/Sp.Def Stat is dealt as true damage, based on the User's Ruinous Ability.
Sacred Fire 10 BP 8 AP ≥2 Fire Special 10-20; The Opponent is afflicted with Burn. Thaws User.
Sacred Sword 9 BP 7 AP ≥2 Fighting Physical Ignores the Opponent's Defense and Evasion increases and decreases.
Salt Cure 4 BP 6 AP ≥2 Rock Physical The Opponent is afflicted with Salted.
Sand Tomb 3 BP 6 AP ≥2 Ground Physical The Opponent is afflicted with Trapped.
Sandsear Storm 10 BP 8 AP ≥11 Ground Special 14-20. The Opponent is afflicted with Burn. Spread.
Scald 8 BP 6 AP ≥2 Water Special 14-20; The Opponent is afflicted with Burn. Thaws User and Opponent.
Scale Shot 1D10 7 AP - Dragon Physical Multi-Hit; Roll 1D10. The User's Evasion is increased by 1. The User's Defense is decreased by 1.
Scorching Sands 7 BP 6 AP ≥2 Ground Special 14-20; The Opponent is afflicted with Burn. Thaws User and Opponent.
Scratch 4 BP 4 AP ≥2 Normal Physical No secondary effect.
Searing Shot 10 BP 8 AP ≥7 Fire Special 14-20; The Opponent is afflicted with Burn. Spread.
Secret Power 7 BP 6 AP ≥2 Normal Physical 14-20; The Environment and Terrain are used to determine the effect.
Secret Sword 9 BP 7 AP ≥2 Fighting Special The Opponent's Defense is calculated in place of Special Defense.
Seed Bomb 8 BP 6 AP ≥2 Grass Physical No secondary effect.
Seed Flare 12 BP 8 AP ≥4 Grass Special 12-20; The Opponent's Special Defense is decreased by 2.
Seismic Toss - 6 AP ≥2 Fighting - The User's highest Offensive Stat is dealt as true damage, up to 5. Not affected by STAB, Stat increases or decreases, or Type Effectiveness except for immunities.
Self-Destruct 20 BP 8 AP ≥8 Normal Physical The User faints. Spread.
Shadow Ball 8 BP 6 AP ≥2 Ghost Special 16-20; The Opponent's Special Defense is decreased by 1.
Shadow Bone 9 BP 7 AP ≥2 Ghost Physical 16-20; The Opponent's Defense is decreased by 1.
Shadow Claw 7 BP 6 AP ≥2 Ghost Physical 18-20; Increased Crit Ratio.
Shadow Force 12 BP 8 AP ≥2 Ghost Physical Morphs the shadowed form of the User. Hits 1 round after the Move is used. Ignores and nullifies Protect Moves.
Shadow Punch 6 BP 5 AP - Ghost Physical No secondary effect.
Shadow Sneak 4 BP 5 (-1) AP ≥2 Ghost Physical Priority.
Sheer Cold - 8 AP ≥15 Ice Special If the Opponent's Level is lower than the User's, they are OHKO'd.
Shell Side Arm 9 BP 7 AP ≥2 Poison Special 16-20; The Opponent is afflicted with Poison. If damage would be higher as Physical/Special, changes Property.
Shell Trap 7 BP 8 AP ≥2 Fire Special Does nothing on round 1. Hits 1 round after the Move is used if the User is hit by a Physical Move. Room-Hitter.
Shock Wave 6 BP 5 AP - Electric Special No secondary effect.
Signal Beam 8 BP 6 AP ≥2 Bug Special 19-20; The Opponent is afflicted with Confusion.
Silver Wind 3 BP 8 AP ≥2 Bug Special 19-20. The User's Attack, Special Attack, Defense, Special Defense, and Speed are increased by 1. Room-Hitter.
Skitter Smack 7 BP 6 AP ≥3 Bug Physical The Opponent's Special Attack is decreased by 1.
Skull Bash 10 BP 8 AP ≥2 Normal Physical The User's Defense is increased by 1. Hits 1 round after the Move is used.
Sky Attack 14 BP 8 AP ≥3 Flying Physical 14-20; The Opponent Flinches. 18-20; Increased Crit Ratio. Hits 1 round after the Move is used.
Sky Drop 6 BP 5 AP ≥2 Flying Physical The User and Opponent are afflicted with Sky High. Hits 1 round after the Move is used.
Sky Uppercut 8 BP 6 AP ≥3 Fighting Physical Hits Opponents afflicted with Sky High.
Slam 8 BP 6 AP ≥4 Normal Physical No secondary effect.
Slash 7 BP 6 AP ≥2 Normal Physical 18-20; Increased Crit Ratio.
Sludge 6 BP 5 AP ≥2 Poison Special 14-20; The Opponent is afflicted with Poison.
Sludge Bomb 9 BP 7 AP ≥2 Poison Special 14-20; The Opponent is afflicted with Poison.
Sludge Wave 5 BP 8 AP ≥2 Poison Special 19-20; The Opponent is afflicted with Poison. Room-Hitter.
Smack Down 5 BP 7 AP ≥2 Rock Physical The Opponent is Grounded. Cures Sky High.
Smart Strike 7 BP 6 AP - Steel Physical Never misses.
Smelling Salts 7 BP 6 AP ≥2 Normal Physical If the Opponent is afflicted with Paralysis, damage is increased by 5. Cures Paralysis.
Smog 3 BP 6 AP ≥7 Poison Special 12-20; The Opponent is afflicted with Poison.
Snap Trap 4 BP 6 AP ≥2 Grass Physical The Opponent is afflicted with Trapped.
Snarl 4 BP 7 AP ≥11 Dark Special The Opponents' Special Attack is decreased by 1. Spread.
Snipe Shot 8 BP 6 AP ≥2 Water Special 18-20; Increased Crit Ratio. Ignores Focus-drawing effects.
Snore 5 BP 5 AP ≥2 Normal Special 14-20; The Opponent Flinches. Fails if the User is not afflicted with Sleep, or hasn't used Rest within the last 2 rounds.
Solar Beam 12 BP 7 AP ≥2 Grass Physical Hits 1 round after the Move is used. While in Harsh Sunlight, hits immediately. While in Rain, Fog, Snow, or Sandstorm, damage is decreased by 6.
Solar Blade 12 BP 7 AP ≥2 Grass Physical Hits 1 round after the Move is used. While in Harsh Sunlight, hits immediately. While in Rain, Fog, Snow, or Sandstorm, damage is decreased by 6.
Sonic Boom - 6 AP ≥3 Normal Special Deals 9 damage. Not affected by STAB, Stat increases or decreases, or Type Effectiveness except for immunities.
Spacial Rend 10 BP 8 AP ≥2 Dragon Special 18-20; Increased Crit Ratio. Cuts through the fabric of space.
Spark 6 BP 5 AP ≥2 Electric Physical 14-20; The Opponent is afflicted with Paralysis.
Sparkling Aria 4 BP 7 AP ≥2 Water Special Room-Hitter; Damages Allies. Heals Burn.
Spectral Thief 9 BP 7 AP ≥2 Ghost Physical The User steals the Opponent's Stat increases. Damage is calculated after stealing Opponent Stat increases. Ignores Substitute.
Spike Cannon 1D10 7 AP - Normal Physical Multi-Hit; Roll 1D10.
Spin Out 10 BP 8 AP ≥2 Steel Physical The next round, the User's Speed is decreased by 2.
Spirit Break 7 BP 6 AP ≥2 Fairy Physical The Opponent's Special Attack is decreased by 1.
Spirit Shackle 8 BP 6 AP ≥2 Ghost Physical The Opponent is afflicted with Immobile.
Spit Up Ø BP 7 AP ≥2 Normal Special BP is increased by 8 for every round Stockpile was used, up to 24 BP. Removes all Stat increases from Stockpile. Fails if Stockpile hasn't been used.
Springtide Storm 10 BP 8 AP ≥11 Fairy Special 14-20. The Opponent's Attack is decreased by 2. Spread.
Steam Eruption 11 BP 8 AP ≥2 Water Special 14-20; The Opponent is afflicted with Burn. Thaws User.
Steamroller 6 BP 6 AP ≥2 Bug Physical 14-20; The Opponent Flinches. If the Opponent used Minimize, always hits.
Steel Beam 14 BP 8 AP ≥2 Steel Special The User loses ½ of their Max HP.
Steel Roller 13 BP 8 AP ≥2 Steel Physical Nullifies Terrain. Fails if no Terrain is active on the field.
Steel Wing 7 BP 6 AP ≥3 Steel Physical 19-20; The User's Defense is increased by 1.
Stomp 6 BP 5 AP ≥2 Normal Physical 14-20: The Opponent Flinches. If the Opponent used Minimize, damage is increased by 6, always hits.
Stomping Tantrum 7 BP 6 AP ≥2 Ground Physical If the User's last Move missed, damage is increased by 5.
Stone Axe 6 BP 6 AP ≥3 Rock Physical The Opponent is afflicted with Splintered.
Stone Edge 10 BP 8 AP ≥5 Rock Physical 18-20; Increased Crit Ratio.
Stored Power 2 BP 7 AP ≥2 Psychic Special For each of the User's Stat increases, the Move's BP is increased by 2.
Storm Throw 1 BP 7 AP ≥3 Fighting Physical The Move is always a Critical Hit.
Strange Steam 9 BP 7 AP ≥2 Fairy Special 16-20; The Opponent is afflicted with Confusion.
Strength 8 BP 6 AP ≥2 Normal Physical The User can lift certain objects.
