TMD 2 v3.0 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.
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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. |
| Listings with |
|
| Dotted | Listings with Dotted Underlined* names are Alt-Casts or not a Move's base Style. |
Attacking Moves
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 | ≥3 | Grass | Special | Draining. Additional lifesteal acquired beyond the User's Max HP is provided as Overheal. |
| Accelerock | 4 BP | 5 (-1) AP | 5 PP | Rock | Physical | Priority. When used within the time of day the User evolved during, this Move consumes no PP. |
| Acid | 2 BP | 4 AP | ≥2 | Poison | Special | 19-20; The Opponent's Defense Mod is decreased by 1. |
| Acid Spray | 4 BP | 5 AP | ≥4 | Poison | Special | The Opponent's Special Defense Mod is decreased by 2. |
| Acrobatics | 5 BP | 6 AP | ≥2 | Flying | Physical | If the User has no Worn or Held Item, or has No Bag equipped, this Move's BP is increased by 5. |
| Aerial Ace | 6 BP | 5 AP | - | Flying | Physical | Style: Agile, Repeatable. |
| Aerial Ace | - | 4 AP | - | Flying | Status | Style: Crafty. The User may choose to pull the target closer, or simply send them away. If the User is afflicted with a Major Status Condition, the target is afflicted with it, too. |
| Aeroblast | 10 BP | 8 AP | ≥2 | Flying | Special | Crit Ratio +1. |
| Air Cutter | 2D6 | 5 AP | 4 PP | Flying | Special | Multi-Hit: Selective. This Move may shoot up to 2 slashes, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. |
| Air Slash | 7 BP | 6 AP | ≥2 | Flying | Special | 14-20; The Opponent Flinches. |
| Anchor Shot | 8 BP | 6 AP | ≥2 | Steel | Physical | If the Opponent's Attack Stat is ≤8, they are afflicted with Rooted and bound to the anchor. |
| Ancient Power | 2D4 | 6 AP | 4 PP | Rock | Special | Multi-Hit: Selective. This Move may release up to 2 pulses, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Special Attack. If all Damage Dice used this Turn roll 4, the User's Attack, Special Attack, Defense, Special Defense, and Evasion Mods are increased by 1. |
| Apple Acid | 8 BP | 6 AP | ≥2 | Grass | Special | The Opponent's Special Defense Mod is decreased by 1. This Move may be used to Degrade Items, and its Damage is increased by an Apple's roll bonus. |
| Alluring Voice | 8 BP | 6 AP | ≥2 | Fairy | Special | If the Opponent's Offensive or Defensive Stat Mods were increased last round, they are afflicted with Confused. |
| Aqua Cutter | 7 BP | 6 AP | ≥2 | Water | Physical | Crit Ratio +1. |
| Aqua Jet | 4 BP | 5 (-1) AP | ≥3 | Water | Physical | Priority. |
| Aqua Step | 8 BP | 6 AP | ≥2 | Water | Physical | The User's Evasion Mod is increased by 1. |
| Aqua Tail | 9 BP | 7 AP | ≥3 | Water | Physical | Unaffected by Altered Weather. |
| Arm Thrust | 3+1D8 | 5 AP | - | Fighting | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. |
| Armor Cannon | 10 BP | 7 AP | ≥4 | Fire | Special | Style: Strong, Repeatable. The User's Defense and Special Defense Mods are decreased by 1. A full-force blast with the User's own armor as a spontaneous catalyst. Mastery: This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Armor Cannon | 7 BP | 6 AP | ≥2 | Fire | Physical | Style: Agile. The User's Special Attack is calculated in place of Attack. The debris left in the wake of Armor Cannon is no less explosive than the original attack itself. |
| Assurance | 6 BP | 7 AP | ≥2 | Dark | Physical | When this Move lowers a Pokemon's HP below 0, they will recover with less HP equal to the negative number upon being Revived, but not below 1 HP. Alternatively, this Move can be used within an Altered Terrain or Altered Room to nullify its effects for the User and their Opponent. |
| Astonish | 3 BP | 5 AP | ≥3 | Ghost | Physical | 10-20; The Opponent drops their currently-equipped Worn or Held Item. 16-20; The Opponent Flinches. |
| Astral Barrage | 12 BP | 8 AP | ≥11 | Ghost | Special | Spread. |
| Attack Order | 4 BP | 7 AP | 2 PP | Bug | Physical | This Move's BP is increased by 2 for each conscious member of their Team present in the battle. |
| Aura Sphere | 8 BP | 6 AP | - | Fighting | Special | Never misses. Hits targets getting lost in Phantom Force. |
| Aura Wheel | 10 BP | 8 AP | ≥7 | Electric | Physical | Style: Agile. This Move's Accuracy increases by 1 every time the Ability Hunger Switch activates, after which it switches with its Strong Variant. |
| Aura Wheel | 10 BP | 8 AP | ≥7 | Dark | Physical | Style: Strong. This Move's Accuracy increases by 1 every time the Ability Hunger Switch activates, after which it switches with its Agile Variant. |
| Aurora Beam | 7 BP | 6 AP | ≥3 | Ice | Special | 19-20; The Opponent's Attack Mod is decreased by 1. While at night, this Move can be used during a Channel Action, with the beam raining down from Moon, though it is ineffective while indoors. |
| Avalanche | 6 BP | 7 AP | ≥2 | Ice | Physical | If the User sustained (In)direct Damage last round, this Move's damage is increased by 6. |
| Axe Kick | 10 BP | 8 AP | ≥4 | Fighting | Physical | 14-20; The Opponent is afflicted with Confusion. If this Move misses, the User's Bag is Damaged. |
| Barb Barrage | 6 BP | 6 AP | ≥2 | Poison | Physical | 14-20; The Opponent is afflicted with Poison; Move's damage is increased by 6. |
| Barrage | 3+1D8 | 5 AP | - | Normal | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. Ignores Substitute. |
| Beak Blast | 3 BP | 6 AP | ≥2 | Flying | Physical | Charge Move. When the User sustains Physical (In)direct Damage while Channeling, the Opponent is afflicted with Burn. |
| Beat Up | 3+1D6 | 7 AP | - | Dark | Physical | Multi-Hit; Roll 1D6, add 1D6 every 6 Attack. Other Pokémon may lend the User their power at the cost of 7 AP, adding 1D6 per Pokémon. While the User is heavily obscured or within darkness, this Move gains an additional 1D6. |
| Befuddle | 4 BP | 5 AP | ≥4 | Bug | Special | 10-13; Inflicts Poison. 14-16; Inflicts Paralysis. 17-20; Inflicts Sleep. |
| 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 in the last 2 Rounds, this Move can be used once per Berry eaten. |
| Bite | 6 BP | 5 AP | ≥3 | Dark | Physical | 14-20; The Opponent Flinches. |
| Bitter Blade | 9 BP | 7 AP | ≥3 | Fire | Physical | Style: Agile, Repeatable. Draining. Mastery: This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Bitter Blade | - | 4 AP | - | Fire | Status | Style: Crafty. This Move causes Pokemon who have been damaged by Bitter Blade to re-experience their wounds, dealing 8 Special Fire-Type Damage to each and immunizing them until they're struck by Bitter Blade again. |
| Bitter Malice | 8 BP | 6 AP | ≥2 | Ghost | Special | 17-20; The Opponent is afflicted with Frostbite. This Move's Damage is increased by 3 when used by an Illusion. |
| Blast Burn | 4 BP | 8 AP | ≥3 | Fire | Special | Charge Move. The User's Special Attack Mod is decreased by 2. |
| Blaze Kick | 4 BP | 5 AP | ≥2 | Fire | Physical | Style: Agile. 16-20; The User's Crit Mod is increased by 2. |
| Blaze Kick | 8 BP | 7 AP | ≥3 | Fire | Physical | Style: Strong. Crit Ratio +1. |
| Bleakwind Storm | 10 BP | 8 AP | ≥8 | Flying | Special | 14-20; The Opponent is Frozen. Spread. |
| Blizzard | 7 BP | 6 AP | ≥3 | Ice | Special | Style: Agile. 14-20; The Opponent is afflicted with Frostbite. A brisk rush of freezing snow to cool the battlefield for a great tempest of ice. |
| Blizzard | 5 BP | 8 AP | ≥7 | Ice | Special | Style: Strong. Room-Hitter. While under Snowfall, this Move is guaranteed to hit at least two targets. |
| 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 Opponent's Speed increased last round, damage increased by 8. |
| 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 | 2D6 | 5 AP | 4 PP | Ground | Physical | Multi-Hit: Selective. The User may dash to Opponents with up to 2 flurries, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. |
| Bonemerang | 5+2D4 | 7 AP | - | Ground | Physical | Multi-Hit; Roll 2D4, add 1D4 every 5 Attack. |
| Boomburst | 7 BP | 8 AP | ≥2 | Normal | Special | Room-Hitter; Damages Allies. |
| Bounce | 1 BP | 7 AP | ≥4 | Flying | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to leaping into the air, where they are afflicted with Sky High. Most Moves miss the User while catching some air. 16-20; The Opponent is afflicted with Paralysis. |
| Branch Poke | 4 BP | 4 AP | ≥3 | Grass | Physical | None |
| Brave Bird | - | 4 AP | 1 PP | Flying | Status | Style: Crafty. The User creates an aura of wind around their body, dealing 1/2/3 Flat Flying-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from an Electric or Dragon-Type Move. |
| Brave Bird | 10 BP | 7 AP | ≥3 | Flying | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Windswept Aura. |
| Breaking Swipe | 6 BP | 7 AP | ≥11 | Dragon | Physical | Spread. The Opponent's Attack Mod is decreased by 1. |
| Brick Break | 7 BP | 6 AP | ≥2 | Fighting | Physical | A precision strike which detects and targets all possible vulnerabilities in any surface. Ignores and nullifies Altered Room and Screen Moves. Mastery: This Move damages all Pokemon in direct physical contact with the Opponent or targeted object. |
| Brine | 6 BP | 6 AP | ≥2 | Water | Special | The Opponent is below ½ HP; Move's damage is increased by 4. Ambush-OK. |
| Brutal Swing | 6 BP | 7 AP | ≥11 | Dark | Physical | Spread. |
| Bubble | 2D4 | 5 AP | 4 PP | Water | Special | Multi-Hit: Selective. This Move may shoot up to 2 bubbles, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. |
| Bubble Beam | 6 BP | 5 AP | ≥3 | Water | Special | 19-20; The next round, the Opponent's Speed Mod is decreased by 1. |
| Bug Bite | 6 BP | 5 AP | 1 PP | Bug | Physical | If the Opponent has a Berry, the User eats it. When this Move successfully consumes a Berry, the Item's effect spreads to another Pokemon who shares a Type with the User. |
| Bug Buzz | 9 BP | 7 AP | ≥3 | Bug | Special | 19-20; The Opponent's Special Defense Mod is decreased by 1. This Move can be cast from the positions of Bug-Type Pokemon. Additionally, it never misses against Bug-Types. |
| Bulldoze | 2D6 | 5 AP | 4 PP | Ground | Physical | Multi-Hit: Selective. This Move may release up to 2 shockwaves, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. Hits targets deep underground from Dig. |
| Bullet Punch | 4 BP | 5 (-1) AP | ≥3 | Steel | Physical | Priority. |
| Bullet Seed | 3D4 | 5 AP | 6 PP | Grass | Physical | Multi-Hit: Selective. This Move may shoot up to 3 seeds, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice increases by 1 every 5 Attack. This Move's PP is refreshed upon consuming an Apple or Berry. |
| 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 Offensive or Defensive Stat Mods were increased last round, they are afflicted with Burn. |
| Cannonade | 6 BP | 6 AP | ≥3 | Water | Special | The Opponent is afflicted with Maelstrom for 2 Rounds. Water-Types are immune to this Move's effect. |
| Ceaseless Edge | 6 BP | 6 AP | ≥3 | Dark | Physical | The Opponent is afflicted with Maelstrom for 2 Rounds. |
| Centiferno | 6 BP | 6 AP | ≥3 | Fire | Special | The Opponent is afflicted with Maelstrom for 2 Rounds. Fire-Types are immune to this Move's effect. |
| Charge Beam | 5 BP | 6 AP | ≥3 | Electric | Special | 6-20; The User's Special Attack Mod is increased by 1. When Channeling, they may roll to gain this Move's Special Attack Mod increase. |
| Chatter | 6 BP | 5 AP | ≥2 | Flying | Special | 14-20; The Opponent is afflicted with Confusion. |
| Chilling Water | 5 BP | 5 AP | ≥3 | Water | Special | The User may choose to convert up to 5 of this Move's Standard Damage to False Damage. The Opponent's Attack Mod is decreased by 1. Ambush-OK. |
| Chip Away | 7 BP | 6 AP | ≥2 | Normal | Physical | Ignores Defense and Evasion increases and decreases. |
| Chi Strike | 5 BP | 5 AP | ≥3 | Fighting | Physical | 6-20; The User's Crit Mod is increased by 1. When Channeling, they may roll to gain this Move's Crit Mod increase. |
| Chloroblast | 12 BP | 8 AP | ≥4 | Grass | Special | The User loses ½ of their Max HP, dealing that same amount to them in False Damage as well. |
| Circle Throw | 6 BP | 5 AP | ≥3 | Fighting | Physical | The User can choose to bat the target into the air to inflict Raised, spike them into the ground to inflict Grounded, or simply toss them away. Grounding an airborne Pokémon makes this Move Super-Effective. |
| Clamp | 2 BP | 6 AP | ≥4 | Water | Physical | The Opponent is afflicted with Immobilized & Maelstrom. This Move can be Alt-Cast. |
| Clamp | - | All | 1 PP | Water | Status | This Move sprouts Scathing Tide. This effect ends when the User faints or leaves the vortex. |
| Clanging Scales | 10 BP | 8 AP | ≥7 | Dragon | Special | The User may increase this Move's Accuracy by 1 at the cost of 2 False Damage each. |
| Clear Smog | 5 BP | 6 AP | - | Poison | Special | The Opponent's Stat increases and decreases are reset. |
| Close Combat | 10 BP | 8 AP | ≥3 | Fighting | Physical | The User's Defense and Special Defense Mods are decreased by 1. All incoming (In)Direct Damage against the User is increased by 4 until they use another Move. |
| Collision Course | 9 BP | 8 AP | ≥3 | Fighting | Physical | This Move's Super-Effective Damage is increased by 3. |
| Comet Punch | 3+1D8 | 5 AP | - | Normal | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. Ignores Protect Moves. |
| Confusion | 5 BP | 5 AP | ≥3 | Psychic | Special | After two Strikes, this Move's next use inflicts Confusion, but only once per battle. Ambush-OK. |
| Core Enforcer | 10 BP | 8 AP | ≥10 | Dragon | Special | The User nullifies the Opponent's Ability. Spread. |
| Counter | - | 7 AP | 2 PP | Fighting | Physical | The User is afflicted with Countering. Not affected by STAB or the User's Offensive Stats. |
| Covet | 6 BP | 5 AP | ≥3 | Normal | Physical | False Damage. If the Opponent's Attack Stat is ≤6, their Worn or Held Item is stolen. Additionally, this Move may target a Pokemon's Bag, damaging it. Ambush-OK. |
| Crabhammer | 6 BP | 8 AP | ≥4 | Water | Physical | Crit Ratio +1. This Move's BP is increased by 4 against Pokemon within an Altered Terrain or afflicted with a Binding Status Condition. |
| Cross Chop | 6 BP | 8 AP | ≥5 | Fighting | Physical | Crit Ratio +1. While at or below ½ HP, this Move's BP is increased by 4. |
| Cross Poison | 7 BP | 6 AP | ≥2 | Poison | Physical | Crit Ratio +1. 19-20. The Opponent is afflicted with Poison. |
| Crunch | 8 BP | 6 AP | ≥2 | Dark | Physical | 16-20. The Opponent's Defense Mod is decreased by 1. |
| Crush Claw | 8 BP | 6 AP | ≥2 | Normal | Physical | 10-20; The Opponent's Defense Mod is decreased by 1. |
| Crush Grip | 12 BP | 8 AP | ≥2 | Normal | Physical | This Move's BP is decreased by 2 every round the User takes Damage. |
| Cuddle | 6 BP | 6 AP | ≥4 | Normal | Physical | 16-20; If the User is the opposite gender, the Opponent is afflicted with Infatuated. |
| Cut | 5 BP | 5 AP | ≥3 | Normal | Physical | This Move can Degrade Items and is effective at cutting through durable or sturdy substances, ignoring Armor. Mastery: This Move may be Alt-Cast. This Move requires one less session to Train. |
| Cut | 2D6 | 5 AP | 4 PP | Normal | Physical | Multi-Hit: Selective. This Move may remotely apply up to 2 lacerations, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. |
| Dark Pulse | 8 BP | 6 AP | ≥2 | Dark | Special | 17-20; The Opponent Flinches. |
| Darkest Lariat | 8 BP | 6 AP | ≥2 | Dark | Physical | Ignores Defense and Evasion increases and decreases. If the User is of the Litten line, this Move never misses. |
| Dazzling Gleam | 8 BP | 7 AP | ≥11 | Fairy | Special | Spread. |
| Depletion | 9 BP | 8 AP | ≥5 | Dragon | Special | All of the User and Opponent's Moves have their PP decreased by 1 when possible. |
| Diamond Storm | 10 BP | 8 AP | ≥11 | Rock | Special | 10-20; The User's Defense is raised by 2. Spread. |
| Dig | 0 BP | 6 AP | ≥2 | Ground | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to digging deep under the battlefield. Most Moves miss the User while crawling through the Earth. |
| Dire Claw | 4 BP | 5 AP | ≥3 | Poison | Physical | Crit Ratio +1. 10-13; Inflicts Poison. 14-16; Inflicts Paralysis. 17-20; Inflicts Sleep. |
| Disarming Voice | 4 BP | 5 AP | - | Fairy | Special | Never misses. |
| Discharge | 4 BP | 7 AP | ≥2 | Electric | Special | 14-20; The Opponent is afflicted with Paralysis. Room-Hitter. |
| Dive | 0 BP | 6 AP | ≥2 | Water | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to submerging themselves in the safety of water. Most Moves miss the User while wading the waters. Mastery: This Move can be used on land without compromise. This Move requires one less session to Train. |