Struggle Bug 5 BP 6 AP ≥2 Bug Special The Opponent's Special Attack is decreased by 1.
Submission 8 BP 6 AP ≥5 Fighting Physical Recoil.
Sucker Punch 7 BP 6 (-1) AP ≥4 Dark Physical Priority. Fails if the Opponent had a Defensive Focus last round.
Sunsteel Strike 10 BP 8 AP ≥2 Steel Physical The User ignores the Opponent's Ability.
Supercell Slam 10 BP 8 AP ≥2 Electric Physical If the Move misses, the User loses ½ of their Max HP.
Super Fang - 7 AP ≥3 Normal Physical Deals 4 true damage to the Opponent. Does not ignore Type immunities.
Superpower 10 BP 8 AP ≥2 Fighting Physical The User's Attack and Defense are decreased by 1.
Surf 4 BP 6 AP ≥2 Water Special The User can surf over certain distances. Room-Hitter.
Surging Strikes 3D6+6 6 AP ≥3 Water Physical Always hits 3 times; Roll 3D6. The Move is always a Critical Hit. Misses if more than one roll is ≥3.
Swift 6 BP 5 AP Normal Special Never misses.
Synchronoise 12 BP 6 AP ≥8 Psychic Special If the Opponent shares a Type with the User, deals damage. Spread.
Tachyon Cutter 1D10 7 AP - Steel Special Multi-Hit; Roll 1D10.
Tackle 4 BP 4 AP ≥2 Normal Physical No secondary effect.
Tail Slap 1D10 7 AP - Normal Physical Multi-Hit; Roll 1D10.
Take Down 9 BP 7 AP ≥4 Normal Physical Recoil.
Techno Blast 12 BP 8 AP ≥2 Normal Special Changes Type according to the held Drive.
Temper Flare 7 BP 6 AP ≥2 Fire Physical If the User's last Move missed, damage is increased by 5.
Tera Blast 8 BP 6 AP ≥2 Normal ??? Property determined by the User's highest Offensive Stat. Changes Type according to the use of a Type Gem.
Tera Starstorm 12 BP 8 AP ≥2 Normal Special If the User is in Stellar Form; Spread.~~
Terrain Pulse 5 BP 7 AP ≥2 Normal Special While in Terrain, the Move's damage is increased by 5. The Move's Type changes according to the Terrain.
Thief 6 BP 5 AP ≥2 Dark Physical The User steals the Opponent's Item.
Thousand Arrows 9 BP 7 AP ≥2 Ground Physical Ignores Raised and Type immunities. Hits Fly, Bounce, Sky Drop.
Thousand Waves 9 BP 7 AP ≥2 Ground Physical The Opponent is afflicted with Immobile.
Thrash 10 BP 7 AP ≥2 Normal Physical If another Move is used within 3 rounds of using the Move, the User is afflicted with Disabled.
Throat Chop 8 BP 6 AP ≥2 Dark Physical The Opponent is afflicted with Silenced.
Thunder 10 BP 8 AP ≥7 Electric Special 16-20; The Opponent is afflicted with Paralysis. While in Rain, never misses.
Thunder Cage 8 BP 6 AP ≥3 Electric Special The Opponent is afflicted with Trapped.
Thunderclap 9 BP 6 (-1) AP ≥4 Dark Physical Priority. Fails if the Opponent had a Defensive Focus last round.
Thunder Fang 7 BP 6 AP ≥2 Electric Physical 16-18; The Opponent is afflicted with Paralysis. 19-20; The Opponent is afflicted with Flinch.
Thunder Punch 8 BP 6 AP ≥2 Electric Physical 19-20; The Opponent is afflicted with Paralysis.
Thunder Shock 4 BP 5 AP ≥2 Electric Special 19-20; The Opponent is afflicted with Paralysis.
Thunderbolt 9 BP 7 AP ≥2 Electric Special 19-20; The Opponent is afflicted with Paralysis.
Thunderous Kick 9 BP 7 AP ≥2 Fighting Physical The Opponent's Defense is decreased by 1.
Torch Song 8 BP 6 AP ≥2 Fire Special The User's Special Attack is increased by 1.
Trailblaze 5 BP 6 AP ≥2 Grass Physical The next round, the User's Speed is increased by 1.
Tri Attack 8 BP 6 AP ≥2 Normal Special 16-17; The Opponent is afflicted with Paralysis. 18-19; The Opponent is afflicted with Burn. 20; The Opponent is afflicted with Freeze.
Triple Arrows 9 BP 7 AP ≥2 Fighting Physical 18-20; Increased Crit Ratio. 10-20; The Opponent's Defense is decreased by 1.
Triple Axel 3D10 7 AP ≥2 Ice Physical Hits 3 times; Roll 3D10. If successive rolls are lower than any preceding roll, rolling stops and the Move only lands the successful hits.
Triple Dive 3D10 7 AP ≥2 Water Physical Hits 3 times; Roll 3D10. If successive rolls are lower than any preceding roll, rolling stops and the Move only lands the successful hits.
Triple Kick 3D10 7 AP ≥2 Fighting Physical Hits 3 times; Roll 3D10. If successive rolls are lower than any preceding roll, rolling stops and the Move only lands the successful hits.
Trop Kick 7 BP 6 AP ≥2 Grass Physical The Opponent's Attack is decreased by 1.
Trump Card - 4 AP - Normal Special The Move's AP cost is increased by 1 for each use. 4 AP; 4 BP. 5 AP; 5 BP. 6 AP; 6 BP. 7 AP; 8 BP. 8 AP; 20 BP. Never misses.
Twin Beam 4 BP 7 AP ≥2 Psychic Special Hits 2 times; Roll 2D20.
Twineedle 2 BP 6 AP ≥2 Bug Physical Hits 2 times; Roll 2D20. 16-20; The Opponent is afflicted with Poison.
Twister 4 BP 6 AP ≥2 Dragon Special 16-20; The Opponent Flinches. Opponent using Fly or Bounce; Damage is increased by 4.
U-Turn 7 BP 6 AP ≥2 Bug Physical Ignores Battlefield Hazards. Effects of Wrapped and Stuck are removed.
Upper Hand 6 BP 5 AP ≥2 Fighting Physical If the Opponent used a Priority Move or select Status Moves last round, they are afflicted with Flinch.
Uproar 9 BP 7 AP ≥2 Normal Special The User is afflicted with Insomnia.
V-Create 18 BP 8 AP ≥2 Fire Physical The User's Defense, Special Defense, and Speed are decreased by 1.
Vacuum Wave 4 BP 5 (-1) AP ≥2 Fighting Special Priority. AP cost decreased by 1.
Venoshock 6 BP 6 AP ≥2 Poison Special If the Opponent is afflicted with Poison, damage is increased by 6.
Vine Whip 5 BP 5 AP ≥2 Grass Physical No secondary effect.
Vise Grip 5 BP 5 AP ≥2 Normal Physical No secondary effect.
Vital Throw 7 BP 6 AP - Fighting Physical Never misses.
Volt Switch 7 BP 6 AP ≥2 Electric Physical Ignores Battlefield Hazards. Effects of Wrapped and Stuck are removed.
Volt Tackle 10 BP 7 AP ≥4 Electric Physical 14-20; The Opponent is afflicted with Paralysis. Recoil.
Wake-Up Slap 7 BP 6 AP ≥2 Normal Physical If the Opponent is afflicted with Paralysis, damage is increased by 5. Cures Paralysis.
Water Gun 4 BP 4 AP ≥2 Water Special No secondary effect.
Water Pledge 8 BP 6 AP ≥2 Water Special Removed.
Water Pulse 6 BP 5 AP ≥2 Water Special 16-20; The Opponent is afflicted with Confusion.
Water Shuriken 1D8 5 AP - Water Special Multi-Hit; Roll 1D8. If Battle Bond is activated, roll 3D8.
Water Spout 8 BP 8 AP ≥2 Fire Special The Move's Base Power is increased by 1 for every 10 HP the User has.
Waterfall 8 BP 6 AP ≥2 Water Physical 16-20; The Opponent is afflicted with Flinch. The User may scale waterfalls.
Wave Crash 10 BP 8 AP ≥2 Water Physical Recoil.
Weather Ball 5 BP 7 AP ≥2 Normal Special When in Weather, damage is increased by 5. Changes Type according to the Weather.
Whirlpool 3 BP 6 AP ≥4 Water Special The User is afflicted with Trapped.
Wicked Blow 1 BP 7 AP ≥2 Dark Physical The Move is always a Critical Hit.
Wicked Torque 8 BP 6 AP ≥2 Dark Physical 19-20; The Opponent is afflicted with Sleep.
Wild Charge 9 BP 7 AP ≥2 Electric Physical Recoil.
Windbolt Storm 10 BP 8 AP ≥11 Electric Special 14-20; The Opponent afflicted with Paralysis. Spread.
Wing Attack 6 BP 4 AP ≥2 Flying Physical No secondary effect.
Wood Hammer 12 BP 8 AP ≥4 Grass Physical Recoil.
Wrap 1 BP 6 AP ≥3 Normal Physical The Opponent is afflicted with Wrapped.
Wring Out 10 BP 8 AP ≥2 Normal Special The Move's BP is decreased by 2 every round the Opponent takes damage.
X-Scissor 8 BP 6 AP ≥2 Bug Physical 18-20; Increased Crit Ratio.
Zap Cannon 10 BP 8 AP ≥11 Electric Special The Opponent is afflicted with Paralysis.
Zen Headbutt 8 BP 6 AP ≥3 Psychic Physical 16-20; The Opponent is afflicted with Flinch.
Zing Zap 8 BP 6 AP ≥2 Electric Physical 14-20; The Opponent is afflicted with Flinch.