| Dizzy Punch | 7 BP | 6 AP | ≥2 | Normal | Physical | 16-20; The Opponent is afflicted with Confusion. |
| Doom Desire | 14 BP | 8 AP | 3 PP | Steel | Special | This Move can be used with accuracy at very long range and without line of sight, provided the User is familiar with the target area. Upon casting, all Pokemon in the area are afflicted with Unremitted and the User is acutely aware of whether they enter or exit the Move's radius. The last instance of False Damage on each respective target is added to this Move as Standard Damage. |
| 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 | 3+1D8 | 5 AP | - | Fighting | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. |
| Double Shock | 10 BP | 8 AP | ≥4 | Electric | Physical | This Move can only be used by Electric-Types. If this Move is used by an Electric-Type, they lose their Electric-Type. Their Type can be regained upon sustaining (In)Direct Damage from an Electric-Type Move, or through the use of the Move Charge. |
| Double Slap | 1D8 | 5 AP | - | Normal | Physical | Multi-Hit; Roll 1D8. |
| Double-Edge | - | 4 AP | 1 PP | Normal | Status | Style: Crafty. The User creates an aura of hope around their body, dealing 1/2/3 Flat Normal-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Fighting or Dragon-Type Move. |
| Double-Edge | 10 BP | 7 AP | ≥3 | Normal | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Determined Aura. |
| Draco Meteor | 8 Flat | 6 AP | ≥3 | Dragon | Special | Style: Agile, Repeatable. 6-20; The Opponent's Special Defense Mod is decreased by 1. Due to the origin of the attack, it is ineffective while indoors. |
| Draco Meteor | 6 BP | 8 AP | ≥3 | Dragon | Special | Style: Strong. The User's Special Attack Mod is decreased by 2. Room-Hitter. Due to the origin of the attack, it is ineffective while indoors. |
| Dragon Ascent | 12 BP | 8 AP | ≥2 | Flying | Physical | The User's Defense and Special Defense Mods are decreased by 2. |
| Dragon Breath | 6 BP | 5 AP | ≥3 | Dragon | Special | False Damage. This Move is Super-Effective against anyone positioned below the User. |
| Dragon Claw | 8 BP | 6 AP | ≥2 | Dragon | Physical | None. |
| Dragon Darts | 2D8 | 6 AP | - | Dragon | Physical | Multi-Hit; Roll 2D8. Hits two Opponents with either die if possible. |
| Dragon Energy | 10 BP | 8 AP | ≥2 | Dragon | Special | The User's HP Stat is calculated in place of their Special Attack. |
| Dragon Hammer | 9 BP | 7 AP | ≥2 | Dragon | Physical | None. |
| Dragon Pulse | 8 BP | 6 AP | ≥3 | Dragon | Special | When this Move would normally miss, it instead deals Not-Very-Effective Damage. While the User is at or below ½ HP, this Move ignores Protection Moves. |
| Dragon Rage | 9 Flat | 6 AP | ≥3 | Dragon | Special | Deals Flat Dragon-Type Damage. |
| Dragon Rush | 4 BP | 4 AP | ≥3 | Dragon | Physical | Style: Agile. 16-20; The Opponent Flinches. This Move can hit Fairy-Types and ignores their resistances. A swift strike which catches aggressors off-guard. |
| Dragon Rush | 10 BP | 8 AP | ≥6 | Dragon | Physical | Style: Strong. This Move never misses against Steel-Types and ignores their resistances. A heavy blow utilizing the User's dominant spirit. |
| Dragon Tail | 7 BP | 6 AP | ≥3 | Dragon | Physical | The User can choose to bat the target into the air to inflict Raised, spike them into the ground to inflict Grounded, or simply toss them away. Grounding an airborne Pokémon makes this Move Super-Effective. |
| Drain Punch | 7 BP | 6 AP | ≥2 | Fighting | Physical | Draining. |
| Draining Kiss | 5 BP | 6 AP | ≥3 | Fairy | Special | Draining. Critical Hits with this Move inflict Hungry in place of their usual bonus effects. |
| Dream Eater | 10 BP | 6 AP | ≥2 | Psychic | Special | False Damage. Draining. Lifesteal also heals False Damage. This Move may only be used on Pokémon afflicted with Sleep. Additionally, the User may bring their dreams to life while Sleeping. |
| Drill Peck | 8 BP | 6 AP | ≥2 | Flying | Physical | This Move ignores Screens. |
| Drill Run | 8 BP | 6 AP | ≥2 | Ground | Physical | Crit Ratio +1. This Move ignores Screens. |
| Drumbeat | 8 BP | 7 AP | ≥3 | Grass | Physical | Ignores Abilities. |
| Drum Beating | 8 BP | 6 AP | ≥2 | Grass | Physical | The next round, the Opponent's Speed Mod is decreased by 1. |
| Dual Chop | 5+2D4 | 7 AP | - | Dragon | Physical | Multi-Hit; Roll 2D4, add 1D4 every 5 Attack. |
| Dual Wingbeat | 5+2D4 | 7 AP | - | Flying | Physical | Multi-Hit; Roll 2D4, add 1D4 every 5 Attack. |
| 10 BP | 8 AP | ≥2 | Dragon | Special | ![]() |
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| Dynamic Punch | 3 BP | 8 AP | ≥6 | Fighting | Physical | Charge Move. The User's Accuracy Mod is increased by 1 upon Channeling, and the Opponent is afflicted with Confusion upon Channeled hit. |
| Earth Power | 4 BP | 7 AP | ≥2 | Ground | Special | 16-20; The Opponent's Special Defense Mod is decreased by 1. Room-Hitter. |
| Earthquake | 5 BP | 8 AP | ≥2 | Ground | Physical | Opponent using Dig; This Move's damage is increased by 5. Room-Hitter; Damages Allies. |
| Echoed Voice | 4 BP | 6 AP | ≥2 | Normal | Special | While the User is in a confined space, or a Sound Move has been used on the current or previous Round, this Move's damage is increased by 5 and never misses. Mastery: This Move can be Alt-Cast. |
| Echoed Voice | - | 4 AP | - | Normal | Status | This Move imbues Items and objects with a specific sound made recently, causing them to emit that sound upon physical contact or at the User's will. The act of emitting sound is considered the use of a Sound Move. |
| Eerie Spell | 8 BP | 6 AP | ≥2 | Psychic | Special | The Opponent's last used Move has its AP cost increased by 2. Alternatively, it may decrease its PP by 2 when possible. |
| Egg Bomb | 10 BP | 8 AP | ≥6 | Normal | Physical | If the User's HP Stat is ≥5, this Move never misses. |
| Electro Ball | 6 BP | 5 AP | ≥2 | Electric | Special | The User may take points from their remaining AP and increase this Move's BP accordingly. Max AP is decreased by that same amount immediately after, lasting the duration of the next round. |
| Electro Drift | 10 BP | 8 AP | ≥2 | Electric | Special | This Move's Super-Effective damage is increased by 3. |
| Electro Shot | 2 BP | 7 AP | ≥4 | Electric | Special | Charge Move. While in Rain, this Move behaves as if the User Channeled. While in Harsh Sunlight, Fog, Snow, or Sandstorm, damage is decreased by 6. When the User begins Channeling, their Special Attack Mod is increased by 1. |
| Electroweb | 5 BP | 7 AP | ≥11 | Electric | Special | The next round, the Opponent's Speed Mod is decreased by 1. Spread. |
| Ember | 4 BP | 4 AP | 4 PP | Fire | Special | 19-20; The Opponent is afflicted with Burn. |
| Endeavor | 8 Flat | 6 AP | ≥3 | Normal | Physical | If the Opponent's HP Stat is ≤5, the User can choose to throw them into the air to inflict Raised, drive them into the ground to inflict Grounded, or simply toss them away. If the User or Opponent are within an Altered Terrain, this Move's Type changes to the Terrain Type. |
| Energy Ball | 9 BP | 7 AP | ≥3 | Grass | Special | 16-20; The Opponent's Special Defense Mod is decreased by 1. |
| Eruption | 8 BP | 7 AP | ≥3 | Fire | Special | The User's HP Stat is calculated in place of their Special Attack. |
| Esper Wing | 8 BP | 6 AP | ≥2 | Psychic | Special | Crit Ratio +1. |
| 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 | 3 PP | Normal | Physical | Priority. This Move requires one less session to Train. |
| 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 | 4 PP | Fairy | Special | None. |
| Fake Out | 4 BP | 7 (-3) AP | 2 PP | Normal | Physical | Priority. When this is the User's first Move cast in battle, it uses no PP and the Opponent Flinches. This Move requires one less session to Train. |
| False Surrender | 8 BP | 6 AP | - | Dark | Physical | Never misses. Hits targets getting lost in Phantom Force. |
| False Swipe | 4 BP | 4 AP | ≥2 | Normal | Physical | Style: Agile, Repeatable. False Damage. This Move requires one less session to Train. |
| False Swipe | - | 4 AP | - | Normal | Status | Style: Crafty. This Move causes Pokemon who have been damaged by False Swipe to re-experience their wounds, dealing 8 Physical Normal-Type Damage to each and immunizing them until they're struck by False Swipe again. |
| Feint | 4 BP | 7 (-2) AP | ≥2 | Normal | Physical | Style: Agile. Priority. Nullifies Protect Moves and Substitutes. A false attack which tricks aggressors into falling for a delayed strike. This Move requires one less session to Train. |
| Feint | 7 BP | 8 AP | ≥2 | Normal | Physical | Style: Strong. If this Move's Agile variant pierced a Protect or Substitute Move on its last use, this Move is Super-Effective against the Opponent. A precision blow with a deceptively obvious tell. |
| Feint Attack | 6 BP | 5 AP | - | Dark | Physical | Ignores effects dependent on Physical contact. Mastery: This Move can be Alt-Cast. |
| Feint Attack | - | 4 AP | 2 PP | Dark | Status | This Move imbues Items and objects with Dark energy, causing them to violently burst upon physical contact or interaction with other forms of Infinity Energy, destroying the object and dealing 8/10/12 Flat Dark-Type Damage to the nearest Pokemon. |
| Fell Stinger | 5 BP | 5 AP | ≥3 | Bug | Physical | If the Opponent is KO'd by this Move, the User's Attack is increased by 4. Ambush-OK. |
| Fickle Beam | 7 BP | 5 AP | ≥4 | Dragon | Special | Can be considered either Offensive or Defensive Focus. 18-20; damage is increased by 2. |
| Fiery Dance | 8 BP | 6 AP | ≥2 | Fire | Special | 10-20; The User's Special Attack Mod is increased by 1. |
| Fiery Wrath | 9 BP | 8 AP | ≥11 | Dark | Special | 16-20; The Opponent Flinches. Spread. |
| Finale | 7 BP | 6 AP | ≥2 | Fairy | Special | Draining. Critical Hits with this Move inflict Hungry. |
| Final Gambit | - | 8 AP | ≥2 | Fighting | Special | The User's current HP is calculated for damage. The User faints. |
| Fireball | 8 BP | 7 AP | ≥3 | Fire | Physical | Ignores Abilities. |
| Fire Blast | 7 BP | 6 AP | ≥3 | Fire | Special | Agile Style. 14-20; The Opponent is afflicted with Burn. A swift puff of flame to preheat the battlefield for a full-force flame barrage. |
| Fire Blast | 10 BP | 8 AP | ≥7 | Fire | Special | Strong Style. While under Harsh Sunlight, this Move is a Sure-Hit. |
| Fire Fang | 6 BP | 5 AP | ≥3 | Fire | Physical | 16-18; The Opponent is afflicted with Burn. 19-20; The Opponent Flinches. This Move may be Alt-Cast. |
| Fire Fang | - | 4 AP | 1 PP | Fire | Status | The User's next Move is Imbued with Burn. |
| Fire Lash | 8 BP | 6 AP | ≥2 | Fire | Physical | The Opponent's Defense Mod is decreased by 1. |
| Removed. | ||||||
| Fire Punch | 8 BP | 6 AP | ≥2 | Fire | Physical | 19-20; The Opponent is afflicted with Burn. This move may be Alt-Cast. |
| Fire Punch | - | 4 AP | 2 PP | Fire | Status | The User can turn a Dense Rock, Marble Stone, Gravelerock, or Gigalirock Item into a Magmarock Item. |
| Fire Spin | 2 BP | 6 AP | ≥4 | Fire | Special | The Opponent is afflicted with Immobilized & Maelstrom. This Move can be Alt-Cast. |
| Fire Spin | - | All | 1 PP | Fire | Status | This Move spins Burning Ground. This effect ends when the User faints or leaves the vortex. |
| 9 BP | 7 (-2) AP | ≥3 | Bug | Physical | Priority. After damaging an Opponent, this Move loses its decreased AP cost. When it KOs a Pokemon, its decreased AP cost is returned. Ambush-OK. | |
| Fishious Rend | 8 BP | 7 AP | ≥2 | Water | Physical | If the Opponent's Speed increased last round, damage increased by 8. |
| Flail | 3 BP | 6 AP | ≥3 | Normal | Physical | This Move's Damage increases by 3 for every 10 HP the User loses from the start of battle, up to 40 HP. |
| Flame Burst | 7 BP | 6 AP | ≥2 | Fire | Special | Deals 0/3/6 Flat Fire-Type Chip Damage to two Pokemon near the target. |
| Flame Charge | 4 BP | 5 (-1) AP | ≥3 | Fire | Physical | Priority. |
| Flame Wheel | 6 BP | 5 AP | ≥3 | Fire | Physical | After three Strikes, this Move's next use inflicts Burn, but only once per battle. Unaffected by Altered Weather except Ominous. |
| Flamethrower | 9 BP | 7 AP | ≥3 | Fire | Special | After two Strikes, this Move's next use inflicts Burn, but only once per battle. |
| Flare Blitz | - | 4 AP | 1 PP | Fire | Status | Style: Crafty. The User creates an aura of fire around their body, dealing 1/2/3 Flat Fire-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Water or Dragon-Type Move. This Move cannot be used without a Flaming Aura. |
| Flare Blitz | 10 BP | 7 AP | ≥3 | Fire | Physical | Style: Strong, Repeatable. 19-20; The Opponent is afflicted with Burn. Thaws User. Recoil. This Move cannot be used without a Flaming Aura. |
| Flash Cannon | 8 BP | 6 AP | ≥2 | Steel | Special | 18-20; The Opponent's Special Defense Mod is decreased by 1. |
| Fleur Cannon | 14 BP | 8 AP | ≥3 | Fairy | Special | The User's Special Attack Mod is decreased by 2. |
| Fling | Ø BP | Ø AP | ≥2 | Dark | Physical | This Move allows objects and Items to be thrown with efficiency. The damage and AP Cost of the Move, along with its effects, vary based on the weight and nature of the projectile. |
| Flip Turn | 7 BP | 6 AP | ≥2 | Water | Physical | Style: Strong. An evasive attack which ignores Field Hazards and frees the User from the effects of Binding Status Conditions. |
| Flip Turn | 5 BP | 5 AP | ≥3 | Water | Physical | Style: Agile. An opportunistic attack which allows for Item usage after casting, ignoring Focus. |
| Flower Trick | 1 BP | 7 AP | - | Grass | Physical | This Move is always a Critical Hit. Hits targets soaring high with Fly/Bounce/Sky Drop or diving deep with Dive. |
| Fly | 1 BP | 7 AP | ≥2 | Flying | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to soaring into the air, where they are afflicted with Sky High. Most Moves miss the User while catching the wind. This Move requires one less session to Train. |
| Flying Press | 10 BP | 8 AP | ≥5 | Flighting | Physical | This Move is both Fighting and Flying-Type. Yeah. Hits targets soaring high with Fly/Bounce/Sky Drop. This Move never misses airborne or Grounded Opponents. |
| Foam Burst | 10 BP | 8 AP | ≥5 | Water | Special | The next round, the User and Opponent's Speed Mod is decreased by 1. |
| Focus Blast | 10 BP | 8 AP | ≥7 | Fighting | Special | The User sustains 6 False Damage when using this Move, and may increase its Accuracy by 1 at the cost of an additional 3 False Damage each. 19-20; The Opponent's Special Defense Mod is decreased by 2. |
| Focus Punch | 2 BP | 6 AP | ≥2 | Fighting | Physical | Charge Move. While Channeling, if the User does not sustain (In)direct Damage before ending the Channel, their Attack Mod is increased by 2. |
| Force Palm | 6 BP | 5 AP | ≥3 | Fighting | Physical | After two Strikes, this Move's next use inflicts Paralysis, but only once per battle. |
| Foul Play | 9 BP | 7 AP | ≥3 | Dark | Physical | The Opponent's Attack is calculated in place of the User's. Mastery: This Move ignores Armor. |
| Freeze Shock | 14 BP | 8 AP | ≥3 | Ice | Physical | Charge Move. 14-20; The Opponent is afflicted with Paralysis. |
| Freeze-Dry | 7 BP | 6 AP | ≥2 | Ice | Special | This Move is Super-Effective against Water-Types, and its User is able to freeze nearby water. If the User's Special Defense is ≥4, it has a 14-20 chance of inflicting Frostbite. |
| Freezing Glare | 9 BP | 7 AP | ≥3 | Psychic | Special | 17-20; The Opponent is afflicted with Frozen. |
| Frenzy Plant | 4 BP | 8 AP | ≥3 | Grass | Special | Charge Move. The User's Special Attack Mod is decreased by 2. |
| Frost Breath | 1 BP | 7 AP | ≥3 | Ice | Special | This Move is always a Critical Hit. |
| Frustration | 6 BP | 6 AP | ≥3 | Normal | Physical | Style: Strong. This Move's BP is increased by 2 for each fainted member of their Team present in the battle. This Move requires one less session to Train. |
| Frustration | - | 4 AP | - | Normal | Status | Style: Crafty. The User seethes in their own anguish, healing 2 HP for each Opponent outnumbering them and their Team, provided no other Allies are left standing. |
| Fury Attack | 3+1D8 | 5 AP | - | Normal | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. |
| Fury Cutter | 2+2D4 | 7 AP | - | Bug | Physical | Multi-Hit; Roll 2D4, add 1D4 every 6 Attack. This Move's damage dice increase by 1 for every empty Moveslot, not counting Attack Arts. |
| Fury Swipes | 3+2D4 | 6 AP | - | Normal | Physical | Multi-Hit; Roll 2D4, add 1D4 every 4 Attack. |
| 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 | 10 BP | 8 AP | 2 PP | Psychic | Special | This Move can be used with accuracy at very long range and without line of sight, provided the User is familiar with the target area. Upon casting, all Pokemon in the area are afflicted with Unremitted and the User is acutely aware of whether they enter or exit the Move's radius. The last instance of False Damage on each respective target is added to this Move as Standard Damage. |
| Gear Grind | 5+2D4 | 7 AP | - | Steel | Physical | Multi-Hit; Roll 2D4, add 1D4 every 5 Attack. |
| Giga Drain | 7 BP | 6 AP | ≥2 | Grass | Special | Draining. |
| Giga Impact | 4 BP | 8 AP | ≥3 | Normal | Physical | Charge Move. Can be instantly Channeled, but the User's Attack Mod is decreased by 3. |
| Gigaton Hammer | 10 BP | 8 AP | ≥3 | Steel | Physical | Style: Strong. A brutish swing with a massive metal hammer. |
| Gigaton Hammer | 5 BP | 7 AP | ≥2 | Rock | Physical | Style: Agile. The Opponent is Grounded. A powerful long-ranged projectile smacked into the distance by a giant hammer. |
| Glacial Lance | 12 BP | 8 AP | ≥11 | Ice | Physical | Spread. |
| Glaciate | 6 BP | 7 AP | ≥8 | Ice | Special | The next round, the Opponent's Speed Mod is decreased by 1. Spread. |
| Glaive Rush | 10 BP | 8 AP | ≥3 | Dragon | Physical | All incoming (In)Direct Damage against the User is increased by 4 until they use another Move. |
| Gold Rush | 5 BP | 6 AP | ≥2 | Normal | Physical | The User scatters ₽ equal to double the User's Level. If this Move KO's an Opponent, they gain what they lost and a 20₽ bonus. |
| Grass Knot | 6 BP | 5 AP | ≥3 | Grass | Special | If a Root is present nearby, this Move sprouts from its location towards a Pokemon, increasing its damage by 2 per Root and inflicting Rooted if their Defense is ≤5, tethering them to the Move's origin. This Move can be Alt-Cast. |
| Grass Knot | - | 4 AP | 2 PP | Grass | Status | This Move can be used on solid ground or within Altered Terrain to cause rapid plant growth, and may sprout up to 2 Roots, with each of them costing 1 PP and being individually targetable. The Lightweight IQ Skill increases this Move's PP by 2. |
| Removed. | ||||||
| Grassy Glide | 6 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 Mod is decreased by 1. This Move may be used to Degrade Items, and its Damage is increased by an Apple's roll bonus. |
| Gravitas | 8 BP | 7 AP | ≥6 | Psychic | Special | All Pokémon in the battle are afflicted with Grounded. All Moves have their accuracy increased by 25% (5). |
| Guillotine | 6 BP | 6 AP | ≥3 | Normal | Physical | If the Opponent is KO'd by this Move, the User's Attack Mod is increased by 6. Ambush-OK. |
| Gunk Shot | 6 BP | 8 AP | ≥4 | Poison | Physical | 14-20; The Opponent is afflicted with Poison. This Move's Damage is increased by 4 in messy, unclean environments ripe with impurities. |
| Gust | 4 BP | 4 AP | ≥2 | Flying | Special | Opponent using Fly or Bounce; This Move's damage is increased by 4. |
| Gyro Ball | 4 BP | 7 AP | ≥2 | Steel | Physical | This Move ignores all Accuracy penalties and its BP is increased by 2 for each Stat Mod decrease the User has, up to +8. |
| Hammer Arm | 10 BP | 8 AP | ≥3 | Fighting | Physical | The next round, the User's Speed Mod is decreased by 1. |
| Hard Press | 5 BP | 8 AP | ≥3 | Steel | Physical | If the Opponent is afflicted with Maelstrom, the next 2 Rounds of DoT is dealt to them immediately and the Status Condition ends. |
| Head Charge | 10 BP | 7 AP | ≥3 | Normal | Physical | Recoil -3. |
| Head Smash | - | 4 AP | 1 PP | Rock | Status | Style: Crafty. The User creates an aura of stone around their body, dealing 1/2/3 Flat Rock-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Fighting or Dragon-Type Move. |
| Head Smash | 10 BP | 7 AP | ≥3 | Rock | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Solid Aura. |
| 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 | ≥3 | Ground | Physical | The User's Defense and Special Defense Mods are decreased by 1. All incoming (In)Direct Damage against the User is increased by 4 until they use another Move. |
| Heart Stamp | 6 BP | 5 AP | ≥3 | Psychic | Physical | 14-20; The Opponent Flinches. |
| Heat Crash | 3 BP | 7 AP | ≥3 | Fire | Physical | The User's HP Stat is calculated in place of their Attack. If they possess the Heavy Metal Ability or Heavyweight IQ Skill, this Move's BP is increased by 2. |
| Heat Wave | 4 BP | 7 AP | ≥3 | Fire | Special | 19-20; The Opponent is afflicted with Burn. Room-Hitter. |
| Heavy Slam | 3 BP | 7 AP | ≥3 | Steel | Physical | The User's HP Stat is calculated in place of their Attack. If they possess the Heavy Metal Ability or Heavyweight IQ Skill, this Move's BP is increased by 2. |
| Hex | 6 BP | 5 AP | ≥3 | Ghost | Special | If the Opponent has a Major Status Condition, Damage is increased by 6. |
| Hidden Power | 6 BP | 5 AP | ≥3 | Normal | Special | This Move's Type changes based on the User's path in life. When used by angels, this Move is always Super-Effective. This Move requires one less session to Train. |
| High Horsepower | 9 BP | 7 AP | ≥2 | Ground | Physical | Recoil -3. |
| High Jump Kick | 10 BP | 8 AP | ≥7 | Fighting | Physical | The User sustains 6 True Damage. If this Move misses, they sustain 12 True Damage. This Move can send its User high into the air to inflict Grounded to airborne Opponents, bypassing Accuracy checks. Semi-Invulnerable Opponents are hit neutrally while airborne. |
| Hold Back | 4 BP | 4 AP | ≥2 | Normal | Physical | False Damage. |
| Horn Attack | 7 BP | 6 AP | ≥2 | Normal | Physical | None. |
| Horn Drill | 6 BP | 6 AP | ≥3 | Normal | Physical | This Move ignores Screens. If the Opponent is affected by a Major Status Condition, this Move's Type changes to the Status Type; Paralysis, Confusion, Poison, Burn, Sleep, or Frostbite. |
| Horn Leech | 7 BP | 6 AP | ≥2 | Grass | Physical | Draining. If the User is of the Deerling line, this Move may be Alt-Cast. |
| Horn Leech | - | 4 AP | 1 PP | Grass | Status | This Move creates a Wooden Stick Item which rots at the end of battle or at the end of the day. |
| Hurricane | 7 BP | 6 AP | ≥3 | Flying | Special | Style: Agile. The User can choose to hoist the target into the air with a gust of wind to inflict Raised. |
| Hurricane | 10 BP | 8 AP | ≥7 | Flying | Special | Style: Strong. While under Rainfall or while the Opponent is airborne, this Move is a Sure-Hit. Due to the origin of the attack, it is ineffective while indoors. 14-20; The Opponent is afflicted with Confusion. Hits Fly, Bounce, Sky Drop. |
| Hydro Cannon | 4 BP | 8 AP | ≥3 | Water | Special | Charge Move. The User's Special Attack Mod is decreased by 2. |
| Hydro Pump | 10 BP | 8 AP | ≥3 | Water | Special | This Move may only be used with a direct source of water to consume. |
| Hydrosnipe | 8 BP | 7 AP | ≥3 | Water | Special | Ignores Abilities. |
| Hyper Beam | 5 BP | 8 AP | ≥3 | Normal | Special | Charge Move. The User's Special Attack Mod is decreased by 1. |
| Hyper Drill | 10 BP | 8 AP | ≥6 | Normal | Physical | Ignores Protect Moves and Screens. If the Opponent is afflicted with a Binding Status Condition, this Move never misses. |
| Hyper Fang | 8 BP | 6 AP | ≥3 | Normal | Physical | If the Opponent is affected by a Paralysis, Burn, or Frostbite, this Move's Type changes to the Status Type; Electric, Fire, or Ice. This Move requires one less session to Train. |
| Hyper Voice | 9 BP | 7 AP | ≥4 | Normal | Special | Ignores Substitute. This Move may target an additional Opponent when Channeled. |
| Hyperspace Fury | 10 BP | 8 AP | - | Dark | Physical | The User's Defense Mod is decreased by 1. Ignores Substitute and Protect Moves. |
| Hyperspace Hole | 8 BP | 6 AP | - | Psychic | Special | Ignores Substitute and Protect Moves. |
| Ice Ball | - | 4 AP | 1 PP | Ice | Status | Style: Crafty. The User creates a ball of ice around their body, increasing their Armor by 1 until broken and becoming immune to Binding Status Conditions. This shell is removed upon sustaining (In)Direct Damage from a Fighting-Type Move. |
| Ice Ball | 3 BP | 7 AP | ≥3 | Ice | Physical | Style: Strong, Repeatable. The User's Defense is calculated in place of Attack. |
| Ice Beam | 9 BP | 7 AP | ≥3 | Ice | Special | After two Strikes, this Move's next use inflicts Frostbite, but only once per battle. |
| Ice Burn | 14 BP | 8 AP | ≥3 | Ice | Physical | Charge Move. 14-20; The Opponent is afflicted with Burn. |
| Ice Fang | 6 BP | 5 AP | ≥3 | Ice | Physical | 16-18; The Opponent is afflicted with Frostbite. 19-20; The Opponent Flinches. This Move may be Alt-Cast. |
| Ice Fang | - | 4 AP | 1 PP | Ice | Status | The User's next Move is Imbued with Frostbite. |
| Ice Hammer | - | 4 AP | 1 PP | Ice | Status | Style: Crafty. The User creates an aura of frost around their body, dealing 1/2/3 Flat Ice-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Fire or Dragon-Type Move. |
| Ice Hammer | 10 BP | 7 AP | ≥3 | Ice | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Freezing Aura. |
| Ice Punch | 8 BP | 6 AP | ≥2 | Ice | Physical | 19-20; The Opponent is afflicted with Frostbite. This Move can be Alt-Cast. |
| Ice Punch | - | 4 AP | 2 PP | Ice | Status | The User can make contact with an object or Pokemon and inflict Frostbite if the target's Special Defense Stat is ≤4. |
| Ice Shard | 4 BP | 5 (-1) AP | ≥3 | Ice | Physical | Priority. |
| Ice Spinner | 8 BP | 6 AP | ≥2 | Ice | Physical | Nullifies Altered Terrain. |
| Icicle Crash | 8 BP | 6 AP | ≥3 | Ice | Physical | 14-20; The Opponent Flinches. |
| Icicle Spear | 3+2D4 | 6 AP | - | Ice | Physical | Multi-Hit; Roll 2D4, add 1D4 every 4 Attack. Mastery: This Move can be Alt-Cast. |
| Icicle Spear | - | 4 AP | 2 PP | Ice | Status | This Move creates a Never-Melt Icicle Item which shatters at the end of battle or at the end of the day. |
| Icy Wind | 4 BP | 5 AP | ≥11 | Ice | Special | The next round, the Opponent's Speed Mod is decreased by 1. Spread. |
| Incinerate | 2D4 | 6 AP | 3 PP | Fire | Special | Multi-Hit: Selective. This Move may shoot up to 2 fireballs, with each of them costing 1 PP and being individually targetable. After hitting someone with 2 fireballs, their Berry or Type Gem is incinerated. The maximum Damage Dice and PP increases by 1 every 20 Levels, up to Level 60. |
| Infernal Parade | 6 BP | 5 AP | ≥3 | Ghost | Special | 14-20; The Opponent is afflicted with Burn. If the Opponent has a Major Status Condition, Damage is increased by 6. Ambush-OK. Mastery: This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Inferno | 3 BP | 8 AP | ≥6 | Fire | Special | Charge Move. The User's Accuracy Mod is increased by 1 upon Channeling, and the Opponent is afflicted with Burn upon Channeled hit. |
| Iron Head | 8 BP | 6 AP | ≥2 | Steel | Physical | 14-20; The Opponent Flinches. |
| Iron Tail | 9 BP | 8 AP | ≥5 | Steel | Physical | Style: Strong. 14-20; The Opponent's Defense Mod is decreased by 1. A heavy blow which knocks aggressors off their guard. |
| Iron Tail | 4 BP | 4 AP | ≥3 | Steel | Physical | Style: Agile. 14-20; The User's Defense Mod is increased by 2. A swift follow-up utilizing temporary iron plating to bolster defenses. This Move becomes Electric-Type under Rainfall. |
| Jaw Lock | 8 BP | 7 AP | ≥3 | Dark | Physical | The User sinks their fangs into the Opponent and inflicts Rooted. When the Rooted Status ends or the User faints, the afflicted Pokemon is hit again. This Move prevents its User from casting other Biting Moves it's in effect. |
| Jet Punch | 4 BP | 5 (-1) AP | ≥3 | Water | Physical | Priority. |
| Judgment | 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 | 8 BP | 7 AP | ≥4 | Fighting | Physical | The User sustains 4 True Damage. If this Move misses, they sustain 12 True Damage. They may choose to knock the Opponent into the air to inflict Raised, or simply push them away. |
| Karate Chop | 5 BP | 5 AP | ≥3 | Fighting | Physical | Crit Ratio +1. Ambush-OK. |
| 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 | None. |
| 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 Mod 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 | ≥3 | Grass | Physical | Style: Strong. Crit Ratio +1. |
| Leaf Blade | 9 BP | 5 AP | ≥3 | Grass | Physical | Style: Agile. The User's Defense Mod is increased by 4 for the Round. Their Attack Stat is not counted for damage. A swift strike ending in a defensive pose. |
| Leaf Storm | 8 BP | 8 AP | ≥4 | Grass | Special | The User's Special Attack Mod is decreased by 2. This Move's Damage is increased by 2 in lively, flourishing environments ripe with plantlife. |
| Leaf Tornado | 7 BP | 6 AP | ≥3 | Grass | Special | 10-20; The Opponent's Accuracy Mod is decreased by 1. |
| Leafage | 4 BP | 4 AP | 2 PP | Grass | Physical | This Move can be Alt-Cast. |
| Leafage | - | All | 1 PP | Water | Status | This Move sprouts Tangling Roots. This effect ends when the User faints or leaves the vortex. |
| Leech Life | 8 BP | 6 AP | 2 PP | Bug | Physical | Draining. Bug-Types may shift this Move's healing to another Pokemon. |
| Lick | 3 BP | 5 AP | ≥2 | Ghost | Physical | False Damage. 12-20; The Opponent is afflicted with Paralysis. |
| Light of Ruin | 14 BP | 8 AP | ≥3 | Fairy | Special | Recoil. |
| Liquidation | 9 BP | 7 AP | ≥3 | Water | Physical | 16-20; The Opponent's Defense Mod is decreased by 1. Mastery: This Move's Subtype may be augmented to Slicing, Punching, or Blast upon Training and while relearning. |
| Low Kick | 6 BP | 6 AP | ≥2 | Fighting | Physical | This Move ignores Armor, and its BP is increased by 2 for each stage of the Opponent's Armor. The Lightweight IQ Skill increases this Move's BP by 2. |
| Low Sweep | 6 BP | 6 AP | ≥2 | Fighting | Physical | 11-20; The Opponent's Speed Mod is decreased by 1. If the Opponent's Defense Stat is ≤4, they are afflicted with Flinch. |
| Lumina Crash | 8 BP | 6 AP | ≥2 | Psychic | Special | The Opponent's Special Defense Mod is decreased by 1. |
| Lunge | 8 BP | 6 AP | ≥2 | Bug | Physical | The Opponent's Attack Mod is decreased by 1. |
| Luster Purge | 10 BP | 8 AP | ≥2 | Psychic | Special | 10-20; The Opponent's Special Defense Mod is decreased by 1. |
| Mach Punch | 4 BP | 5 (-1) AP | ≥3 | Fighting | Physical | Priority. |
| Magical Leaf | 2D6 | 6 AP | 4 PP | Grass | Special | Multi-Hit: Selective. This Move may shoot up to 2 leaves, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increases by 1 every 5 Special Attack. Hits targets soaring high with Fly/Bounce/Sky Drop or diving deep with Dive. |
| Magma Storm | 10 BP | 8 AP | ≥6 | Fire | Special | The Opponent is Maelstrom and Revealed. |
| Magnet Bomb | 6 BP | 5 AP | - | Steel | Physical | Hits targets soaring high with Fly/Bounce/Sky Drop or diving deep with Dive. Pokémon struck with this Move are unable to evade the next Electric-Type Move. |
| 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 Mod is decreased by 1. Costs 1₽ to use. Room-Hitter. |
| Malignant Chain | 10 BP | 8 AP | ≥4 | Poison | Special | 11-20; The Opponent is afflicted with Badly Poisoned. This Move can be Alt-Cast. |
| Malignant Chain | - | 4 AP | 1 PP | Poison | Status | The User may choose a Poisoned Pokemon and control them and their Actions for the Round, consuming their Turn. This Move's PP is replenished upon Poisoning a Pokemon. |
| Malodor | 4 BP | 6 AP | ≥11 | Poison | Special | Spread. 16-20; The Opponent is afflicted with Poisoned. |
| Mega Drain | 4 BP | 6 AP | ≥3 | Grass | Special | Draining. Critical Hits with this Move inflict Hungry in place of their usual bonus effects. |
| Mega Kick | 10 BP | 8 AP | ≥4 | Normal | Physical | False Damage. This Move requires one less session to Train. |
| Mega Punch | 8 BP | 6 AP | ≥4 | Normal | Physical | If the Opponent is affected by a Paralysis, Burn, or Frostbite, this Move's Type changes to the Status Type; Electric, Fire, or Ice. |
| Megahorn | 10 BP | 7 AP | ≥4 | Bug | Physical | This Move never misses against Pokemon within an Altered Terrain or afflicted with a Binding Status Condition. If the User is a Heracross, this Move may hoist the Opponent into the air, inflicting Raised. |
| Meltdown | 10 BP | 8 AP | ≥5 | Steel | Physical | For 2 Rounds, the User and Opponent are unable to use the same Move several times in succession. |
| Metal Burst | - | 7 AP | 2 PP | 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 Mod is increased by 1. Ambush-OK. |
| Meteor Assault | 3 BP | 8 AP | ≥2 | Fighting | Physical | Charge Move. |
| Meteor Beam | 3 BP | 8 AP | ≥3 | Rock | Special | Charge Move. The User's Special Attack Mod is increased by 1. |
| Meteor Mash | 9 BP | 7 AP | ≥3 | Steel | Physical | 16-20; The User's Attack Mod is increased by 1. |
| Mighty Cleave | 10 BP | 7 AP | ≥3 | 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 PP | Psychic | Special | The User is afflicted with Mirroring. Not affected by STAB or the User's Offensive Stats. |