Status Moves Enchant The Battlefield!

Not all Moves deal damage. Status Moves are Moves with unique, non-damaging effects, seeking to amplify, debilitate, and otherwise shift the state of the battle through less direct means.

Status Moves, with rare exception, always cost 4 AP, and only one may be used per turn.

Name Base Power Action Points Accuracy Type Property Description
Acid Armor - 4 AP - Poison Status The User's Defense is increased by 2.
Acupressure - 4 AP - Normal Status Roll 1D6; The User's Attack/Defense/Special Attack/Special Defense/Speed/Evasion is increased by 2.
After You - 4 AP - Normal Status The Opponent's Max AP is increased by 2 for 1 round. The round after, their Max AP is decreased by 4 for 1 round.
Agility - 4 AP - Psychic Status The next round, the User's Speed is increased by 2.
Ally Switch - 4 AP - Psychic Status The User switches positions with an Ally.
Amnesia - 4 AP - Poison Status The User's Special Defense is increased by 2.
Aqua Ring - 4 AP - Water Status The User is afflicted with Aqua Ring.
Aromatherapy - 4 AP - Grass Status The User is cured of all Major Status Conditions. The User may select additional Allies to cure at the cost of 2 AP each.
Aromatic Mist - 4 AP - Fairy Status An Ally's Special Defense is increased by 1.
Assist - 4 AP - Normal Status Roll 1D4; The User uses a Move known by an Ally. AP cost is only counted once. Does not count as a Status Move.
Attract - 4 AP ≥2 Normal Status If the User is the opposite gender, the Opponent is afflicted with Infatuated.
Aurora Veil - 4 AP - Ice Status For 3 turns, a Screen affects the User and 2 Allies. Fails if it the Weather isn't Snow. Affects Physical and Special Moves.
Autotomize - 4 AP - Steel Status The next round, the User's Speed is increased by 1. The User becomes lighter.
Baby-Doll Eyes - 4 AP ≥2 Fairy Status The Opponent's Attack is decreased by 1.
Baneful Bunker - 4 AP - Poison Status Protect. For the Opponent's round, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use. If the User is attacked with a Physical Move, the Opponent is afflicted with Poison.
Barrier - 4 AP - Psychic Status The User's Defense is increased by 2.
Baton Pass - 4 AP - Normal Status The User gives their Stat increases and decreases, and Major and Minor Status Conditions.
Belly Drum - 4 AP - Normal Status The User's Attack is increased to 6. The User loses ½ of their Max HP.
Bestow - 4 AP - Normal Status The User gives their Worn/Held Item to the Opponent. If used with an Item, the User gives their Item to an Ally with the AP cost decreased by 1. Ignores Protect Moves.
Block - 4 AP - Normal Status The Opponent is afflicted with Immobile.
Bulk Up - 4 AP - Fighting Status The User's Attack and Defense are increased by 1.
Burning Bulwark - 4 AP - Fire Status Protect. For the Opponent's round, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use. If the User is attacked with a Physical Move, the Opponent is afflicted with Burned.
Calm Mind - 4 AP - Psychic Status The User's Special Attack and Special Defense are increased by 1.
Camouflage - 4 AP - Normal Status The User changes Type according to the environment and Terrain.
Captivate - 4 AP ≥2 Normal Status If the User is the opposite gender, the Opponent's Special Attack is decreased by 2.
Celebrate - 4 AP - Normal Status Woohoo! Victory!
Charge - 4 AP - Electric Status The User's Special Defense is increased by 1. Their next Electric-Type Move has its damage increased by 5.
Charm - 4 AP ≥2 Fairy Status The Opponent's Attack is decreased by 2.
Chilly Reception - 4 AP - Ice Status The Weather is changed to Snow.
Clangorous Soul - 4 AP - Dragon Status The User's Attack, Defense, Special Attack, Special Defense, and Speed are increased by 1. The User loses ⅓ of their Max HP.
Coaching - 4 AP - Fighting Status The Ally's Attack and Defense are increased by 1.
Coil - 4 AP - Poison Status The User's Attack, Defense, and Accuracy are increased by 1.
Confide - 4 AP - Normal Status The Opponent's Special Attack is decreased by 1.
Confuse Ray - 4 AP ≥2 Ghost Status The Opponent is afflicted with Confused.
Conversion - 4 AP - Normal Status The User changes Type according to the Move at the top of their Moveset.
Conversion 2 - 4 AP - Normal Status The User changes Type according to what the Opponent's last-used Move would be least effective against, prioritizing immunities.
Copycat - - - Normal Status The User replicates a Move used by Opponent or Ally on the current or previous round. Does not count as a Status Move.
Corrosive Gas - 4 AP ≥2 Poison Status Removes the Opponent's Worn Item.
Cosmic Power - 4 AP - Psychic Status The User's Defense and Special Defense are increased by 1.
Cotton Guard - 4 AP - Grass Status The User's Defense is increased by 3.
Cotton Spore - 4 AP ≥2 Grass Status The next round, the Opponent's Speed is decreased by 2.
Court Change - 4 AP - Normal Status The effects of Screens, Field Hazards, and other battlefield effects switch sides.
Crafty Shield - 4 AP - Fairy Status The User and their Allies are immune to Status Moves for 1 round.
Curse - 4 AP - Ghost Status The User's Attack and Defense are increased by 1, the User's Speed is decreased by 1. If the User is Ghost-Type, they instead lose ½ Max HP, and the Opponent is afflicted with Cursed. Ignores Substitutes.
Dark Void - 4 AP ≥5 Dark Status The Opponent is afflicted with Sleep. Multi-Target; Accuracy is decreased by ≥15 for each target.
Decorate - 4 AP - Fairy Status The Ally's Attack and Special Attack are increased by 2. Ignores Protect Moves except Crafty Shield.
Defend Order - 4 AP - Bug Status The User's Defense and Special Defense are increased by 1.
Defense Curl - 4 AP - Normal Status The User's Defense is increased by 1. Increases the damage of Rollout and Ice Ball by 3 for each use.
Defog - 4 AP - Flying Status The Opponent's Evasion is decreased by 1. Removes the effects of Field Hazards, Terrain, Screens, Mist, and Ominous Weather.
Destiny Bond - 4 AP - Ghost Status The User and Opponent are afflicted with Bound. Accuracy is changed to ≥11 and is halved for each consecutive use.
Detect - 4 AP - Fighting Status Protect. For the Opponent's turn, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use.
Disable - 4 AP - Normal Status The Opponent is afflicted with Disabled.
Double Team - 4 AP - Normal Status The User's Evasion is increased by 1.
Dragon Cheer - 4 AP - Dragon Status The User's Crit Ratio is increased by 1. The User may select 1 additional Ally to have their Crit Ratio increased by 1 at the cost of 2 AP. If the User is Dragon-Type, their own Crit Ratio is increased by 2.
Dragon Dance - 4 AP - Dragon Status The User's Attack and Speed are increased by 1.
Eerie Impulse - 4 AP - Electric Status The Opponent's Special Attack is decreased by 2.
Electric Terrain - 4 AP - Electric Status The Terrain is changed to Electric Terrain.
Electrify - 4 AP - Electric Status The Opponent's Moves are Electric-Type for 1 round.
Embargo - 4 AP - Dark Status The Opponent is afflicted with Embargo.
Encore - 4 AP - Normal Status The Opponent is afflicted with Encore.
Endure - 4 AP - Normal Status For 1 round, the User cannot be KO'd by Attacking Moves.
Entrainment - 4 AP - Normal Status The Opponent's Ability is changed to the User's.