| Mirror Shot | 7 BP | 6 AP | ≥2 | Steel | Special | The User may change this Move's Type to the match any Light Move used by an Opponent or Ally on the current or previous round, maintaining its original STAB. |
| Mist Ball | 9 BP | 7 AP | ≥2 | Psychic | Special | 10-20; The Opponent's Special Attack Mod 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 | ≥3 | Fairy | Special | 14-20; The Opponent's Special Attack Mod 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 Binding Status Conditions. 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 Mod is decreased by 1. This Move neutralizes Explosive Moves in contact with it. |
| Mud Shot | 5 BP | 6 AP | ≥2 | Ground | Special | The next round, the Opponent's Speed Mod is decreased by 1. |
| Mud-Slap | 2 BP | 4 AP | ≥4 | Ground | Special | The Opponent's Accuracy Mod is decreased by 1. |
| Muddy Water | 9 BP | 7 AP | ≥3 | Water | Special | Unaffected by Altered Weather. Hits targets submerged in water with Dive. |
| Multi-Attack | 9 BP | 7 AP | ≥2 | Normal | Physical | This Move 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 Mod is decreased by 1. Mastery: This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Mystical Power | 7 BP | 6 AP | ≥3 | Psychic | Special | The User's highest Stat has its Stat Mod increased by 1. Can be converted to False Damage. |
| 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 Stats are used against them and dealt as True Damage, based on the User's Species Bonus. |
| Needle Arm | 6 BP | 5 AP | ≥3 | Grass | Physical | This Move's Standard Damage may be converted to False Damage, and it may be used at range. 14-20; The Opponent Flinches. If the User is of the Cacnea line, this Move may be Alt-Cast. |
| Needle Arm | - | 4 AP | 1 PP | Grass | Status | This Move creates a Cacnea Spine Item which shatters at the end of battle or at the end of the day. |
| Night Daze | 8 BP | 6 AP | ≥2 | Dark | Special | 18-20; The Opponent is afflicted with Blinker. This Move's Damage is increased by 3 when used by an Illusion. |
| Night Shade | Ø True | 6 AP | - | Ghost | - | The User's Offensive Stats are dealt as True Damage, up to 6. Not affected by STAB, Stat Mods, or Type Effectiveness except for immunities. Never misses. |
| Night Slash | 7 BP | 6 AP | ≥2 | Dark | Physical | Crit Ratio +1. While at night, this Move can be used at range to slash the Opponent with Dark energy, not making Contact. |
| Nihil Light | 20 BP | 8 AP | - | Dragon | Special | This Move defies all laws of nature to strip Type resistances & immunities from the Opponent, as well as any Stat Mods. |
| Nuzzle | 2 BP | 6 AP | ≥2 | Electric | Physical | False Damage. The Opponent is afflicted with Paralysis. |
| Oblivion Wing | 8 BP | 6 AP | ≥2 | Flying | Special | Draining. Lifesteal also heals False Damage. Critical Hits with this Move inflict Hungry which can only be cured by Apples. |
| Octozooka | 7 BP | 6 AP | ≥4 | Water | Special | 10-20; The Opponent's Accuracy Mod is decreased by 1. |
| Ominous Wind | 2D4 | 6 AP | 4 PP | Ghost | Special | Multi-Hit: Selective. This Move may release up to 2 gusts, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Special Attack. If all Damage Dice used this Turn roll 4, the User's Attack, Special Attack, Defense, Special Defense, and Evasion Mods are increased by 1. |
| One Blow | 6 BP | 5 AP | ≥2 | Dark | Physical | The User may take points from their Attack Stat and increase this Move's BP accordingly, up to 5. Their Attack Mod is decreased by that same amount immediately after, lasting the duration of the next round. |
| Order Up | 8 BP | 6 AP | ≥2 | Dragon | Physical | The User's Attack, Defense, or the next round, the User's Speed Mod is increased by 1. Dependent on nearby Tatsugiri. |
| Origin Pulse | 11 BP | 8 AP | ≥11 | Water | Special | Spread. |
| Outrage | 7 BP | 8 AP | ≥4 | Dragon | Physical | For every 2 False Damage the User sustains, this Move's damage is increased by 1, up to 6 times. Afterwards, the User takes 2 False Damage as Recoil, which is increased by sources which strengthen Recoil damage. |
| Overdrive | 8 BP | 7 AP | ≥11 | Electric | Special | Spread. |
| Overheat | 10 BP | 8 AP | ≥11 | Fire | Special | The User's Special Attack Mod is decreased by 2. Spread. |
| Parabolic Charge | 5 BP | 6 AP | ≥3 | Electric | Special | Draining. All lifesteal is stored until the User Takes a Break, up to 20 HP. This Move may target an additional Opponent when Channeled. |
| Pay Day | 4 BP | 5 AP | ≥2 | Normal | Physical | The User scatters ₽ equal to double their own Level. If this Move KO's an Opponent, they gain what they lost and a 10₽ bonus. Mastery: This Move can be Alt-Cast. |
| Pay Day | - | 4 AP | 1 PP | Normal | Status | The User may sacrifice 200₽ to increase their luck, allowing them to reroll a future roll before the end of the day. If the User is of the Meowth line, this Move may be used without Mastery. |
| Payback | 6 BP | 8 AP | ≥2 | Dark | Physical | If the User was targeted by a Single-Target Attacking Move last Round, this Move's damage is increased by 3. |
| Peck | 4 BP | 4 AP | ≥3 | Flying | Physical | None. |
| Petal Blizzard | 9 BP | 8 AP | ≥11 | Grass | Physical | Effective at destroying woodland hazards. Spread. |
| Petal Dance | 7 BP | 6 AP | ≥4 | Grass | Special | For every 2 False Damage the User sustains, this Move's damage is increased by 1, up to 6 times. Afterwards, the User takes 2 False Damage as Recoil, which is increased by sources which strengthen Recoil damage. |
| Phantom Force | 1 BP | 7 AP | ≥2 | Ghost | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to vanishing into the spectral undertow. Most Moves miss the User while treading the unknown. 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 | 3+2D4 | 6 AP | - | Bug | Physical | Multi-Hit; Roll 2D4, add 1D4 every 4 Attack. |
| Plasma Fists | 4 BP | 4 AP | ≥3 | Electric | Physical | For 2 rounds, all Normal-Type Moves become Electric-Type. |
| Play Rough | 9 BP | 7 AP | ≥3 | Fairy | Physical | 14-20; The Opponent's Attack Mod is decreased by 1. Mastery: This Move's Subtype may be augmented to Punching or Biting upon use. |
| Pluck | 6 BP | 5 AP | ≥3 | Flying | Physical | The User attempts to eat the Opponent's Berry. |
| Poison Fang | 5 BP | 6 AP | ≥2 | Poison | Physical | 10-20; The Opponent is afflicted with Badly Poisoned. |
| 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 | False Damage. 16-20; The Opponent is afflicted with Poison. |
| Poison Tail | 5 BP | 5 AP | ≥3 | Poison | Physical | Crit Ratio +1. 16-20; The Opponent is afflicted with Poison. If the User is a Seviper, this Move inflicts Poison on a roll of 12-20. |
| Pollen Puff | 9 BP | 7 AP | ≥3 | Bug | Special | 15-20; The Opponent is afflicted with Powdered. If the User is of the Cutiefly line, this Move inflicts Powdered on a roll of 12-20. This Move can be Alt-Cast. |
| Pollen Puff | 4 HP | 4 AP | ≥2 | Bug | Status | This Move heals the Pokémon it targets. If the User is of the Cutiefly line, this Move heals an additional 1 HP. |
| Poltergeist | 10 BP | 8 AP | ≥3 | Ghost | Physical | The User attacks by possessing one of the Opponent's Held Items. This Move cannot be used if the Opponent has none. Ambush-OK. Mastery: This Move can be Alt-Cast. |
| Poltergeist | - | 4 AP | 1 PP | Ghost | Physical | This Move can be used in a confined space or Altered Room to cause random objects and debris to fly towards anyone who occupies it in the present or near future, dealing 2/4/6 Flat Ghost-Type Damage based on the environment. This effect lasts until the User faints the Move KOs an Opponent. |
| Population Bomb | 2D10 | 6 AP | - | Normal | Physical | Multi-Hit; Roll 2D10. No STAB. |
| Pounce | 5 BP | 5 AP | ≥3 | Bug | Physical | The Opponent's Attack Mod is decreased by 1. Ambush-OK. |
| Pound | 4 BP | 4 AP | ≥3 | Normal | Physical | Ambush-OK. This Move requires one less session to Train. |
| Powder Snow | 4 BP | 5 AP | ≥8 | Ice | Special | 19-20. The Opponent is afflicted with Frostbite. Spread. |
| Power Gem | 8 BP | 6 AP | ≥2 | Rock | Special | This Move changes Type according to the use of a Type Gem or Icon Crystal. |
| Power Trip | 2 BP | 7 AP | ≥2 | Dark | Physical | For each of the User's Stat Mod increases, damage is increased by 2. |
| Power Whip | 9 BP | 8 AP | ≥4 | Grass | Physical | If the Opponent is affected by a Major Status Condition, this Move's Type changes to the Status Type; Paralysis, Confusion, Poison, Burn, Sleep, or Frostbite. |
| Power-Up Punch | 4 BP | 4 AP | ≥2 | Fighting | Physical | Style: Agile. |
| Power-Up Punch | 5 BP | 6 AP | ≥3 | Fighting | Physical | Style: Strong. The User's Attack Mod is increased by 2. |
| 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 | 6 BP | 7 AP | ≥2 | Psychic | Special | Charge Move. The User's Special Attack Mod is decreased by 2. |
| Psybeam | 6 BP | 5 AP | ≥3 | Psychic | Special | 19-20; The Opponent is afflicted with Confusion. |
| Psychic | 9 BP | 7 AP | ≥3 | Psychic | Special | 16-20; The Opponent's Special Defense Mod is decreased by 1. Mastery: This Move's Subtype may be augmented to Slicing, Punching, or Blast upon Training and while relearning. |
| Psychic Fangs | 8 BP | 6 AP | ≥2 | Psychic | Physical | Ignores and nullifies Altered Room and Screen Moves. Dispels Illusions. |
| Psychic Noise | 7 BP | 6 AP | ≥6 | Psychic | Special | The Opponent is afflicted with Deprived. |
| Psycho Boost | 14 BP | 8 AP | ≥3 | Psychic | Special | The User's Special Attack Mod is decreased by 2. |
| Psycho Cut | 7 BP | 6 AP | ≥2 | Psychic | Physical | Crit Ratio +1. |
| Psyshield Bash | 7 BP | 6 AP | ≥3 | Psychic | Physical | The User's Defense Mod is increased by 1. |
| Psyshock | 8 BP | 6 AP | ≥2 | Psychic | Special | The Opponent's Defense is calculated in place of Special Defense. Mastery: This Move's Subtype may be augmented to Slicing, Light, or Blast upon Training and while relearning. |
| Psystrike | 10 BP | 8 AP | ≥2 | Psychic | Special | The Opponent's Defense is calculated in place of Special Defense. Mastery: This Move's Subtype may be augmented to anything upon use. |
| Psywave | 2D4 | 7 AP | 2 PP | Psychic | Special | Multi-Hit: Selective. This Move may release up to 2 waves, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increases by 1 every 15 Levels, up to Level 60. |
| 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. When a Pokémon is struck by this Move, the User gains an acute sense of their location until managing to resolve the Status Condition, typically by settling whatever unfinished business the both of them have. This effect may extend across great distances, though it can fade with time. |
| Pyro Ball | 6 BP | 8 AP | ≥3 | Fire | Physical | 19-20; The Opponent is afflicted with Burn. While at or below ½ HP, this Move's BP is increased by 4. |
| Quick Attack | 4 BP | 5 (-1) AP | ≥3 | Normal | Physical | Priority. This Move requires one less session to Train. |
| Rage | 2 BP | 6 AP | ≥2 | Normal | Physical | While used consecutively, if the User sustains (In)direct Damage, their Attack Mod is increased by 1. |
| Rage Fist | 5 BP | 8 AP | ≥2 | Ghost | Physical | If the User sustained Direct Damage last round, this Move's BP is increased by 1 for the rest of the battle, up to 6 times. |
| Raging Bull | 10 BP | 7 AP | ≥3 | Normal | Physical | Recoil. Ignores and nullifies Room and Screen Moves. Changes Type based on the User's Breed. |
| Raging Fury | 7 BP | 6 AP | ≥4 | Fire | Physical | For every 2 False Damage the User sustains, this Move's damage is increased by 1, up to 6 times. Afterwards, the User takes 2 False Damage as Recoil, which is increased by sources which strengthen Recoil damage. |
| Rapid Flow | 5 BP | 5 AP | 2 PP | Water | Physical | Can be considered either Offensive or Defensive Focus. Never misses. |
| Rapid Spin | 3 BP | 4 AP | 2 PP | Normal | Physical | The User is cured of Binding Status Conditions. Field Hazards are nullified. This Move requires one less session to Train. |
| Razor Leaf | 4 BP | 5 AP | ≥3 | Grass | Physical | After two Strikes, this Move's next use is a Critical Hit. Effective at destroying woodland hazards. |
| Razor Shell | 7 BP | 6 AP | ≥2 | Water | Physical | 10-20; The Opponent's Defense Mod is decreased by 1. |
| Razor Wind | 4 BP | 7 AP | ≥2 | Normal | Special | Charge Move. When the User begins Channeling, their Crit Mod is increased by 1. |
| Relic Song | 2D4 | 6 AP | 6 PP | Normal | Special | Multi-Hit: Selective. This Move may release up to 2 notes, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice increases by 1 every 5 Attack or Special Attack. When a Pokemon is struck by 4 or more notes, they are afflicted with Sleep. The User may choose to change the Property of this Move to Physical after use, changing their Form between Aria and Pirouette. |
| 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 | 6 BP | 6 AP | ≥3 | Normal | Physical | Style: Strong. This Move's BP is increased by 2 for each conscious member of their Team present in the battle. This Move requires one less session to Train. |
| Return | - | 4 AP | - | Normal | Status | Style: Crafty. The User returns to a nearby member of their Team with uncanny speed and may add the AP Cost of this Move to their Dodge Action for that Turn. |
| 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 sustained (In)direct Damage last round, this Move's damage is increased by 6. |
| Reversal | 3 BP | 6 AP | ≥3 | Fighting | Physical | This Move's Damage increases by 3 for every 10 HP the User loses from the start of battle, up to 40 HP. |
| Rising Voltage | 7 BP | 6 AP | ≥2 | Electric | Special | While in Electric Terrain, this Move's Damage is increased by 5 against Grounded targets. |
| Roar of Time | 10 BP | 8 AP | ≥2 | Dragon | Special | Charge Move. Halts the very motion of time itself. Room-Hitter. |
| Rock Blast | 3+2D4 | 6 AP | - | Rock | Physical | Multi-Hit; Roll 2D4, add 1D4 every 4 Attack. |
| Rock Climb | 8 BP | 7 AP | ≥4 | Rock | Physical | 16-20; The Opponent is afflicted with Confusion. This Move can be Alt-Cast. This Move requires one less session to Train. |
| Rock Climb | - | 4 AP | 1 PP | Rock | Status | This Move can hoist a mid-sized boulder from the Earth which provides cover to anyone behind it. This sacrifices ⅓ of the User's Max HP and creates an Immobilized Substitute with the lost HP -5. |
| Rock Slide | 7 BP | 7 AP | ≥3 | Rock | Physical | 14-20; The Opponent Flinches. This Move may target an additional Opponent when Channeled. |
| Rock Smash | 4 BP | 5 AP | ≥2 | Fighting | Physical | Style: Strong, Repeatable. 11-20; The Opponent's Defense Mod is decreased by 1. This Move shatters sizable rocks with precision and is able to Degrade Items. This Move requires one less session to Train. |
| Rock Smash | 4 BP | 4 AP | ≥3 | Rock | Physical | Style: Agile. A quick, improvised attack with thrown rubble and debris. |
| Rock Throw | 5 BP | 5 AP | ≥3 | Rock | Physical | None. |
| Rock Tomb | 2 BP | 6 AP | ≥4 | Rock | Physical | The Opponent is afflicted with Immobilized & Maelstrom. This Move can be Alt-Cast. |
| Rock Tomb | - | All | 1 PP | Rock | Status | This Move creates Stinging Soil. If a Pokemon's HP or Special Defense Stat is ≥8, they are unaffected. This effect ends when the User faints or leaves the pit. |
| Rock Wrecker | 4 BP | 8 AP | ≥3 | Normal | Physical | Charge Move. |
| Rolling Kick | 6 BP | 5 AP | ≥4 | Fighting | Physical | 14-20; The Opponent Flinches. |
| Rollout | - | 4 AP | 1 PP | Rock | Status | Style: Crafty. The User creates a ball of stone around their body, increasing their Armor by 1 until broken and becoming immune to Binding Status Conditions. This shell is removed upon sustaining (In)Direct Damage from a Fighting-Type Move. |
| Rollout | 3 BP | 7 AP | ≥3 | Rock | Physical | Style: Strong, Repeatable. The User's Defense is calculated in place of Attack. |
| Round | 5 BP | 6 AP | ≥3 | Normal | Special | If a Sound Move has been used on the current or previous Round, this Move's Damage is increased by 5 and its Type is changed to match the most recent Sound Move. |
| 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. This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Sacred Sword | 9 BP | 7 AP | ≥3 | Fighting | Physical | Ignores the Opponent's Defense and Evasion increases and decreases. Mastery: This Move can be Alt-Cast. |
| Sacred Sword | - | 4 AP | 1 PP | Fighting | Status | This Move can be used in a confined space or Altered Room to randomly attack anyone who occupies it in the present or near future, dealing 0/3/6 Flat Fighting-Type Damage each Round. If the User moves from their position in any way, they sustain 4 True Damage and the effect ends. |
| Salt Cure | 4 BP | 6 AP | ≥2 | Rock | Physical | The Opponent is afflicted with Salted. |