Fairy Lock - 4 AP - Fairy Status The Opponent is afflicted with Leg Hold. Room-Hitter.
Fake Tears - 4 AP - Dark Status The Opponent's Special Defense is decreased by 2.
Feather Dance - 4 AP - Flying Status The Opponent's Attack is decreased by 2.
Flash - 4 AP ≥2 Normal Status The Opponent's Accuracy is decreased by 1. The User may illuminate dark areas.
Flatter - 4 AP ≥2 Dark Status The Opponent's Special Attack is increased by 2. The Opponent is afflicted with Confusion.
Floral Healing - 4 AP - Fairy Status The Ally is healed for 4 HP. When in Grass Terrain, the Ally is healed for 6 HP.
Flower Shield - 4 AP - Fairy Status If the User is Grass-Type, their Defense is increased by 1. If there are other Grass-Type Pokémon in the battle, the User must select additional Grass-Type Allies and Opponents to have their Defense increased by 1 at the cost of 1 AP each.
Focus Energy - 4 AP - Normal Status The User's Crit Ratio is increased by 2.
Follow Me - 4 AP - Normal Status The User redirects all Opponent attacks to them.
Foresight - 4 AP - Normal Status The User's Moves never miss. The User's Normal and Fighting-Type Moves can hit Ghost-Types.
Forest's Curse - 4 AP ≥2 Grass Status The Opponent gains the Grass-Type, even if they are dual-Typed.
Gastro Acid - 4 AP ≥2 Poison Status For 3 rounds, the Opponent's Ability is nullified.
Gear Up - 4 AP - Steel Status The User's Attack and Special Attack are increased by 1. If there are Pokémon with the Abilities Plus or Minus in the battle, the User must select additional Allies and Opponents using Plus or Minus to have their Defense increased by 1 at the cost of 1 AP each.
Geomancy - 4 AP - Fairy Status Does nothing on round 1. On turn 2, the User's Special Attack, Special Defense, and Speed are increased by 1.
Glare - 4 AP ≥2 Normal Status The Opponent is afflicted with Paralysis. Affects Ghost-Types.
Grass Whistle - 4 AP ≥8 Grass Status The Opponent is afflicted with Sleep.
Grassy Terrain - 4 AP - Grass Status The Terrain is changed to Grassy Terrain.
Gravity - 4 AP - Psychic Status All Pokémon in the battle are afflicted with Grounded. All Moves have their accuracy increased by 25% (5).
Growl - 4 AP ≥2 Normal Status The Opponent's Attack is decreased by 1. The User may select additional Opponents to have their Attack decreased by 1 at the cost of 2 AP each.
Growth - 4 AP - Normal Status The User's Attack and Special Attack are increased by 1. While in Harsh Sunlight, The User's Attack and Special Attack are increased by 2.
Grudge - 4 AP - Ghost Status Does nothing on round 1. On round 2, if the User is KO'd by an Attacking Move, the Opponent is afflicted with Grudge.
Guard Split - 4 AP - Psychic Status If the User's Defensive Stats are lower than the Opponent's, subtract half of the User's Defensive Stats rounded down from the Opponent's, and add half of the Opponent's Defensive Stats to the User's.
Guard Swap - 4 AP - Psychic Status The User swaps Defensive Stat changes with the Opponent.
Hail - 4 AP - Psychic Status Move replaced by Snowscape.
Happy Hour - 4 AP - Normal Status If the Move was used during a battle, after it ends, the User may roll 1D20 for each defeated Opponent the Move was used on for increased prize money.
Harden - 4 AP - Normal Status The User's Defense is increased by 1.
Haze - 4 AP - Ice Status All Pokémon in the battle have their Stat changes reset to 0.
Heal Bell - 4 AP - Normal Status The User is cured of all Major Status Conditions. The User may select additional Allies to cure at the cost of 2 AP each.
Heal Block - 4 AP - Psychic Status The Opponent is afflicted with Heal Block. The User may select additional Opponents to affect with Heal Block at the cost of 2 AP each.
Heal Order - 4 AP - Bug Status The User heals 4 HP.
Heal Pulse - 4 AP - Psychic Status The User heals an Ally for 4 HP.
Healing Wish - 4 AP - Psychic Status The User heals an Ally to full HP and cures all Major Status Conditions. The User faints.
Heart Swap - 4 AP - Psychic Status The User swaps Stat changes with the Opponent.
Helping Hand - 4 AP - Normal Status For 2 rounds, an Ally's Attack and Special Attack are increased by 1. Non-Combat Actions have advantage; roll 2D20 and the highest roll is used.
Hold Hands - 1 AP - Normal Status It's said that if two Pokémon use this move simultaneously, something wacky and unpredictable will occur.
Hone Claws - 4 AP - Dark Status The User's Attack and Accuracy are increased by 1.
Howl - 4 AP - Normal Status The User's Attack is increased by 1. The User may select additional Allies to have their Attack increased by 1 at the cost of 2 AP each.
Hypnosis - 4 AP ≥8 Psychic Status The Opponent is afflicted with Sleep.
Imprison - 4 AP - Psychic Status While the User is in-battle, the Opponents are unable to use Moves also known by the User.
Ingrain - 4 AP - Grass Status The User is afflicted with Ingrained.
Instruct - 4 AP - Psychic Status The Opponent is forced to use their last-used Move. If used on the same Opponent, Accuracy is changed to ≥11 and is halved for each consecutive use.
Ion Deluge - 4 AP - Electric Status For 1 round, all Normal-Type Moves are changed to Electric-Type.
Iron Defense - 4 AP - Steel Status The User's Defense is increased by 2.
Jungle Healing - 4 AP - Grass Status The User is healed for 2 HP and is cured of all Major Status Conditions. The User may select additional Allies to heal and cure at the cost of 2 AP each. Initial healing can be shifted to any nearby Pokémon.
Kinesis - 4 AP ≥5 Psychic Status The Opponent's Accuracy is decreased by 1.
King's Shield - 4 AP - Steel Status Protect. For the Opponent's turn, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use.
Laser Focus - 4 AP - Normal Status The User's next Move is a Critical Hit.
Leech Seed - 4 AP - Grass Status The Opponent is afflicted with Seeded.
Leer - 4 AP ≥2 Normal Status The Opponent's Defense is decreased by 1. The User may select additional Opponents to have their Defense decreased by 1 at the cost of 2 AP each.
Life Dew - 4 AP - Water Status The User is healed for 2 HP. The User may select additional Allies to heal at the cost of 2 AP each. Initial healing can be shifted to any nearby Pokémon.
Light Screen - 4 AP - Psychic Status For 3 turns, a Screen affects the User and up to 3 Allies. Affects Special Moves.
Lock-On - 4 AP - Normal Status The User's next Move never misses the Opponent targeted.
Lovely Kiss - 4 AP ≥6 Normal Status The Opponent is afflicted with Sleep.
Lucky Chant - 4 AP - Normal Status For 2 round, the Opponents are unable to have Critical Hits.
Lunar Dance - 4 AP - Psychic Status An Ally's HP is fully-restored and the next round, their Speed is increased by 1. The User faints.
Magic Coat - 4 AP - Psychic Status For 1 round, the User reflects all Status Moves with an Offensive Focus.
Magic Powder - 4 AP - Psychic Status The Opponent's Type is changed to Psychic.
Magic Room - 4 AP - Psychic Status Until the User faints, Worn and Held Items have no effect.
Magnet Rise - 4 AP - Electric Status The User is afflicted with Raised.
Magnetic Flux - 4 AP - Electric Status The User's Defense and Special Defense are increased by 2.
Mat Block - 4 AP - Fighting Status For 1 round, an Ally's Defense is increased by 4. The User may select additional Allies to block at the cost of 4 AP each. Accuracy is changed to ≥11 and is halved for each consecutive use.