| Sandblast | 6 BP | 6 AP | ≥3 | Ground | Physical | The Opponent is afflicted with Maelstrom for 2 Rounds. Ground-Types are immune to this Move's effect. |
| Sand Tomb | 2 BP | 6 AP | ≥4 | Ground | Physical | The Opponent is afflicted with Immobilized & Maelstrom. This Move can be Alt-Cast. |
| Sand Tomb | - | All | 1 PP | Ground | Status | This Move creates Sinking Sand. This effect ends when the User faints or leaves the pit. |
| Sandsear Storm | 10 BP | 8 AP | ≥11 | Ground | Special | 14-20. The Opponent is afflicted with Burn. Spread. |
| Scald | 7 BP | 6 AP | ≥2 | Water | Special | This Move is Super-Effective against Ice-Types, and its User is able to heat nearby water. If the User's Special Defense is ≥4, it has a 14-20 chance of inflicting Burn. |
| Scale Shot | 3+1D8 | 5 AP | - | Dragon | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. The User's Defense Mod is decreased by 1. The User's Evasion Mod is increased 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 | 4 PP | Normal | Physical | This Move requires one less session to Train. |
| 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 | ≥3 | Fighting | Special | The Opponent's Defense is calculated in place of Special Defense. Mastery: This Move can be Alt-Cast. |
| Secret Sword | - | 4 AP | 1 PP | Fighting | Status | This Move causes Pokemon who have been damaged by Secret Sword to re-experience their wounds, dealing 8 Special Fighting-Type Damage to each and immunizing them until they're struck by Secret Sword again. |
| Seed Bomb | 8 BP | 6 AP | ≥2 | Grass | Physical | None. |
| Seed Flare | 12 BP | 8 AP | ≥4 | Grass | Special | 12-20; The Opponent's Special Defense Mod is decreased by 2. |
| Seismic Toss | Ø True | 6 AP | ≥2 | Fighting | - | The User's highest Offensive Stat is dealt as True Damage, up to 6. Not affected by STAB, 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 Mod is decreased by 1. This Move can be cast from any shadow in dimly-lit areas, and doing so bypasses Accuracy checks. |
| Shadow Bone | 9 BP | 7 AP | ≥3 | Ghost | Physical | 16-20; The Opponent's Defense Mod is decreased by 1. Mastery: This Move's Critical Hits ignore the Opponent's Defensive Level Bonus. |
| Shadow Claw | 7 BP | 6 AP | ≥2 | Ghost | Physical | Crit Ratio +1. |
| Shadow Force | 12 BP | 8 AP | ≥2 | Ghost | Physical | Charge & Semi-Invulnerable Move. The User may commit their full Channeling action to morphing their shadowed form as they vanish into the Distortion Realm. Most Moves miss the User while treading the end. Ignores and nullifies Protect Moves. |
| Shadow Punch | 6 BP | 5 AP | - | Ghost | Physical | Ignores Altered Room and Screen Moves, Stat Increases, and effects dependent on Physical contact. Hits targets getting lost in Phantom Force. |
| Shadow Sneak | 4 BP | 5 (-1) AP | 3 PP | Ghost | Physical | Style: Agile, Repeatable. Priority. |
| Shadow Sneak | - | 4 AP | - | Ghost | Status | Style: Crafty. The User sustains 5 False Damage and submerges into their own shadow, emerging from a nearby Ally's provided both shadows are large enough. |
| Shell Side Arm | 9 BP | 7 AP | ≥3 | Poison | Special | 16-20; The Opponent is afflicted with Poison. This Move can be Alt-Cast. |
| Shell Side Arm | 9 BP | 7 AP | ≥2 | Poison | Physical | 17-20; The Opponent is afflicted with Poison. |
| Shell Trap | 6 BP | 8 AP | ≥2 | Fire | Special | Charge Move When the User sustains Physical (In)direct Damage while Channeling, they may use this Move. Room-Hitter |
| Shock Wave | 2D4 | 5 AP | 6 PP | Electric | Special | Multi-Hit: Selective. This Move may shoot up to 2 jolts, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Attack. |
| Signal Beam | 8 BP | 6 AP | ≥2 | Bug | Special | 17-20; The Opponent is afflicted with Confusion. This Move can be cast from the positions of Bug-Type Pokemon. Additionally, it never misses against Bug-Types. |
| Silver Wind | 2D4 | 6 AP | 4 PP | Bug | Special | Multi-Hit: Selective. This Move may release up to 2 gusts, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increase by 1 every 5 Special Attack. If all Damage Dice used this Turn roll 4, the User's Attack, Special Attack, Defense, Special Defense, and Evasion Mods are increased by 1. |
| Skitter Smack | 7 BP | 6 AP | ≥3 | Bug | Physical | The Opponent's Special Attack Mod is decreased by 1. Ambush-OK. |
| Skull Bash | 4 BP | 8 AP | ≥2 | Normal | Physical | Charge Move. When the User begins Channeling, their Defense Mod is increased by 1. |
| Sky Attack | 3 BP | 8 AP | ≥3 | Flying | Physical | Charge Move. 14-20; The Opponent Flinches. Crit Ratio +1. |
| Sky Drop | Ø BP | 5 AP | ≥3 | Flying | Physical | The User and an Opponent or object they can carry take flight and are afflicted with Sky High. Uses Fling's variable damage for dropping Opponents or Items onto the ground or other Opponents. |
| Sky Uppercut | 8 BP | 6 AP | ≥3 | Fighting | Physical | Hits Opponents afflicted with Sky High. When used in the air, Pokémon struck are afflicted with Grounded. Semi-Invulnerable Opponents are hit neutrally while airborne. |
| Slam | 8 BP | 6 AP | ≥4 | Normal | Physical | None. |
| Slash | 7 BP | 6 AP | ≥2 | Normal | Physical | Crit Ratio +1. Mastery: This Move can be used at range to slash the Opponent, not making Contact. This Move requires one less session to Train. |
| Sludge | 4 BP | 5 AP | ≥3 | Poison | Special | After two Strikes, this Move's next use inflicts Poison. |
| Sludge Bomb | 9 BP | 7 AP | ≥3 | Poison | Special | 17-20; The Opponent is afflicted with Poison. |
| Sludge Wave | 5 BP | 8 AP | ≥2 | Poison | Special | 16-20; The Opponent is afflicted with Poison. Room-Hitter. |
| Smack Down | 5 BP | 7 AP | ≥2 | Rock | Physical | When this Move hits an airborne Opponent, it is always a Critical Hit. 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. |
| Smite | 3 BP | 5 AP | ≥4 | Fairy | Special | The Opponent is afflicted with Confusion. The Opponent's Defense is calculated in place of Special Defense. |
| Smog | 3 BP | 6 AP | ≥7 | Poison | Special | 12-20; The Opponent is afflicted with Poison. |
| Snap Trap | 4 BP | 6 AP | ≥2 | Steel | Physical | The Opponent is afflicted with Rooted. This Move may be Alt-Cast. |
| Snap Trap | - | 4 AP | ≥2 | Grass | Status | The User is afflicted with Invisible and Immobilized. Pokemon who step near them while they are Invisible sustain 10/15/20 Flat Grass-Type Damage, ending the effects of the Move. |
| Snarl | 4 BP | 7 AP | ≥11 | Dark | Special | The Opponents' Special Attack Mod is decreased by 1. Spread. |
| Snipe Shot | 8 BP | 6 AP | ≥2 | Water | Special | Crit Ratio +1. Ignores Focus-drawing effects. |
| Snooze | 8 BP | 7 AP | ≥4 | Dark | Physical | 20; Instead of Crit Damage, the Opponent is afflicted with Sleep. The Opponent's Special Defense is calculated in place of Defense. |
| 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 | 3 BP | 7 AP | ≥2 | Grass | Special | Charge Move. While in Harsh Sunlight, this Move behaves as if the User Channeled. While in Rain, Fog, Snow, or Sandstorm, damage is decreased by 6. |
| Solar Blade | 3 BP | 7 AP | ≥2 | Grass | Physical | Charge Move. While in Harsh Sunlight, this Move behaves as if the User Channeled. While in Rain, Fog, Snow, or Sandstorm, damage is decreased by 6. If the User is of the Fomantis line, this Move increases their Attack by 1. |
| Sonic Boom | 9 Flat | 6 AP | ≥3 | Normal | Special | Deals Flat Normal-Type Damage. This Move requires one less session to Train. |
| Spacial Rend | 10 BP | 8 AP | - | Dragon | Special | Crit Ratio +1. Cuts through the fabric of space to strike the target no matter where they are. |
| Spark | 4 BP | 5 AP | ≥3 | Electric | Physical | After two Strikes, this Move's next use inflicts 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. 16-20; The Opponent drops their currently-equipped Worn or Held Item. Ignores Substitute. Ambush-OK. |
| Spike Cannon | 5+2D4 | 7 AP | - | Normal | Physical | Multi-Hit; Roll 2D4, add 1D4 every 5 Attack. If the User is a Corsola or Toxapex, this Move may be Alt-Cast. |
| Spike Cannon | - | 4 AP | 1 PP | Normal | Status | If the User is a Corsola, this Move creates a Corsola Spine Item. If they are of the Mareanie line, this Move creates a Poison Spine Item. Items created by this Move will crumble at the end of battle or at the end of the day. |
| Spin Out | 10 BP | 9 AP | ≥13 | Steel | Physical | The next Round, the User's Speed Mod is decreased by 2. This Move cannot be Trained, and may only be cast with efficiency by a Pokemon with 9+ AP, upon which its Accuracy is set to ≥2. |
| Spirit Break | 7 BP | 6 AP | ≥2 | Fairy | Physical | The Opponent's Special Attack Mod is decreased by 1. |
| Spirit Shackle | 8 BP | 6 AP | ≥2 | Ghost | Physical | If the Opponent's Special Defense Stat is ≤7, they are afflicted with Immobilized. This Move hits targets soaring high with Fly/Bounce/Sky Drop or getting lost in Phantom Force. |
| 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 Mod 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 | - | 4 AP | 2 PP | Bug | Status | Style: Crafty. The User creates a ball of pressure around their curled body, increasing their Evasion Mod by 2 and becoming immune to Binding Status Conditions. This shell is removed upon sustaining (In)Direct Damage from a Fighting-Type Move. |
| Steamroller | 6 BP | 7 AP | ≥3 | Bug | Physical | Style: Strong, Repeatable. |
| Steel Beam | 12 BP | 8 AP | ≥4 | Steel | Special | The User loses ½ of their Max HP, dealing that same amount to them in False Damage as well. |
| Steel Roller | 10 BP | 8 AP | ≥11 | Steel | Physical | This Move nullifies Altered Terrain. It never misses while Terrain is active on the field. |
| Steelsurge | 6 BP | 6 AP | ≥3 | Steel | Physical | Hazard. The User applies one layer of Steel Spikes. |
| Steel Wing | 7 BP | 6 AP | ≥3 | Steel | Physical | 19-20; The User's Defense Mod is increased by 1. |
| Stomp | 6 BP | 5 AP | ≥3 | Normal | Physical | 14-20: The Opponent Flinches. When this Move lowers a Pokemon's HP below 0, they will recover with less HP equal to the negative number upon being Revived, but not below 1 HP. If the User is of the Bounsweet line, this Move gains STAB. |
| Stomping Tantrum | 7 BP | 6 AP | ≥3 | Ground | Physical | If the User's last Move failed, damage is increased by 5. Effect activates on failed Non-Combat Action rolls. |
| Stone Axe | 6 BP | 6 AP | ≥3 | Rock | Physical | The Opponent is afflicted with Maelstrom for 2 Rounds. |
| Stone Edge | 6 BP | 8 AP | ≥5 | Rock | Physical | Crit Ratio +1. While at or below ½ HP, this Move's BP is increased by 4. |
| Stonesurge | 6 BP | 6 AP | ≥3 | Water | Special | Hazard. The User applies one layer of Pointed Stones. |
| Stored Power | 2 BP | 7 AP | ≥2 | Psychic | Special | For each of the User's Stat increases, this Move's damage is increased by 2. |
| Storm Throw | 1 BP | 7 AP | ≥3 | Fighting | Physical | This Move is always a Critical Hit. |
| Strange Steam | 9 BP | 7 AP | ≥3 | Fairy | Special | False Damage. 16-20; The Opponent is afflicted with Confusion. |
| Strength | Ø BP | Ø AP | ≥2 | Normal | Physical | This Move allows objects and Items to be thrown with efficiency. The damage and AP Cost of the Move, along with its effects, vary based on the weight and nature of the projectile. This Move requires one less session to Train. |
| Struggle Bug | 5 BP | 5 AP | 2 PP | Bug | Special | The Opponent's Special Attack Mod is decreased by 1. This Move ignores the resistances of Pokemon who share a Type with the User and decreases their Special Attack Mod by 2 instead of 1. |
| Stun Shock | 4 BP | 5 AP | ≥3 | Electric | Physical | 17-18; Inflicts Poison. 19-20; Inflicts Paralysis. |
| Submission | 9 BP | 6 AP | ≥3 | Fighting | Physical | False Damage Recoil. |
| Sucker Punch | 9 BP | 6 (-1) AP | ≥3 | Dark | Physical | Priority. This Move fails if the Opponent did not target its User last Round. Ambush-OK. |
| Sunsteel Strike | 10 BP | 8 AP | ≥2 | Steel | Physical | The User ignores the Opponent's Ability. |
| Supercell Slam | 10 BP | 9 AP | ≥13 | Electric | Physical | If this Move misses, the User loses ½ of their Max HP. This Move cannot be Trained, and may only be cast with efficiency by a Pokemon with 9+ AP, upon which its Accuracy is set to ≥2. |
| Super Fang | 4 True/False | 6 AP | ≥3 | Normal | Physical | Deals 4 True or False Damage to the Opponent. Does not ignore Type immunities. |
| Superpower | 10 BP | 9 AP | ≥13 | Fighting | Physical | The User's Attack and Defense Mods are decreased by 1. This Move cannot be Trained, and may only be cast with efficiency by a Pokemon with 9+ AP, upon which its Accuracy is set to ≥2. |
| Surf | 4 BP | 6 AP | ≥2 | Water | Special | The User can surf over certain distances. Room-Hitter. Hits targets diving deep with Dive. This Move requires one less session to Train. |
| Surging Strikes | 2D6 | 6 AP | - | Water | Physical | This Move is always a Critical Hit. Misses if two or more rolls =1. |
| Swift | 3D4 | 6 AP | 6 PP | Normal | Special | Multi-Hit: Selective. This Move may shoot up to 3 stars, with each of them costing 1 PP and being individually targetable. The maximum Damage Dice and PP increases by 1 every 5 Special Attack. Never misses. Hits targets soaring high with Fly/Bounce/Sky Drop or diving deep with Dive. |
| Synchronoise | 10 BP | 7 AP | 3 PP | Psychic | Special | This Move may only target Pokemon which share a Type with the User. They are able to sense and target anyone with a metaphysical connection to them. even across great distances. |
| Syrup Bomb | 1 BP | 6 AP | ≥4 | Grass | Special | The Opponent's Max AP is decreased by 1 and the User's is increased by 1 until fainting. Cannot decrease/increase Max AP beyond 4/10. This Move's damage is increased by an Apple's roll bonus. |
| Tachyon Cutter | 1D10 | 7 AP | - | Steel | Special | Multi-Hit; Roll 1D10. |
| Tackle | 4 BP | 4 AP | 4 PP | Normal | Physical | Ambush-OK. This Move requires one less session to Train. |
| Tail Slap | 3+1D8 | 5 AP | - | Normal | Physical | Multi-Hit; Roll 1D8, add 1D8 every 6 Attack. Ignores effects dependent on Physical contact. |
| Take Down | 9 BP | 7 AP | ≥4 | Normal | Physical | Recoil. This Move's Damage is increased by 1 if the User's Defense Stat is ≥5. This Move requires one less session to Train. |
| Techno Blast | 12 BP | 8 AP | ≥2 | Normal | Special | Changes Type according to the held Drive. |
| Temper Flare | 7 BP | 6 AP | ≥3 | Fire | Physical | If the User's last Move failed, damage is increased by 5. Effect activates on failed Non-Combat Action rolls. |
| Terrain Pulse | 5 BP | 7 AP | ≥2 | Normal | Special | While in Terrain, this Move's damage is increased by 5. This Move's Type changes according to the Terrain. |
| Terror | 7 BP | 6 AP | ≥3 | Ghost | Physical | If the Opponent's Special Defense Stat is ≤7, they are afflicted with Immobilized. |
| Thief | 6 BP | 5 AP | ≥3 | Dark | Physical | False Damage. If the Opponent's Attack Stat is ≤6, their Worn or Held Item is stolen. Additionally, this Move may target a Pokemon's Bag, damaging it. Ambush-OK. |
| 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 | ≥3 | Ground | Physical | If the Opponent's Defense Stat is ≤7, they are afflicted with Immobilized. |
| Thrash | 5 BP | 5 AP | ≥4 | Normal | Physical | For every 2 False Damage the User sustains, this Move's damage is increased by 2, up to 4 times. Afterwards, the User takes 2 False Damage as Recoil, which is increased by sources which strengthen Recoil damage. |
| Throat Chop | 8 BP | 6 AP | ≥2 | Dark | Physical | The Opponent is afflicted with Silenced. |
| Thunder | 7 BP | 6 AP | ≥3 | Ice | Special | Style: Agile. 14-20; The Opponent is afflicted with Paralysis. A quick static jolt to mark the battlefield for a powerful lightning strike. |
| Thunder | 10 BP | 8 AP | ≥7 | Electric | Special | Style: Strong. While under Rainfall, this Move is a Sure-Hit. Due to the origin of the attack, it is ineffective while indoors. |
| Thunder Cage | 8 BP | 6 AP | ≥3 | Electric | Special | The Opponent is afflicted with Immobilized. |
| Thunderclap | 9 BP | 6 (-1) AP | ≥3 | Electric | Special | Priority. This Move fails if the Opponent did not target its User last Round. Ambush-OK. |
| Thunder Fang | 6 BP | 5 AP | ≥3 | Electric | Physical | 16-18; The Opponent is afflicted with Paralysis. 19-20; The Opponent Flinches. This Move may be Alt-Cast. |
| Thunder Fang | - | 4 AP | 1 PP | Electric | Status | The User's next Move is Imbued with Paralysis. |
| Thunder Punch | 8 BP | 6 AP | ≥2 | Electric | Physical | 19-20; The Opponent is afflicted with Paralysis. This Move may be Alt-Cast. |
| Thunder Punch | - | 4 AP | 2 PP | Electric | Status | The User can make contact with a source of electricity to drain it, increasing the damage of their next Electric-Type Move by 5. |
| Thunder Shock | 4 BP | 5 AP | ≥3 | Electric | Special | 19-20; The Opponent is afflicted with Paralysis. |
| Thunderbolt | 9 BP | 7 AP | ≥3 | Electric | Special | After two Strikes, this Move's next use inflicts Paralysis, but only once per battle. |
| Thunderous Kick | 9 BP | 7 AP | ≥2 | Fighting | Physical | The Opponent's Defense Mod is decreased by 1. |
| Tidy Up | - | 4 AP | 1 PP | Normal | Status | The effects of Hazards and Altered Terrains are nullified for 2 Rounds. When this Move succeeds in nullifying something, the User may choose any of the Stat Mods to increase by 1. |
| Torch Song | 8 BP | 6 AP | ≥2 | Fire | Special | The User's Special Attack Mod is increased by 1. |
| Trailblaze | 5 BP | 6 AP | ≥2 | Grass | Physical | The next round, the User's Speed Mod is increased by 1. |
| Tri Attack | 8 BP | 6 AP | ≥3 | Normal | Special | 16-20; The User may choose to inflict Burn, Frostbite, or Paralysis onto the Opponent. Mastery: This Move's Subtype may be augmented based on the Status the User intends to inflict; Light, Wind, Sound. This Move requires one less session to Train. |
| Triple Arrows | 9 BP | 7 AP | ≥3 | Fighting | Physical | Crit Ratio +1. 10-20; The Opponent's Defense Mod is decreased by 1. Hits targets soaring high with Fly/Bounce/Sky Drop. |
| 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 this 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 this 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 this Move only lands the successful hits. |
| Trop Kick | 7 BP | 6 AP | ≥2 | Grass | Physical | The Opponent's Attack Mod is decreased by 1. |
| Trump Card | 0 BP | 6 AP | 1 PP | Normal | Special | This Move's BP is increased by 3 for every 1 PP it has at the time of use. Its PP may be increased beyond the maximum by PP replenishing Items. This Move requires one less session to Train. |
| 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 | Style: Strong. An evasive attack which ignores Field Hazards and frees the User from the effects of Binding Status Conditions. |
| U-Turn | 5 BP | 5 AP | ≥3 | Bug | Physical | Style: Agile. An opportunistic attack which allows for immediate retreat to a nearby member of their Team. |
| Upper Hand | 6 BP | 5 AP | ≥3 | 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 | ≥3 | Normal | Special | The User is afflicted with Insomnia. |
| V-Create | - | 4 AP | - | Fire | Status | Style: Crafty. If an Apple is present in the User's Inventory, it is consumed, and the User creates an aura of fortune around their body, dealing 2 True Damage to Pokemon who target them. |
| V-Create | 10 BP | 8 AP | ≥4 | Fire | Physical | Style: Strong, Repeatable. The User's Defense and Special Defense Mods are decreased by 1. This Move cannot be used without a Lucky Aura. |
| Vacuum Wave | 4 BP | 5 (-1) AP | ≥3 | Fighting | Special | Priority. Ambush-OK. |
| Venoshock | 6 BP | 6 AP | ≥2 | Poison | Special | If the Opponent is afflicted with Poison, Damage is increased by 6. Ambush-OK. |
| Vine Lash | 6 BP | 6 AP | ≥3 | Grass | Physical | The Opponent is afflicted with Maelstrom for 2 Rounds. Grass-Types are immune to this Move's effect. |
| Vine Whip | 5 BP | 5 AP | ≥3 | Grass | Physical | The User may choose to grab ahold of the Opponent and inflict Rooted instead of attacking. |
| Vise Grip | 5 BP | 5 AP | 2 PP | Normal | Physical | When this Move hits a Pokemon afflicted with a Binding Status Condition, its duration is increased by 1 Round. Ambush-OK. |
| Vital Throw | 7 BP | 6 AP | ≥3 | Fighting | Physical | The User can choose to bat the target into the air to inflict Raised, spike them into the ground to inflict Grounded, or simply toss them away. Grounding an airborne Pokémon makes this Move Super-Effective. |
| Volcalith | 6 BP | 6 AP | ≥3 | Rock | Physical | The Opponent is afflicted with Maelstrom for 2 Rounds. Rock-Types are immune to this Move's effect. |
| Volt Crash | 7 BP | 6 AP | ≥3 | Electric | Physical | 17-20; The Opponent is afflicted with Paralysis. |
| Volt Switch | 7 BP | 6 AP | ≥2 | Electric | Physical | Style: Strong. An evasive attack which ignores Field Hazards and frees the User from the effects of Binding Status Conditions. |
| Volt Switch | 5 BP | 5 AP | ≥3 | Electric | Physical | Style: Agile. An opportunistic attack which allows for Item usage after casting, ignoring Focus. |
| Volt Tackle | - | 4 AP | 1 PP | Electric | Status | Style: Crafty. The User creates an aura of electricity around their body, dealing 1/2/3 Flat Electric-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Ground or Water-Type Move. |
| Volt Tackle | 10 BP | 7 AP | ≥4 | Electric | Physical | Style: Strong, Repeatable. 14-20; The Opponent is afflicted with Paralysis. Recoil. This Move cannot be used without a Static Aura. |
| Wake-Up Slap | 7 BP | 6 AP | ≥2 | Normal | Physical | If the User or their Opponent are afflicted with Paralysis, this Move's Damage is increased by 5, and both are cured of Paralysis & Sleep. |
| Water Gun | 4 BP | 4 AP | ≥3 | Water | Special | None. |
| Removed. | ||||||
| Water Pulse | 6 BP | 5 AP | ≥3 | Water | Special | 16-20; The Opponent is afflicted with Confusion. |
| Water Shuriken | 3+1D8 | 5 AP | - | Water | Special | Multi-Hit; Roll 1D8, add 1D8 every round the User sustains (In)direct Damage, up to 2 extra die. Automatically maxes out number of damage dice while Empowered or when Tide Of Battle activates. |
| Water Spout | 8 BP | 7 AP | ≥3 | Water | Special | The User's HP Stat is calculated in place of their Special Attack. |
| Waterfall | 8 BP | 6 AP | ≥3 | Water | Physical | 16-20; The Opponent is afflicted with Flinch. This Move can be Alt-Cast. This Move requires one less session to Train. |
| Waterfall | - | 4 AP | 1 PP | Water | Status | This Move can summon a mid-sized bubble from ambient moisture which provides cover to anyone behind it. This sacrifices ⅓ of the User's Max HP and creates an Immobilized Substitute with the lost HP -5. |
| Wave Crash | - | 4 AP | 1 PP | Water | Status | Style: Crafty. The User creates an aura of water around their body, dealing 1/2/3 Flat Water-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Grass or Dragon-Type Move. |
| Wave Crash | 10 BP | 7 AP | ≥3 | Water | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Flowing Aura. |
| Weather Ball | 5 BP | 7 AP | 1 PP | Normal | Special | While under Altered Weather, this Move's Type is changed according to the conditions and its Damage is increased by 5. This Move replenishes 1 PP every time the Weather is altered, exceeding its usual maximum when possible. |
| Whirlpool | 2 BP | 6 AP | ≥4 | Water | Special | The Opponent is afflicted with Immobilized & Maelstrom. This Move can be Alt-Cast. This Move requires one less session to Train. |
| Whirlpool | - | All | 1 PP | Water | Status | This Move spins Rushing Water. These effects end when the User faints or leaves the pool. |
| Wicked Blow | 1 BP | 7 AP | ≥2 | Dark | Physical | This Move is always a Critical Hit. |
| Wild Charge | 9 BP | 7 AP | ≥2 | Electric | Physical | Recoil. |
| Wildfire | 6 BP | 6 AP | ≥3 | Fire | Special | The Opponent is afflicted with Maelstrom for 2 Rounds. Fire-Types are immune to this Move's effect. |
| Windbolt Storm | 10 BP | 8 AP | ≥11 | Electric | Special | 14-20; The Opponent afflicted with Paralysis. Spread. |
| Wind Rage | 9 BP | 7 AP | ≥2 | Flying | Physical | Ignores and nullifies Room and Screen Moves. |
| Wing Attack | 6 BP | 5 AP | ≥3 | Flying | Physical | None. |
| Wood Hammer | - | 4 AP | 1 PP | Grass | Status | Style: Crafty. The User creates an aura of life around their body, dealing 1/2/3 Flat Grass-Type Damage to Pokemon who make Contact with them. This aura is removed upon sustaining (In)Direct Damage from a Fire or Dragon-Type Move. |
| Wood Hammer | 10 BP | 7 AP | ≥3 | Grass | Physical | Style: Strong, Repeatable. Recoil. This Move cannot be used without a Verdant Aura. |
| Wrap | 1 BP | 7 AP | ≥3 | Normal | Physical | The User and Opponent are afflicted with Sealed and Rooted. |
| Wring Out | 8 BP | 8 AP | ≥5 | Normal | Special | This Move's BP is decreased by 2 every Round the Opponent takes damage. This Move is always 10 BP and never misses against Pokemon afflicted with a Binding Status Condition. |
| X-Scissor | 7 BP | 6 AP | ≥2 | Bug | Physical | Crit Ratio +1. This Move's Damage is increased by 2 for every Type the Opponent shares with its User. |
| Zap Cannon | 3 BP | 8 AP | ≥6 | Electric | Special | Charge Move. The User's Accuracy Mod is increased by 1 upon Channeling, and the Opponent is afflicted with Paralysis upon Channeled hit. |
| Zen Headbutt | 8 BP | 6 AP | ≥3 | Psychic | Physical | 16-20; The Opponent is afflicted with Flinch. |
| Zing Zap | 8 BP | 6 AP | ≥3 | Electric | Physical | 14-20; The Opponent is afflicted with Flinch. Pokemon actively making contact with the User lose their Electric immunity, and Electric-Type Moves never miss them. |
Status Moves
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 liquifies into a more malleable shape, increasing their Defense by 2. They are able to condense themselves to fit through tighter spaces and withstand greater pressure. |
| Acupressure | - | 4 AP | - | Normal | Status | This Move increases one Stat Mod of the User's choice by 2, with the exception of Speed. Alternatively, it may be used on another Pokemon. |
| 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 Mod is increased by 2. Poison is converted to Badly Poisoned against the User until the end of the battle as their heart races. |
| Ally Switch | - | 4 AP | - | Psychic | Status | The User switches positions with an Ally. |
| Amnesia | - | 4 AP | 2 PP | Poison | Status | The User's Special Defense Mod is increased by 2. If they sustained (In)Direct Damage from a Special Attack last Round, they recover HP equal to the damage which would have been mitigated by a Screen. |
| 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, or just one additional target while Channeling. |
| Aromatic Mist | - | 4 AP | - | Fairy | Status | An Ally's Special Defense Mod is increased by 1. |
| Assist | - | 4 AP | - | Normal | Status | The User may select 4 Moves known by their Allies. To use one, they roll 1D4 and a Move is decided by alphanumeric order. AP cost is only counted once. Does not count as a Status Move. Mastery: Alternatively, this Move can be used to increase any one of a Pokemon's effective Stats for non-Attacking Stat Checks by 3. |
| Attract | - | 4 AP | ≥5 | Normal | Status | If the User is the opposite gender, the Opponent is afflicted with Infatuated. The User may need to succeed a roll of varying difficulty to Infatuate a Pokémon of a higher level than their own. |
| Aurora Veil | - | 4 AP | - | Ice | Status | For 3 turns, a Screen affects the User and up to 2 Allies. This Move's self-shielding can be shifted to any nearby Pokémon. Fails if it the Weather isn't Snow. Affects Physical and Special Moves. |
| Autotomize | - | 4 AP | - | Steel | Status | The User sheds unnecessary weight, increasing their Speed Mod by 1 next Round and removing their Armor. Shed armor can be granted to another Pokemon for 2 AP. |
| Baby-Doll Eyes | - | 4 AP | ≥2 | Fairy | Status | The Opponent's Attack Mod 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 sustains (In)direct Damage damage from a Physical Move regardless of protection, the Opponent is afflicted with Badly Poisoned. |
| Barrier | - | 4 AP | 1 PP | Psychic | Status | The User reinforces their body with mysterious power, increasing their Defense Mod by 2. They are able to select a Move Subcategory to gain Armor against. |
| 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 takes ½ of their Max HP as True Damage. |
| 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. |
| Bide | - | 4 AP | 1 PP | Normal | Status | The User undoes the last singular instance of Chip or (In)Direct Damage they sustained. Their Offensive & Defensive Stat Mods are decreased by 1 for every 10 Damage healed. This Move requires one less session to Train. |
| Bind | - | All | 3 PP | Normal | Physical | The Opponent is afflicted with Rooted. All sources of Rooted originating from the User also inflict Maelstrom and remove 1 PP from this Move. |
| Block | - | 4 AP | 2 PP | Normal | Status | If the Opponent's Attack Stat is ≤7, they are afflicted with Immobilized. Alternatively, this Move can be used within a Mystery Dungeon, Altered Terrain, or Altered Room to prevent Pokémon without Speed or Attack Stats ≥7 from leaving until its User faints. This Move requires one less session to Train. |
| Bulk Up | - | 4 AP | - | Fighting | Status | The User's Attack and Defense Mods 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 | 3 PP | Psychic | Status | The User clears their mind of stress, increasing their Special Attack and Special Defense Mods by 1. When Channeled, this Move suppresses unwanted emotions and heals up to 6 False Damage. |
| Camouflage | - | 4 AP | - | Normal | Status | The User changes Type according to the environment and Terrain. |
| Captivate | - | 4 AP | 4 PP | Normal | Status | If the User is the opposite gender, the Opponent's Special Attack Mod is decreased by 2. Alternatively, this Move may be used to grant another Pokemon 2D4 Overheal. Outside of combat, this Move allows the User to roll charisma-based checks at Advantage. |
| Celebrate | - | 4 AP | - | Normal | Status | Woohoo! This Move can be used once per KO'd Opponent, instilling its User with a morale spike and increased luck as they gloat. After the battle ends, they may roll 1D20 for each use to gain that exact amount's worth in ₽. Victory! |
| Charge | - | 4 AP | - | Electric | Status | The User's Special Defense Mod is increased by 1. Their next Electric-Type Move has its damage increased by 5. |
| Charm | - | 4 AP | 3 PP | Fairy | Status | The Opponent's Attack Mod is decreased by 2. Alternatively, this Move may be used to grant another Pokemon 1D6 Overheal. Outside of combat, this Move allows the User to roll charisma-based checks at Advantage. |
| 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 Mods are increased by 1. The User takes ½ of their Max HP as False Damage. |
| Coaching | - | 4 AP | - | Fighting | Status | The Ally's Attack and Defense Mods are increased by 1. |
| Coil | - | 4 AP | - | Poison | Status | The User's Attack, Defense, and Accuracy Mods are increased by 1. |
| Confide | - | 4 AP | - | Normal | Status | The Opponent's Special Attack Mod is decreased by 1. This Move allows its User to speak to someone in secret while obscuring the origin of the sound and audible identifiers, provided they have line of sight with the recipient. |
| Confuse Ray | - | 4 AP | ≥3 | Ghost | Status | The Opponent is afflicted with Confused. This Move may be Alt-Cast. |
| Confuse Ray | - | 4 AP | 3 PP | Ghost | Status | This Move imbues Items and objects with eerie light, causing them to flash brightly upon physical contact or interaction with other forms of Infinity Energy, dispelling the light and inflicting the nearest Pokemon with Confused. |
| Constrict | - | 4 AP | ≥3 | Normal | Status | The User and Opponent are afflicted with Rooted & Revealed. |
| 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. |
| Comeuppance | - | 4 AP | 2 PP | Dark | Status | This Move can only be used at or below ½ HP. The Opponent suffers the most recent instance of Chip or (In)Direct Damage dealt to them or the User, ignoring Critical Hits or Abilities which increase Damage. |
| Copycat | - | - | - | Normal | Status | The User replicates a Move used by an Opponent or Ally on the current or previous round. Does not count as a Status Move. This Move can draw from any TM or Shattered TM in the User's Bag, destroying it completely and copying the TM Move. |
| Corrosive Gas | - | 4 AP | ≥2 | Poison | Status | This Move creates a cloud of acid which Damages Worn & Held Items and Degrades Bag Items when they are used within the cloud. It can be dispelled by any Wind Move. |
| Cosmic Power | - | 4 AP | 2 PP | Psychic | Status | The User's Defense and Special Defense Mods are increased by 1. When they know a Charge Move, they may use this Move while Channeling. |
| Cotton Guard | - | 4 AP | - | Grass | Status | The User's Defense Mod is increased by 3. |
| Cotton Spore | - | 4 AP | ≥2 | Grass | Status | The next round, the Opponent's Speed Mod 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 Mods are increased by 1, the User's Speed Mod is decreased by 1. If the User is Ghost-Type, they instead take ½ their Max HP as False Damage, and the Opponent is afflicted with Cursed. A Substitute can be destroyed to activate this effect at no sacrifice. |