Me First - - - Normal Status The User replicates a Move used by an Opponent on the previous turn only and targets them with it. STAB is applied to the Move regardless of the User's Type. Can be used immediately before fainting. Does not count as a Status Move.
Mean Look - 4 AP - Normal Status The Opponent is afflicted with Immobile.
Meditate - 4 AP - Psychic Status The User's Attack is increased by 1.
Memento - 4 AP - Dark Status The Opponent's Attack and Special Attack are decreased by 3. The User faints.
Metal Sound - 4 AP ≥4 Steel Status The Opponent's Special Defense is decreased by 2.
Metronome - 4 AP - Normal Status The User uses a random move. =HELP=
Milk Drink - 4 AP - Normal Status The User is healed for 4 HP.
Mimic - 4 AP - Normal Status The User memorizes a Move used by Opponent or Ally on the current or previous round, replacing this Move until the User faints or the battle ends.
Mind Reader - 4 AP - Normal Status Until the end of the next round, the User's Moves cannot miss the Opponent.
Minimize - 4 AP - Normal Status The User's Evasion is increased by 2.
Miracle Eye - 4 AP - Psychic Status The Opponent is affected by Psychic-Type Moves. The Opponent's Evasion is ignored.
Mirror Move - - - Flying Status The User replicates a Move which affected them on the current or previous round. Does not count as a Status Move.
Mist - 4 AP - Ice Status The User is protected from to having their Stats decreased by Opponents. The User may select additional protect at the cost of 2 AP each.
Misty Terrain - 4 AP - Fairy Status The Terrain is changed to Misty Terrain.
Moonlight - 4 AP - Fairy Status The User is healed for 4 HP. Healing dictated by Weather.
Morning Sun - 4 AP - Normal Status The User is healed for 4 HP. Healing dictated by Weather.
Mud Sport - 4 AP - Ground Status For 3 rounds, Electric-Type Moves have their damage decreased by 5.
Nasty Plot - 4 AP - Dark Status The User's Special Attack is increased by 2.
Nightmare - 4 AP - Dark Status The Opponent is afflicted with Nightmare.
No Retreat - 4 AP - Fighting Status The User's Attack, Defense, Special Attack, Special Defense, and Speed are increased by 1. The User cannot back down once they engage.
Noble Roar - 4 AP ≥2 Normal Status The Opponent's Attack and Special Attack are decreased by 1.
Obstruct - 4 AP - Dark Status Protect. For the Opponent's turn, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use. If the User is attacked with a Physical Move, the Opponent's Defense is decreased by 2.
Octolock - 4 AP ≥2 Fighting Status The Opponent is afflicted with Immobile. The Opponent's Defense and Special Defense are decreased by 1.
Odor Sleuth - 4 AP - Normal Status The Opponent is affected by Normal and Fighting-Type Moves. The Opponent's Evasion is ignored. The User ignores Evasion.
Pain Split - 4 AP - Normal Status The User is afflicted with Pain Split.
Parting Shot - 4 AP ≥2 Dark Status The Opponent's Attack and Special Attack are decreased by 1. The User flees to safety.
Perish Song - 4 AP ≥2 Normal Status The Opponent is afflicted with Perishing.
Play Nice - 4 AP - Normal Status The Opponent's Attack is decreased by 1. Ignores Protect Moves.
Poison Gas - 4 AP ≥3 Poison Status The Opponent is afflicted with Poison.
Poison Powder - 4 AP ≥6 Poison Status The Opponent is afflicted with Poison.
Powder - 4 AP ≥2 Bug Status The Opponent is afflicted with Powdered.
Power Split - 4 AP - Psychic Status The User's Offensive Stats change by 2 to be closer to that of the Opponent's Stats.
Power Swap - 4 AP - Psychic Status The Opponent has their Attack and Special Attack Stat increases and decreases swapped with the User.
Power Trick - 4 AP - Psychic Status The User's Attack Stat is swapped with their Defense Stat.
Protect - 4 AP - Normal Status Protect. For the Opponent's turn, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use.
Psych Up - 4 AP - Normal Status The User copies the Opponent's Stat increases and decreases.
Psychic Terrain - 4 AP - Psychic Status The Terrain is changed to Psychic Terrain.
Psycho Shift - 4 AP ≥2 Psychic Status The User's Major Status Condition is transferred to the Opponent.
Purify - 4 AP - Poison Status The User cures an Ally of all Major Status Conditions. If a Major Status Condition is cured, the User is healed for 4 HP.
Quash - 4 AP ≥2 Dark Status The User halts the Opponent from acting temporarily.
Quick Guard - 4 AP - Fighting Status For 1 round, the User and their Allies are immune to Priority Moves.
Quiver Dance - 4 AP - Bug Status The User's Special Attack, Special Defense, and Speed are increased by 1.
Rage Powder - 4 AP - Bug Status For the Opponent's turn, they become more likely to target the User.
Rain Dance - 4 AP - Water Status The Weather is changed to Rain. The User may summon Heavy Rain at the cost of 2 AP extra.
Recover - 4 AP - Normal Status The User is healed for 4 HP.
Recycle - 4 AP - Normal Status When in battle, the User acquires a lesser version of a Consumable Item they or an Ally have used recently. Outside of combat, the User may turn some Items into other Items.
Reflect - 4 AP - Psychic Status For 3 turns, a Screen affects the User and up to 3 Allies. Affects Physical Moves.
Reflect Type - 4 AP - Normal Status The User's Type changes to match the Opponent's.
Refresh - 4 AP - Normal Status The User is cured of Poison, Burn, or Paralysis.
Rest - 4 AP - Psychic Status The User is unable to act for 2 rounds. The User heals to Max HP.
Revival Blessing - 4 AP - Normal Status The User may choose a fainted Ally to revive, sacrificing their remaining HP to give an equal amount of HP to the Ally. The User faints.
Roar - 4 AP - Normal Status The User roars in an intimidating manner.
Rock Polish - 4 AP - Rock Status The next round, the User's Speed is increased by 2.
Role Play - 4 AP - Psychic Status The User's Ability is replaced with the Opponent's.
Roost - 4 AP - Flying Status For 1 round, the User loses Flying-Type. The User is healed for 4 HP.
Rototiller - 4 AP - Ground Status All Grounded Grass-Type Pokémon have their Attack and Special Attack increased by 1.
Safeguard - 4 AP - Normal Status For 1 round, all Opponents' Status Moves have their AP cost increased by 2.
Sand Attack - 4 AP ≥2 Ground Status The Opponent's Accuracy is decreased by 1.
Sandstorm - 4 AP - Rock Status The Weather is changed to Sandstorm.
Scary Face - 4 AP ≥2 Normal Status The next round, the Opponent's Speed is decreased by 2.
Screech - 4 AP ≥4 Normal Status The Opponent's Defense is decreased by 2.
Sharpen - 4 AP - Normal Status The User's Attack is increased by 1.
Shed Tail - 4 AP - Normal Status The User loses ⅓ of their Max HP. A nearby Ally is afflicted with Substitute.
Shell Smash - 4 AP - Normal Status The User's Attack, Special Attack, and Speed are increased by 2. The User's Defense and Special Defense are decreased by 1.
Shift Gear - 4 AP - Steel Status The next round, the User's Speed is increased by 2, and their Attack is increased by 1.
Shore Up - 4 AP - Ground Status The User is healed for 4 HP. While in Sandstorm, the User is healed for 6 HP.
Simple Beam - 4 AP ≥2 Normal Status The Opponent's Ability is replaced with Simple.
Sing - 4 AP ≥9 Normal Status The Opponent is afflicted with Sleep. Ignores Protect Moves and Substitutes.
Sketch - 4 AP - Normal Status The User memorizes a Move used by Opponent or Ally on the current or previous round, replacing this Move permanently.
Skill Swap - 4 AP - Psychic Status The User's trades Abilities with the Opponent.
Slack Off - 4 AP - Normal Status The User heals for 4 HP.
Sleep Powder - 4 AP ≥6 Grass Status The Opponent is afflicted with Sleep.
Sleep Talk - 4 AP - Normal Status If the User is afflicted with Sleep, or used Rest within the last 2 rounds, roll 1D4; The User uses a Move in their Moveset. AP cost is only counted once.
Smokescreen - 4 AP ≥2 Normal Status The Opponent's Accuracy is decreased by 1.
Snatch - 4 AP - Dark Status For 1 round, the User steals Status Moves from Opponents.
Soak - 4 AP - Water Status The Opponent's Type is changed to Water.
Soft-Boiled - 4 AP - Normal Status The User is healed for 4 HP.
Speed Swap - 4 AP - Psychic Status The User swaps their Speed Stat with the Opponent.
Spider Web - 4 AP - Bug Status The Opponent is afflicted with Immobile.
Spikes - 4 AP - Rock Status Hazard. The User applies one layer of Spikes.
Spiky Shield - 4 AP - Grass Status Protect. For 1 round, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use. If the User is attacked with a Physical Move, the Opponent takes Recoil damage.
Spite - 4 AP - Ghost Status The Opponent's last-used Move has its AP cost increased by 2 until it's used again.
Splash - 1 AP - Normal Status The User splashes around.
Spore - 4 AP ≥2 Grass Status The Opponent is afflicted with Sleep. Ignores Protect Moves and Substitutes.
Spotlight - 4 AP - Normal Status For 1 round, the Opponent is more likely to be attacked.
Stealth Rock - 4 AP - Rock Status Hazard. The User applies one layer of Pointed Stones.
Sticky Web - 4 AP - Bug Status Hazard. The User applies one layer of Sticky Web.
Stockpile - 4 AP - Normal Status The User's Defense and Special Defense are increased by 1. Affects Spit Up and Swallow. Fails if used more than 3 times.
Strength Sap - 4 AP ≥2 Grass Status The Opponent's Attack is decreased by 1. The User is healed for HP equal to the Opponent's Attack Stat, including Attack increases or decreases.
String Shot - 4 AP ≥2 Bug Status The next round, the Opponent's Speed is decreased by 2.
Stuff Cheeks - 4 AP - Normal Status If the User eats a Berry, the User's Defense is increased by 2. Fails if the User has no Berry to eat.
Stun Spore - 4 AP ≥6 Grass Status The Opponent is afflicted with Paralysis. Ignores Protect Moves and Substitutes.
Substitute - 4 AP - Normal Status The User loses ¼ of their Max HP. The User is afflicted with Substitute.
Sunny Day - 4 AP - Fire Status The Weather is changed to Harsh Sunlight. The User may summon Intense Sunlight at the cost of 2 AP extra.
Supersonic - 4 AP ≥9 Normal Status The Opponent is afflicted with Confusion. Ignores Protect Moves and Substitutes.
Swagger - 4 AP ≥5 Normal Status The Opponent's Attack is increased by 2. The Opponent is afflicted with Confusion.
Swallow - 4 AP - Normal Status The User is healed for 4 HP for every round Stockpile was used, up to 12 HP. Removes all Stat increases from Stockpile. Fails if Stockpile hasn't been used.
Sweet Kiss - 4 AP ≥6 Fairy Status The Opponent is afflicted with Confusion.
Sweet Scent - 4 AP ≥2 Normal Status The Opponent's Evasion is decreased by 2. The User may select additional Opponents to have their Evasion decreased by 2 at the cost of 2 AP each.
Switcheroo - 4 AP - Dark Status The User swaps Worn/Held Items with the Opponent.
Swords Dance - 4 AP - Normal Status The User's Attack is increased by 2.
Synthesis - 4 AP - Grass Status The User is healed for 2 HP. HP healed affected by the Weather.
Tail Glow - 4 AP - Bug Status The User's Special Attack is increased by 2.
Tail Whip - 4 AP ≥2 Normal Status The Opponent's Defense is decreased by 1. The User may select additional Opponents to have their Defense decreased by 1 at the cost of 2 AP each.
Tailwind - 4 AP - Flying Status For 3 rounds, the User shares their Max AP with up to 2 Allies. The Move cannot increase an Ally's Max AP above 8, but may take the User below 4 AP.
Tar Shot - 4 AP ≥2 Rock Status The next round, the Opponent's Speed is decreased by 1. The Opponent's Type resistance to Fire-Type Moves is decreased by 1.
Taunt - 4 AP ≥4 Dark Status For 2 rounds, the Opponent's Status Moves have their AP cost increased by 2.
Tearful Look - 4 AP - Normal Status The Opponent's Attack and Special Attack are decreased by 1.
Teatime - 4 AP - Normal Status The User and Opponent both eat an available Berry. The User may select additional Opponents to snack with at the cost of 2 AP each.
Teeter Dance - 4 AP ≥2 Normal Status The Opponent is afflicted with Confusion. The User may select additional Opponents to afflict with Confusion at the cost of 2 AP each.
Telekinesis - 4 AP - Psychic Status The Opponent is afflicted with Raised. All Moves against the Opponent never miss.
Teleport - 4 AP - Psychic Status The User teleports.
Thunder Wave - 4 AP ≥3 Electric Status The Opponent is afflicted with Paralysis.
Tickle - 4 AP ≥2 Normal Status The Opponent's Attack and Defense are decreased by 1.
Topsy Turvy - 4 AP - Dark Status The Opponent's Stat increases and decreases are swapped.
Torment - 4 AP ≥2 Dark Status For 2 rounds, the Opponent is unable to use the same move in several times in succession.
Toxic - 4 AP ≥3 Poison Status The Opponent is afflicted with Badly Poisoned. If the User is Poison-Type, the Move never misses.
Toxic Spikes - 4 AP - Poison Status Hazard. The User applies one layer of Poisoned Spikes.
Toxic Thread - 4 AP ≥2 Poison Status The Opponent is afflicted with Poison. The next round, the Opponent's Speed is decreased by 1, even if the Opponent is immune.
Transform - 4 AP - Normal Status The User's species changes to one they've seen on the current or previous round.
Trick - 4 AP - Psychic Status The User swaps Worn/Held Items with the Opponent.
Trick Room - 4 AP - Psychic Status Until the User faints, all Pokémon have their Speed and Speed Stat increases and decreases inverted.
Trick-Or-Treat - 4 AP ≥2 Ghost Status The Opponent gains the Ghost-Type, even if they already have two Types.
Venom Drench - 4 AP ≥2 Poison Status The Opponent's Attack, Special Attack, and Speed are decreased by 1. The User may select additional Opponents to drench at the cost of 2 AP each. Fails if the Opponent is not afflicted with Poison or Badly Poisoned.
Water Sport - 4 AP - Water Status Until the User faints, all Pokémon in the battle have their Fire-Type damage decreased by 5,
Whirlwind - 4 AP - Normal Status The User blows an Opponent away.
Wide Guard - 4 AP - Rock Status For 1 round, the User and their Allies are immune to Moves which hit multiple targets.
Will-O-Wisp - 4 AP ≥4 Fire Status The Opponent is afflicted with Burn.
Wish - 4 AP - Normal Status The User is afflicted with Wishing.
Withdraw - 4 AP - Water Status The User's Defense is increased by 1.
Wonder Room - 4 AP - Psychic Status Until the User faints, all Pokémon have their Defense and Special Defense Stats and Stat increases and decreases flipped.
Work Up - 4 AP - Normal Status The User's Attack and Special Defense are increased by 1.
Worry Seed - 4 AP ≥2 Grass Status The Opponent's Ability is replaced with Insomnia.
Yawn - 4 AP - Normal Status After 1 round, the Opponent is afflicted with Sleep.