| Dark Void | - | 4 AP | ≥5 | Dark | Status | The Opponent is afflicted with Sleep. Multi-Target. This Move's Accuracy range is decreased by 3 for each target. |
| Decorate | - | 4 AP | - | Fairy | Status | The Ally's Attack and Special Attack Mods are increased by 2. Ignores Protect Moves except Crafty Shield. |
| Defend Order | - | 4 AP | 0 PP | Bug | Status | This Move increases the User's Defense and Special Defense Mods by 1, and its Max PP increases by 1 for each conscious member of their Team present in the battle. |
| Defense Curl | - | 4 AP | - | Normal | Status | The User takes up a defensive stance, increasing their Armor by 1 for 2 Rounds, allowing for Strong Ice Ball & Rollout to be used while Armored. |
| Defog | - | 4 AP | - | Flying | Status | The Opponent's Evasion Mod is decreased by 1. Removes the effects of Field Hazards, Altered Terrain, Screens, Mist, and Ominous Weather. This Move requires one less session to Train. |
| Destiny Bond | - | 4 AP | - | Ghost | Status | The User links themselves and an Opponent, inflicting both with Bound. This Move's Accuracy is changed to ≥11 and is halved for each consecutive use. While outside of combat, this Move does not link the User and they may select an addition Pokemon in their place. |
| 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 User may select any Move they have witnessed the Opponent use and inflict Disabled to it. Alternatively, this Move can be used to trap fainted Pokemon, afflicting those who revive them with Disabled. |
| Double Team | - | 4 AP | 2 PP | Normal | Status | The User's Evasion Mod is increased by 1. Mastery: This Move summons a fake clone of the User which can act independently of them. This costs 1 PP. |
| Dragon Cheer | - | 4 AP | - | Dragon | Status | The User's Crit Mod is increased by 1. The User may select 1 additional Ally to have their Crit Mod increased by 1 at the cost of 2 AP or while Channeling. 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 Mods are increased by 1. |
| Eerie Impulse | - | 4 AP | - | Electric | Status | The Opponent's Special Attack Mod is decreased by 2. |
| Electric Terrain | - | 4 AP | - | Electric | Status | Altered Terrain Move. 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 Enchained. |
| Encore | - | 4 AP | 2 PP | Normal | Status | The User may select any Move they are aware of, or have seen any Pokemon use recently, increasing its AP Cost by 1. |
| 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 User may choose to inflict Enchained or Immobilized onto the Opponent. Alternatively, this Move can be used within a Mystery Dungeon, Altered Terrain, or Altered Room to prevent Pokémon from leaving until its User faints. |
| Fake Tears | - | 4 AP | - | Dark | Status | The Opponent's Special Defense Mod is decreased by 2. |
| Feather Dance | - | 4 AP | ≥2 | Flying | Status | The Opponent's Attack Mod is decreased by 2. The User makes a mess of feathers and may add the AP Cost of this Move to their Dodge Action for the Turn. |
| Fillet Away | - | 4 AP | - | Normal | Status | The User's Attack, Special Attack, and Speed Mods are increased by 2. The User takes ½ their Max HP in True Damage. |
| Fissure | - | 4 AP | ≥3 | Ground | Status | The Opponent is afflicted with Muddied. Hits targets deep underground from Dig. |
| Flash | - | 4 AP | ≥2 | Normal | Status | The Opponent's Accuracy Mod is decreased by 1. Mastery: Additionally, the User may add the AP Cost of this Move to their Dodge Action for the Turn. This Move requires one less session to Train. |
| Flatter | - | 4 AP | ≥2 | Dark | Status | The Opponent's Special Attack Mod 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 Grassy Terrain, the Ally is healed for 6 HP. |
| Flower Shield | - | 4 AP | - | Fairy | Status | If the User is Grass-Type, their Defense Mod is increased by 1. If there are other Grass-Type Pokémon in the battle, the User must select additional Grass-Types to have their Defense Mod increased by 1 at the cost of 1 AP each, or just one additional target while Channeling. |
| Focus Energy | - | 4 AP | - | Normal | Status | The User's Crit Mod is increased by 2. |
| Follow Me | - | 4 AP | 1 PP | Normal | Status | The User selects a Pokemon to defend. When this Pokemon sustains (In)Direct Damage, the User leaps to their aid and takes up to 6 of it as True Damage in their place. The maximum Damage shifted increases by 2 for every Stat Point the User has in HP, up to +6. While in a Mystery Dungeon, this Move instead causes a random Item to appear in the User's Held Slot, provided it can be found within. |
| 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 Mods 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 Mod increased by 1 at the cost of 1 AP each, or just one additional target while Channeling. |
| Geomancy | - | 4 AP | - | Fairy | Status | Does nothing on round 1. On turn 2, the User's Special Attack, Special Defense, and Speed Mods 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. This Move may be used on a Feral Pokémon to compel it to avoid attacking the User or to target another Opponent with a random attack for the Round. Doing so does not apply Sleep and ends the effect the following Round. |
| Grassy Terrain | - | 4 AP | - | Grass | Status | Altered Terrain Move. The Terrain is changed to Grassy Terrain. |
| Gravity | - | 4 AP | - | Psychic | Status | All Pokémon in the battle are afflicted with Grounded. All Moves used on targets within its radius have their Accuracy range increased by 5. |
| Growl | - | 4 AP | ≥2 | Normal | Status | The Opponent's Attack Mod is decreased by 1. The User may select additional Opponents to have their Attack Mod decreased by 1 at the cost of 2 AP each, or just one additional target while Channeling. |
| Growth | - | 4 AP | 2 PP | Grass | Status | The User funnels energy into their body, increasing their Attack and Special Attack Mods by 1. While under Harsh Sunlight, this Move allows the User to grow in size for the rest of the battle, and they are able to choose 2 of their Stat Mods to increase by 1. |
| Grudge | - | - | - | Ghost | Status* | Charge Move. When User is KO'd by Direct Damage while Channeling, they may choose any one of the Opponent's Moves to be Disabled, and all of their Moves have their PP decreased by 1 where applicable. |
| 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. |
| - | 4 AP | - | Psychic | Status | Move replaced by Snowscape. | |
| Happy Hour | - | - | - | Normal | Status | It's said some Pokemon are born with boundless potential and fortune. This Move seemingly does nothing, but there will come a time in which it will guarantee its User's success, no matter what it is they seek to achieve in the moment. |
| Harden | - | 4 AP | 1 PP | Normal | Status | The User stiffens their body into a rigid form, increasing their Defense Mod by 1. They are able to select a Move Subcategory to gain Armor against for 2 Rounds. |
| 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, or just one additional target while Channeling. |
| 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, or just one additional target while Channeling. |
| Heal Order | - | 4 AP | 2 PP | Bug | Status | This Move's heals its User 1D4 HP for each conscious member of their Team present in the battle. |
| Heal Pulse | - | 4 AP | - | Psychic | Status | The User heals a Pokemon for 4 HP. Mastery: This Move can temporarily ease the burden of Pokemon with lasting negative effects and Curses. |
| 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 | This Move swaps the User's Current HP with their Max HP, and vice versa, maintaining any added HP as an overheal. Original Current HP is returned, unless lowered, at the end of the Quest. Alternatively, this Move may swap Stat changes with the Opponent. It's said anyone able to use this Move holds the power to help Pokemon understand each other. |
| Helping Hand | - | 4 AP | - | Normal | Status | For 2 Rounds, an Ally's Attack and Special Attack Mods 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 Mods are increased by 1. |
| Howl | - | 4 AP | - | Normal | Status | The User's Attack Mod is increased by 1. The User may select additional Allies to have their Attack Mod increased by 1 at the cost of 2 AP each, or just one additional target while Channeling. |
| Hypnosis | - | 4 AP | ≥9 | Psychic | Status | The Opponent is afflicted with Sleep. This Move may be used on a Feral Pokémon to compel it to avoid attacking the User or to target another Opponent with a random attack for the Round. Doing so does not apply Sleep and ends the effect the following Round. |
| Imprison | - | 4 AP | - | Psychic | Status | Pokemon nearby are unable to use Moves also known by the User. |
| Infestation | - | 4 AP | 2 PP | Bug | Status | The Opponent is afflicted with Maelstrom for 3 Rounds. The User may feed the swarm any Food Item at the usual cost to increase its DoT to the maximum, refresh its duration on all afflicted, and replenish the Move's PP. DoT is increased by 2 in messy, unclean environments ripe with impurities. |
| Ingrain | - | 4 AP | - | Grass | Status | This Move extends roots from the User's position, inflicting Rooted and Ingrained onto them. They may select additional Pokemon to afflict with Rooted & Ingrained at the cost of 2 AP each, or just one additional target while Channeling. |
| 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 | 1 PP | Steel | Status | The User transmutes their body into iron, increasing their Defense Mod by 2. They are able to select a Move Subcategory to gain Armor against. |
| 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, or just one additional target while Channeling. This Move's self-healing can be shifted to any nearby Pokémon. |
| Kinesis | - | 4 AP | ≥5 | Psychic | Status | The Opponent's Accuracy Mod is decreased by 1, or the User's Evasion Mod is increased by 1. If the User is of the Abra line, they may also add the AP Cost of this Move to their Dodge Action for the Turn. |
| 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 Mod is decreased by 1. The User may select additional Opponents to have their Defense Mod decreased by 1 at the cost of 2 AP each, or just one additional target while Channeling. |
| 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, or just one additional target while Channeling. This Move's self-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 2 Allies. This Move's self-shielding can be shifted to any nearby Pokémon. Affects Special Moves. |
| Lock-On | - | 4 AP | 3 PP | Normal | Status | The User's next Move never misses. When they know a Charge Move, they may use this Move while Channeling, but its effect only applies to Charge Moves. |
| Lovely Kiss | - | 4 AP | ≥6 | Normal | Status | The Opponent is afflicted with Sleep. Imbue-OK. |
| 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 Mod 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 | Altered Room Move. The User projects a threshold within which Worn and Held Items have their effects nullified. The effect ends when the User faints or leaves the threshold. |
| Magnet Rise | - | 4 AP | - | Electric | Status | The User is afflicted with Raised. This Move allows for the manipulation of ferromagnetic objects. |
| Magnetic Flux | - | 4 AP | - | Electric | Status | The User's Defense and Special Defense Mods are increased by 2. |
| Mat Block | - | 4 AP | - | Fighting | Status | For 1 round, an Ally's Defense Mod is increased by 4. The User may select additional Allies to block at the cost of 4 AP each, or just one additional target while Channeling. Accuracy is changed to ≥11 and is halved for each consecutive use. |
| - | - | - | 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 | 2 PP | Normal | Status | If the Opponent's Defense Stat is ≤7, they are afflicted with Immobilized. Alternatively, this Move can be used within a Mystery Dungeon, Altered Terrain, or Altered Room to prevent Pokémon without Speed or Defense Stats ≥7 from leaving until its User faints. This Move requires one less session to Train. |
| Meditate | - | 4 AP | 3 PP | Psychic | Status | The User synchronizes their body and mind, increasing their Attack Mod by 1. If their Attack Stat is ≥5, their Special Attack Mod is increased by 3. |
| Memento | - | 4 AP | - | Dark | Status | The Opponent's Attack and Special Attack Mods are decreased by 3. The User faints. |
| Metal Sound | - | 4 AP | ≥4 | Steel | Status | The Opponent's Special Defense Mod 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. This Move can draw from any TM or Shattered TM in the User's Bag, destroying it completely and copying the TM Move. |
| Mind Reader | - | 4 AP | 3 PP | Normal | Status | Until the end of the next Round, the User's Moves never miss. When they know a Charge Move, they may use this Move while Channeling, but its effect only applies to Charge Moves. |
| Minimize | - | 4 AP | - | Normal | Status | The User's Evasion Mod 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 | Charge Move. The User replicates any Move they witnessed while Channeling during the current battle. Does not count as a Status Move. |
| Mist | - | 4 AP | - | Ice | Status | The User is protected from to having their Stat Mods decreased by Opponents. The User may select additional Allies to protect at the cost of 2 AP each, or just one additional target while Channeling. |
| Misty Terrain | - | 4 AP | - | Fairy | Status | Altered Terrain Move. The Terrain is changed to Misty Terrain. |
| Moonlight | - | 4 AP | - | Fairy | Status | The User is healed for 4 HP. Healing dictated by the Weather. |
| Morning Sun | - | 4 AP | - | Normal | Status | The User is healed for 4 HP. Healing dictated by the 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 Mod 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 Mods 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 Mods 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 Mod is decreased by 2. |
| Octolock | - | 4 AP | ≥2 | Fighting | Status | The Opponent is afflicted with Immobilized. The Opponent's Defense and Special Defense Mods 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. Mastery: This Move may be Alt-Cast. |
| Pain Split | - | 4 AP | 1 PP | Normal | Status | This Move swaps the User's Current HP with their Max HP, and vice versa, maintaining any added HP as an overheal. Original Current HP is returned, unless lowered, at the end of the Quest. |
| Parting Shot | - | 4 AP | 3 PP | Dark | Status | The User may choose two of the Opponent's Stat Mods to decrease by 1. Afterwards, they sustain 6 False Damage. Mastery: Alternatively, this Move can inflict Rooted to the User and their target. Afterwards, they sustain 12 False Damage. If the User is of the Pancham line, this Move's additional effect may be used without Mastery. |
| Perish Song | - | 4 AP | ≥2 | Normal | Status | The Opponent is afflicted with Perishing. |
| Play Nice | - | 4 AP | - | Normal | Status | The Opponent takes 6 False Damage which cannot be mitigated, and their Attack Mod is decreased by 1. Ignores Protect Moves. |
| Poison Gas | - | 4 AP | ≥3 | Poison | Status | This Move creates a cloud of smog which inflicts Poison to anyone still within by the time they end their Turn. It can be dispelled by any Wind Move. |
| Poison Powder | - | 4 AP | ≥6 | Poison | Status | The Opponent is afflicted with Poison. Imbue-OK. |
| Powder | - | 4 AP | ≥2 | Bug | Status | The Opponent is afflicted with Powdered. |
| Power Shift | - | 4 AP | - | Normal | Status | The User's Special Attack Stat is swapped with their Special Defense Stat. |
| 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 Mods 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 | Altered Terrain Move. 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 | - | Dark | Status | The User sustains 4 False Damage and converts all Direct Damage inflicted against them or another Pokemon for 1 Round into False Damage. |
| 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 Mods 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. |
| 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 2 Allies. This Move's self-shielding can be shifted to any nearby Pokémon. Affects Physical Moves. |
| Reflect Type | - | 4 AP | - | Normal | Status | The User's Type changes to match the Opponent's. |
| Refresh | - | 4 AP | 2 PP | Normal | Status | The User partially reverts their physical state to before they were afflicted with maladies. They are cured of Poisons, Burn, Frostbite, Paralysis, and Hungry. This Move requires one less session to Train. |
| Replenish | - | 4 AP | - | Normal | Status | When in battle, the User acquires a Berry they or an Ally have used in the last 2 rounds. Cannot be used on the same Berry twice. |