Unique Moves

Some Moves stand apart from the others with their unique qualities. This list is only here until I sort things out afterwards.

You should feel special if you have these cool Moves, because you aren't supposed to have them.

Name Base Power Action Points Accuracy Type Property Description
Struggle 5 BP - - ??? ??? Recoil. Property determined by the User's highest Offensive Stat. Consumes all AP. The most pitiful Move a Pokémon can use, when they have exhausted all options.
Baddy Bad 9 BP 6 AP ≥2 Dark Special For 3 turns, a Screen affects the User and their Allies. Affects Physical Moves.
Bouncy Bubble 9 BP 6 AP ≥2 Water Special Draining. Recoil damage is calculated for HP healed.
Buzzy Buzz 9 BP 6 AP ≥2 Electric Special The Opponent is afflicted with Paralysis.
Commander - 4 AP - Dragon Status The User is afflicted with Commanding. An Ally is Afflicted with Commanded. The User may select additional Allies to command at the cost of 2 AP each.
Floaty Fall 9 BP 6 AP ≥2 Flying Physical
Freezy Frost 9 BP 6 AP ≥2 Ice Special All Pokémon in the battle have their Stat changes reset to 0.
Glitzy Glow 9 BP 6 AP ≥2 Psychic Special Screen. Affects Special Moves.
Harvest - 4 AP ≥11 Grass Status If a Berry was used last turn, there is a ≥11 chance they will find a Berry Leaf. 100% chance in Harsh Sunlight.
Nature Power - - - - Status Move dependent on the User's environment.
Pika Papow 10 BP 6 AP - Electric Special Each round, the Move's BP is decreased by 1 until 8 BP.
Sappy Seed 9 BP 6 AP ≥2 Grass Physical The Opponent is afflicted with Seeded.
Sizzly Slide 9 BP 6 AP ≥2 Fire Physical The Opponent is afflicted with Burn.
Sparkly Swirl 9 BP 6 AP ≥2 Fairy Special The User is cured of all Major Status Conditions. The User may select additional Allies to cure at the cost of 2 AP each.
Splishy Splash 9 BP 6 AP ≥2 Water Special 14-20; The Opponent is afflicted with Paralysis.
Veevee Volley 10 BP 6 AP - Normal Special Each round, the Move's BP is decreased by 1 until 8 BP.
Destruction on an Unimaginable Scale ??? ??? ??? ??? ??? ???

Fling Table

Here is a table for all of Fling's possible throwable damage values.

This table does not list all possible Items, only the weights and damage associated with them. The weight of an item is up to the GM.

Fling's BP and AP Cost varies depending on what is being thrown. The category each Item falls into is dependent on the GM's ruling and past precedents. The User's Attack Stat is counted for the damage number.
Some Items may have a secondary effect applied if warranted.

Weight Base Power Action Point Cost
Very Light 0 BP 2 AP
Light 3 BP 3 AP
Medium-Light 5 BP 4 AP
Medium-Heavy 9 BP 5 AP
Heavy 11 BP 6 AP
Very Heavy 13 BP 8 AP

Secret Power Table

You may need to ask a GM which effect suits the Environment using this list.

Once you know which effect will be used, use Ctrl + F in the Rule List to see for its details.

Environment Effect .
Basic Buildings, Generic Towns, & Miscellaneous The Opponent is afflicted with Paralysis. .
Caves & Tunnels The Opponent is afflicted with Flinch. .
Sandstone, Loose Dirt, & Gravel The Opponent's Accuracy is decreased by 1. .
Swamps & Marshlands The next round, the Opponent's Speed is decreased by 1. .
Water & Underwater The Opponent's Attack is decreased by 1. .
Taiga & Frozen Caves The Opponent is afflicted with Freeze. .
Volcanic Earth & Magma The Opponent is afflicted with Burn. .
Haunted Territories & Ominous Weather The Opponent is afflicted with Flinch. .
Clouds & Strong Winds The next round, the Opponent's Speed is decreased by 1. .
High-Atmosphere The Opponent is afflicted with Paralysis. .
Space The Opponent's Defense is decreased by 1. .
Flower Fields, Grasslands, Forests, & Grassy Terrain The Opponent is afflicted with Sleep. .
Esoteric Spaces, Mystical Forests, & Misty Terrain The Opponent's Special Attack is decreased by 1. .
Electromagnetic Fields & Electric Terrain The Opponent is afflicted with Paralysis. .
Dreams & Psychic Terrain The next round, the Opponent's Speed is decreased by 1. .

Natural Gift Table

Here is a table for all of Natural Gift's outcomes.

Use Ctrl + F to determine what BP and Type an Item is when Natural Gift is used.

Item BP Type Item BP Type Item BP Type
Cheri Berry 8 BP Fire Durin Berry 10 BP Water Jaboca Berry 10 BP Dragon
Chesto Berry 8 BP Water Belue Berry 10 BP Electric Rowap Berry 10 BP Dark
Pecha Berry 8 BP Electric Occa Berry 8 BP Fire Roseli Berry 8 BP Fairy
Rawst Berry 8 BP Grass Passho Berry 8 BP Water Kee Berry 10 BP Fairy
Aspear Berry 8 BP Ice Wacan Berry 8 BP Electric Maranga Berry 10 BP Dark
Leppa Berry 8 BP Fighting Rindo Berry 8 BP Grass Apple 9 BP Normal
Oran Berry 8 BP Poison Yache Berry 8 BP Ice Big Apple 11 BP Normal
Oran Leaf 6 BP Poison Chople Berry 8 BP Fighting Huge Apple 13 BP Normal
Lum Berry 8 BP Flying Kebia Berry 8 BP Poison Perfect Apple 15 BP Normal
Figy Berry 8 BP Bug Shuca Berry 8 BP Ground Plain Seed 9 BP Normal
Wiki Berry 8 BP Rock Coba Berry 8 BP Flying Power Seed 11 BP Fighting
Mago Berry 8 BP Ghost Payapa Berry 8 BP Psychic Quick Seed 11 BP Flying
Aguav Berry 8 BP Dragon Tanga Berry 8 BP Bug Eye-Drop Seed 9 BP Flying
Bluk Berry 9 BP Fire Charti Berry 8 BP Rock Nasty Food 10 BP Poison
Nanab Berry 9 BP Water Kasib Berry 8 BP Ghost Blinker Seed 10 BP Poison
Wepear Berry 9 BP Electric Haban Berry 8 BP Dragon Tiny Reviver Seed 8 BP Ground
Pinap Berry 9 BP Grass Colbur Berry 8 BP Dark Reviver Seed 10 BP Ground
Pomeg Berry 9 BP Ice Babiri Berry 8 BP Steel Blast Seed 10 BP Rock
Kelpsy Berry 9 BP Fighting Chilan Berry 8 BP Normal Stun Seed 9 BP Bug
Qualot Berry 9 BP Poison Liechi Berry 10 BP Grass Totter Seed 9 BP Ghost
Hondew Berry 9 BP Ground Ganlon Berry 10 BP Ice Sleep Seed 10 BP Ghost
Grepa Berry 9 BP Flying Salac Berry 10 BP Fighting Soothing Seed 9 BP Steel
Tamato Berry 9 BP Psychic Petaya Berry 10 BP Poison Heart Seed 20 BP Fire
Cornn Berry 9 BP Bug Apicot Berry 10 BP Ground Heal Seed 10 BP Grass
Magost Berry 9 BP Rock Lansat Berry 10 BP Flying Encourage Seed 10 BP Electric
Rabuta Berry 9 BP Ghost Starf Berry 10 BP Psychic Warp Seed 11 BP Psychic
Nomel Berry 9 BP Dragon Enigma Berry 10 BP ??? Decoy Seed 11 BP Ice
Spelon Berry 9 BP Dark Micle Berry 10 BP Rock Joy Seed 20 BP Dragon
Pamtre Berry 9 BP Steel Custap Berry 10 BP Ghost Vile Seed 10 BP Dark
Watmel Berry 10 BP Fire Jaboca Berry 10 BP Dragon Ban Seed 10 BP Dark
Bulwark Seed 11 BP Rock Defect Seed 10 BP Poison Held Item 6 BP ???
Empowerment Seed 20 BP Dragon Star Fuel 10 BP Fairy

Nature Power Table

You may need to ask a GM which Move suits the Environment using this list.

Once you know which Move is available, use Ctrl + F to search for its details.

Environment Move Type
Basic Buildings, Generic Towns, & Miscellaneous Tri Attack Normal
Caves & Tunnels Power Gem Rock
Sandstone, Loose Dirt, & Gravel Earth Power Ground
Swamps & Marshlands Mud Bomb Ground
Water & Underwater Hydro Pump Water
Taiga & Frozen Caves Ice Beam Ice
Volcanic Earth & Magma Lava Plume Fire
Haunted Territories & Ominous Weather Shadow Ball Ghost
Clouds & Strong Winds Air Slash Flying
High-Atmosphere Psyshock Psychic
Space Draco Meteor Dragon
Flower Fields, Grasslands, Forests, & Grassy Terrain Energy Ball Grass
Esoteric Spaces, Mystical Forests, & Misty Terrain Moonblast Fairy
Electromagnetic Fields & Electric Terrain Thunderbolt Electric
Dreams & Psychic Terrain Psychic Psychic

Recycle Table

Here is a table for all of Recycle's outcomes, in and out of combat.

Once you know which Item will be Recycled, use Ctrl + F in the Items List to see its effect.

Utilizing the Move Recycle, Plain Seeds can be used to create a different Seed while not in combat. These outcomes are entirely random, selected based on the number rolled on a D20.
A Pokémon may only try this once per Plain Seed. Once they get something out of it, that's it, unless they get particularly lucky- or unlucky.

Roll 16-20 Seed Roll 11-15 Seed Roll 6-10 Seed Roll 1-5 Seed
20 Tiny Reviver Seed 15 Blinker Seed 10 Stun Seed 5 Dusty Seed
19 Blast Seed 14 Encourage Seed 9 Totter Seed 4 Malady Seed
18 Quick Seed 13 Eye-drop Seed 8 Frigid Seed 3 Abstain Seed
17 Ban Seed 12 Heal Seed 7 Spicy Seed 2 Plain Seed
16 Decoy Seed 11 Sleep Seed 6 Acidic Seed 1 Nothing

When using Recycle in battle, it can recover an Item which was used in battle within the last 2 rounds, but the Item's quality decreases until it can no longer be Recycled.

. . . Input Output . . .
. . . Sitrus Berry Sitrus Leaf . . .
. . . Sitrus Leaf Oran Leaf . . .
. . . Oran Berry Oran Leaf . . .
. . . Perfect Apple Big Apple . . .
. . . Huge Apple Apple . . .
. . . Big Apple Apple . . .

Lastly, outside of combat and while holding a Shattered TM, the User may roll 1D20. ≥10; the TM becomes Repaired. If the required roll is not met, the TM will be forever broken. +1 roll chance every 25 Levels.


Upper Hand Table

Here is a table for all of Upper Hand's affected Status Moves.

Upper Hand's Flinch effect activates when used against each of these Moves, including all Status Moves used by a Pokémon with the Ability Prankster.

Move Move Move Move Move Move Move
Ally Switch Baby-Doll Eyes Follow Me Helping Hand Prankster Status Moves Snatch Teleport

Attack Arts Wild MISSINGNO. appeared!

Attack Arts are specific, Typeless Moves with special effects sometimes unique to them.

They can be acquired through Move Tutors, and replace a Pokémon's Basic Attack opposed to a normal Move Slot.

Name Base Power Action Points Accuracy Type Property Description
Basic Attack 4 BP 4 AP ≥2 ??? ??? Property determined by the User's highest Offensive Stat. Changes Type according to the use of a Type Gem. The simplest Move a Pokémon can use.
Wide Slash 3 BP 7 AP ≥2 ??? Physical 18-20; Increased Crit Ratio. The User can cut certain obstacles.
Spin Slash 4 BP 5 AP ≥5 ??? Physical May damage any number of Opponents surrounding the User.
Excavate - 4 AP - ??? Status The User tunnels through most surfaces, similar to Dig.
Vacuum-Cut - 8 AP ≥2 ??? Special Deals 4 true damage to the Opponent. Not affected by the User or Opponent's Stat increases or decreases.

Z-Moves Tap Into Your Full-Potential!

Z-Moves are powerful, Type-specific Moves only usable through the help of a Z-Crystal.

They cannot be learned by normal means, and are instead channeled when a Pokémon is exposed to Z-Crystal corresponding to the Move they are trying to use. All Z-Moves have their Property and AP costs based on the Move first used to channel them, and they never miss.

The Base Power of most attacking Z-Moves is dependent on the BP of the Move used to channel them. Multi-Hit Moves which hit 3 or more times have the BP of 3 hits calculated for the Z-Move.

  • 14+ BP: 20 BP
  • 12-13 BP: 19 BP
  • 10-11 BP: 18 BP
  • 9 BP: 17 BP
  • 8 BP: 16 BP
  • 7 BP: 14 BP
  • 6 BP: 12 BP
  • 1-5 BP: 10 BP
Z-Crystal Name Base Power Action Points Accuracy Type Property Description
Manifest The Power Of Friendship!Pikashunium 10,000,000 Volt Thunderbolt 20 BP 6 AP - Electric Special The User's Crit Ratio is increased by 2.
Sear The Opposition!Poisonium Acid Downpour ??? ??? - Poison ??? No secondary effect.
Give It All You've Got!Fightinium All-Out Pummeling ??? ??? - Fighting ??? No secondary effect.
Become A Dark Spirit!Darkinium Black Hole Eclipse ??? ??? - Dark ??? No secondary effect.
Sow The Seeds Of Nature!Grassium Bloom Doom ??? ??? - Grass ??? No secondary effect.
Break Through!Normalium Breakneck Blitz ??? ??? - Normal ??? No secondary effect.
Show Them What A Mascot Really Looks Like!Pikanium Catastropika 21 BP 6 AP - Electric Physical No secondary effect.
Your Soul Reverberates!Kommonium Clangorous Soulblaze 18 BP 8 AP - Dragon Special The User's Attack, Defense, Special Attack, Special Defense, and Speed are increased by 1.
Crush Your Enemies!Rockium Continental Crash ??? ??? - Rock ??? No secondary effect.
Bend Their Will!Steelium Corkscrew Crash ??? ??? - Steel ??? No secondary effect.
Command The Charge!Dragonium Devastating Drake ??? ??? - Dragon ??? No secondary effect.
Your Bloodline Is Always With You!Eevium Extreme Evoboost - 8 AP - Normal Status The User's Attack, Defense, Special Attack, Special Defense, and Speed are increased by 2.
Witness Absolute Ancestral Power!Mewnium Genesis Supernova 18 BP 7 AP - Psychic Special The Terrain is changed to Psychic Terrain.
Leave The Sky Screaming!Electrium Gigavolt Havoc ??? ??? - Electric ??? No secondary effect.
Become A Force Of Nature!Tapunium Guardian of Alola (Guardian of Nature) - 7 AP - Fairy Special The User's Attack/Sp.Atk/Sp.Def/Speed Stat is dealt as true damage, based on the User's Species Bonus.
Turn The Tides Of Battle!Waterium Hydro Vortex ??? ??? - Water ??? No secondary effect.
Your Blood Boils!Firium Inferno Overdrive ??? ??? - Fire ??? No secondary effect.
Show Them What You Really Are!Mimikium Let's Snuggle Forever 19 BP 7 AP - Fairy Physical No secondary effect.
Scorch The Very Heavens!Ultranecrozium Light That Burns The Sky 20 BP 8 AP - Psychic Special If damage would be higher as Physical/Special, changes Property.
Give Them Something To Cry About!Incinium Malicious Moonsault 18 BP 7 AP - Dark Physical If the Opponent used Minimize, damage is increased by 18.
Cast Your Searing Shadow!Lunalium Menacing Moonraze Maelstrom 20 BP 8 BP - Ghost Special Ignores Abilities.
Remove All Resistance!Ghostium Never-Ending Nightmare ??? ??? - Ghost ??? No secondary effect.
Sing Them A Song To Remember!Primarium Oceanic Operetta 20 BP 7 AP - Water Special No secondary effect.
Think About What's For Dinner Tomorrow!Snorlium Pulverizing Pancake 21 BP 8 AP - Normal Physical No secondary effect.
Swarm Your Opponents!Buginium Savage Spin-Out ??? ??? - Bug ??? No secondary effect.
Unleash The Unmatched Power Of The Sun!Solganium Searing Sunraze Smash 20 BP 8 AP - Steel Physical Ignores Abilities.
Scar Their Psyche!Psychium Shattered Psyche ??? ??? - Psychic ??? No secondary effect.
Sunder Armies From The Shadows!Decidium Sinister Arrow Raid 18 BP 7 AP - Ghost Physical No secondary effect.
Have Them Feeling Soulless!Marshadium Soul-Stealing Seven-Star Strike 20 BP 7 AP - Ghost Physical No secondary effect.
Leave Them Looking Ruff!Lycanium Splintered Stormshards 19 BP 8 AP - Rock Physical Nullifies Terrain.
Your Evolution Line Has THREE Z-Moves!Aloraichium Stoked Sparksurfer 17 BP 6 AP - Electric Special The Opponent is afflicted with Paralysis.
Let All Feel The Chill!Icium Subzero Slammer ??? ??? - Ice ??? No secondary effect.
Break The Sound Barrier!Flyinium Supersonic Skystrike ??? ??? - Flying ??? No secondary effect.
Shatter The Earth!Groundium Tectonic Rage ??? ??? - Ground ??? No secondary effect.
Cover Them In Glitter That Will Never Wash Off!Fairium Twinkle Tackle ??? ??? - Fairy ??? No secondary effect.

Z-Status Moves

Original Move Action Points Accuracy Type Description Z-Move Effect
Ababor 4 AP - Grass Explosion Explosion
Edit
Pub: 14 Jan 2023 17:58 UTC
Edit: 31 Aug 2024 22:01 UTC
Views: 4883