| Resonance | - | 4 AP | - | Ice | Status | For 3 turns, a Screen affects an Ally. Affects Physical and Special Moves. |
| 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 | 4 PP | Normal | Status | The User roars to project an impressive force ahead of them. They may choose to shoot the target into the air to inflict Raised, pull them closer, or simply send them away. If the User is within an Altered Terrain or under Weather, this Move's Type changes to the Terrain or Weather Type and deals 6/9/12 Flat Damage to the Opponent. This Move requires one less session to Train. |
| Rock Polish | - | 4 AP | - | Rock | Status | The next round, the User's Speed Mod is increased by 2. Poison is converted to Badly Poisoned against the User until the end of the battle as their heart races. |
| 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 Mods 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 Mod is decreased by 1. The User kicks up a plume of dust and may add the AP Cost of this Move to their Dodge Action for the Turn. |
| 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 Mod is decreased by 2. |
| Screech | - | 4 AP | ≥4 | Normal | Status | The Opponent's Defense Mod is decreased by 2. |
| Sharpen | - | 4 AP | 2 PP | Normal | Status | The User refines the shape of their body, increasing their Attack Mod by 1. They are able to select a Move Subcategory to gain Armor against for 2 Rounds. |
| Shed Tail | - | 4 AP | - | Normal | Status | The User loses ⅓ of their Max HP. A nearby Ally is afflicted with Substitute. |
| Sheer Cold | - | 4 AP | ≥3 | Ice | Status | The Opponent is afflicted with Chilled. |
| Shell Smash | - | 4 AP | - | Normal | Status | The User's Attack, Special Attack, and Speed Mods are increased by 1. The User's Defense and Special Defense Mods are decreased by 1. |
| Shelter | - | 4 AP | - | Steel | Status | For 1 round, the User's Defense and Special Defense Stats are increased by 4. Accuracy is changed to ≥11 and is halved for each consecutive use. |
| Shift Gear | - | 4 AP | - | Steel | Status | The next round, the User's Speed Mod is increased by 2, and their Attack Mod 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. |
| Silk Trap | - | 4 AP | - | Bug | Status | For 1 Round, the User's Defense and Special Defense Stats are increased by 4. Accuracy is changed to ≥11 and is halved for each consecutive use. |
| 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. This Move may be used on a Feral Pokémon to compel it to avoid attacking the User or to target another Opponent with a random attack for the Round. Doing so does not apply Sleep and ends the effect the following Round. |
| 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. Imbue-OK. |
| 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. |
| Snatch | - | 4(-1) AP | - | Dark | Status | The User replicates a Defensive Status Move used by Opponent or Ally on the current or previous round. |
| Soak | - | 4 AP | - | Water | Status | This Move changes the Opponent's Type to Water and may apply an Electric-Type weakness to objects. When an Electric or Ice-Type Move is used in a body of water created by this Move, it will become charged or frozen. |
| 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. |
| Spicy Extract | - | 4 AP | - | Grass | Status | The Opponent's Attack Mod is increased by 2, and their Defense Mod is decreased by 2. |
| Spider Web | - | 4 AP | 2 PP | Bug | Status | If the Opponent's Attack Stat is ≤7, they are afflicted with Immobilized. Alternatively, this Move can be used within a Mystery Dungeon, Altered Terrain, or Altered Room to prevent Pokémon without Speed or Attack Stats ≥7 from leaving until its User faints. |
| Spikes | - | 4 AP | - | Rock | Status | Hazard. The User applies one layer of Spikes. Mastery: This Move may be Alt-Cast. |
| Spikes | - | 4 AP | 1 PP | Rock | Status | This Move creates a Dense Rock Item which crumbles at the end of battle or at the end of the day. PP can not be replenished by Items. |
| 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 | 2 PP | Ghost | Status | The Opponent's last-used Move has its AP cost increased by 2 until it's used again. Additionally, it removes 1 PP from that very same Move when possible. |
| 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. Imbue-OK. |
| Spotlight | - | 4 AP | 1 PP | Normal | Status | The User selects a Pokemon to defend. When this Pokemon sustains (In)Direct Damage, the User leaps to their aid and takes up to 6 of it as True Damage in their place. The maximum Damage shifted increases by 2 for every Stat Point the User has in HP, up to +10. |
| Stealth Rock | - | 4 AP | - | Rock | Status | Hazard. The User applies one layer of Pointed Stones. Mastery: This Move may be Alt-Cast. |
| Stealth Rock | - | 4 AP | 1 PP | Rock | Status | This Move creates a Gravelerock Item which crumbles at the end of battle or at the end of the day. PP can not be replenished by Items. |
| Sticky Web | - | 4 AP | - | Bug | Status | Hazard. The User applies one layer of Sticky Web. Mastery: This Move may be Alt-Cast. |
| Sticky Web | - | 4 AP | 1 PP | Bug | Status | This Move creates a Sticky Web Item which disinitegrates at the end of battle or at the end of the day. PP can not be replenished by Items. |
| Stockpile | - | 4 AP | - | Normal | Status | The User's Defense and Special Defense Mods are increased by 1. Affects Spit Up and Swallow. Fails if used more than 3 times. |
| Strength Sap | - | 4 AP | ≥4 | Grass | Status | The User may choose to decreaase the Opponent's Attack Mod by 1. This Move heals them for 1 HP per instance of damage the target sustains on that Turn. It can be used on a fainted Pokemon to instantly heal 4 HP. |
| String Shot | - | 4 AP | ≥2 | Bug | Status | The next round, the Opponent's Speed Mod is decreased by 2. |
| Stuff Cheeks | - | - | - | Normal | Status* | When the User eats a Berry, their Defense Mod is increased by 1. |
| Stun Spore | - | 4 AP | ≥6 | Grass | Status | The Opponent is afflicted with Paralysis. Ignores Protect Moves and Substitutes. Imbue-OK. |
| Substitute | - | 4 AP | 2 PP | Normal | Status | This Move can manifest a false decoy which provides cover to anyone behind it. This sacrifices ⅓ of the User's Max HP and creates a Substitute which takes (In)Direct Damage in their place when possible. The Substitute may be affected by Baton Pass. |
| Sunny Day | - | 4 AP | - | Fire | Status | The Weather is changed to Harsh Sunlight. |
| Supersonic | - | 4 AP | ≥8 | Normal | Status | The Opponent is afflicted with Confusion. Ignores Protect Moves and Substitutes. This Move may be used on a Feral Pokémon to compel it to avoid attacking the User or to target another Opponent with a random attack for the Round. Doing so does not apply Confusion and ends the effect the following Round. |
| Swagger | - | 4 AP | ≥5 | Normal | Status | The Opponent's Attack Mod 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. Imbue-OK. |
| Sweetness | - | 4 AP | - | Grass | Status | An Ally is cured of all Major Status Conditions. The User may select additional Allies to cure at the cost of 2 AP each, or just one additional target while Channeling. |
| Sweet Scent | - | 4 AP | ≥2 | Normal | Status | The Opponent's Evasion Mod is decreased by 2. The User may select additional Opponents to have their Evasion Mod decreased by 2 at the cost of 2 AP each, or just one additional target while Channeling. |
| Switcheroo | - | 4 AP | - | Dark | Status | The User swaps Worn/Held Items with the Opponent. |
| Swords Dance | - | 4 AP | - | Normal | Status | The User's Attack Mod is increased by 2. |
| Synthesis | - | 4 AP | - | Grass | Status | The User is healed for 2 HP. Heal affected by the Weather. |
| Tail Glow | - | 4 AP | - | Bug | Status | The User's Special Attack Mod is increased by 2. Mastery: This Move can be used to surround a Pokemon in light, inflicted Revealed for 3 Rounds. |
| Tail Whip | - | 4 AP | ≥2 | Normal | Status | The Opponent's Defense Mod is decreased by 1. The User may select additional Opponents to have their Defense Mod decreased by 1 at the cost of 2 AP each, or just one additional target while Channeling. |
| Tailwind | - | 4 AP | - | Flying | Status | For 3 rounds, the User shares their Max AP with up to 2 Allies. This Move cannot increase an Ally's Max AP above 8, but may take the User below 4 AP. |
| Tartness | - | 4 AP | - | Grass | Status | The Opponent's Evasion Mod is decreased by 2. The User may select additional Opponents to have their Evasion Mod decreased by 2 at the cost of 2 AP each, or just one additional target while Channeling. |
| Tar Shot | - | 4 AP | ≥2 | Rock | Status | The next round, the Opponent's Speed Mod is decreased by 1. The Opponent's Type resistance to Fire-Type Moves is decreased by 1. |
| Taunt | - | 4 AP | 2 PP | Dark | Status | For 2 Rounds, the Opponent's Status Moves have their AP cost increased by 2. While outside of combat, this Move can be used to discretely agitate a nearby Pokémon, making them more likely to pick fights with others without thinking. |
| Tearful Look | - | 4 AP | - | Normal | Status | The Opponent's Attack and Special Attack Mods 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, or just one additional target while Channeling. |
| 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, or just one additional target while Channeling. |
| Telekinesis | - | 4 AP | - | Psychic | Status | The Opponent is afflicted with Raised & Revealed for 3 Rounds. |
| Teleport | - | 4 AP | - | Psychic | Status | The User teleports a short distance. While in battle, the User may Teleport to anywhere they've been in the last 2 Rounds. |
| Thunder Wave | - | 4 AP | ≥3 | Electric | Status | The Opponent is afflicted with Paralysis. Imbue-OK. |
| Tickle | - | 4 AP | ≥2 | Normal | Status | The Opponent's Attack and Defense Mods are decreased by 1. |
| Topsy Turvy | - | 4 AP | - | Dark | Status | The Opponent's Stat increases and decreases are swapped. |
| Torment | - | 4 AP | 5 PP | Dark | Status | For 2 Rounds, the Opponent is unable to use the same Move several times in succession. The User may select additional Opponents to torment at the cost of 2 PP each, or just one additional target while Channeling. |
| Toxic | - | 4 AP | ≥3 | Poison | Status | The Opponent is afflicted with Badly Poisoned. If the User is Poison-Type, this Move never misses. Imbue-OK. |
| Toxic Spikes | - | 4 AP | - | Poison | Status | Hazard. The User applies one layer of Poisoned Spikes. Mastery: This Move may be Alt-Cast. |
| Toxic Spikes | - | 4 AP | 1 PP | Poison | Status | This Move creates a Poison Spine Item which crumbles at the end of battle or at the end of the day. PP can not be replenished by Items. |
| Toxic Thread | - | 4 AP | ≥2 | Poison | Status | The Opponent is afflicted with Poison. The next round, the Opponent's Speed Mod is decreased by 1, even if the Opponent is immune. Imbue-OK. |
| 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 | Altered Room Move. The User projects a threshold within which all Pokémon with more than 6 AP have their Max AP decreased by 2, and those with less than 6 AP have their Max AP increased by 2. Speed (De)buffs and miscellaneous alterations are inverted. The effect ends when the User sustains Direct Damage or leaves the threshold. |
| 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 Mods are decreased by 1. The User may select additional Opponents to drench at the cost of 2 AP each, or just one additional target while Channeling. Fails if the Opponent is not afflicted with Poisons. Alternatively, this Move can be used to trap fainted Pokemon, afflicting those who revive them with Poison. |
| 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 | 3 PP | Flying | Status | The User commands wind to project an impressive force ahead of them. They may choose to shoot the target into the air to inflict Raised, pull them closer, or simply send them away. If the User is within an Altered Terrain or under Weather, this Move's Type changes to the Terrain or Weather Type and deals 4/7/13 Flat Damage to the Opponent. This Move may target an additional Opponent when Channeled. |
| 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. Imbue-OK. Mastery: Attacks Imbued with this Move ignore the Opponent's Defensive Level Bonus on Critical Hits. |
| Wish | - | 4 AP | - | Normal | Status | The User is afflicted with Wishing. Alternatively, this Move can be used within a Mystery Dungeon or Altered Room to summon a (Specialty) Consumable Item, Wand, Throwable, or Wonder Orb at the cost of three times its default price in ₽. Doing so inflicts 1 False Damage to the User. |
| Withdraw | - | 4 AP | - | Water | Status | The User's Defense Mod is increased by 1. |
| Wonder Room | - | 4 AP | - | Psychic | Status | Altered Room Move. The User projects a threshold within which all Pokémon have their Defense and Special Defense Stats as well as respective Stat Mods flipped with one another. The effect ends when the User faints or leaves the threshold. |
| Work Up | - | 4 AP | - | Normal | Status | The User's Attack and Special Attack Mods are increased by 1. Mastery: Alternatively, this Move can be used to increase any one of their effective Stat Mods for non-Attacking Stat Checks by 3. |
| 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 | All | - | ??? | ??? | The User sustains 10 False Damage. Property determined by the User's highest Offensive Stat. Consumes all AP and frees them from all Minor Status Conditions. The most pitiful Move a Pokémon can use, when they have exhausted all options. |
| Baddy Bad | 9 BP | 6 AP | ≥3 | Dark | Special | For 3 turns, a Screen affects the User and up to 2 Allies. This Move's self-shielding can be shifted to any nearby Pokémon. Affects Physical Moves. |
| Bouncy Bubble | 9 BP | 6 AP | ≥2 | Water | Special | Draining. |
| 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, or just one additional target while Channeling. |
| Floaty Fall | 9 BP | 6 AP | ≥2 | Flying | Physical | 14-20; The Opponent is afflicted with Flinch. |
| 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 | ≥3 | Psychic | Special | For 3 turns, a Screen affects the User and up to 2 Allies. This Move's self-shielding can be shifted to any nearby Pokémon. 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, this 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, or just one additional target while Channeling. |
| 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, this Move's BP is decreased by 1 until 8 BP. |
| Zippy Zap | 1 BP | 7 AP | ≥3 | Electric | Physical | This Move is always a Critical Hit. |
| Destruction on an Unimaginable Scale | ??? | ??? | ??? | ??? | ??? | ??? |
Attack Arts
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 | ≥3 | ??? | Physical | Crit Ratio +1. This Move can Degrade Items. |
| Spin Slash | 4 BP | 5 AP | ≥5 | ??? | Physical | May damage any number of Opponents surrounding the User. |
| Excavate | - | 4 AP | - | ??? | Status | Semi-Invulnerable Move. The User tunnels through most surfaces, similar to Dig. Most Moves miss the User while crawling through the Earth. |
| Vacuum-Cut | 4 True | 7 AP | ≥2 | ??? | Special | Damage increases by 1 every 4 Attack or every 4 Special Attack. Not affected by the User's Stat Mods. |
| Power Rush | 8 BP | 6 AP | ≥2 | ??? | Physical | Recoil -2. |
| Power Wave | 8 BP | 6 AP | ≥2 | ??? | Special | Recoil. This Move's Recoil is False Damage. |
| Power Shed | - | 4 AP | - | ??? | Status | The User sustains 10 False Damage from this Move, they are cured of Major Status Conditions, and acquire Elusive until fainting. |
| Power Storm | 6 BP | 8 AP | ≥3 | ??? | Special | This Move may target an additional Opponent when Channeled. |
Icon Moves
Icon Moves are powerful, Type-specific Moves only usable through the help of an Icon Crystal.
They cannot be learned by normal means, and are instead channeled when a Pokémon is exposed to a Icon Crystal corresponding to the Move they are trying to use. All Icon 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 Icon Moves is dependent on the BP of the Move used to channel them. Multi-Hit Moves all count as 10-11 BP.
- 12+ BP: 20 BP
- 10-11 BP: 15 BP
- ≤9 BP: 12 BP
| Crystal | Name | Base Power | Action Points | Type | Property | Description |
|---|---|---|---|---|---|---|
| 10,000,000 Volt Thunderbolt | 20 BP | 6 AP | Electric | Special | The User's Crit Mod is increased by 2. | |
| Acid Downpour | ??? | ??? | Poison | ??? | None. | |
| All-Out Pummeling | ??? | ??? | Fighting | ??? | None. | |
| Black Hole Eclipse | ??? | ??? | Dark | ??? | None. | |
| Bloom Doom | ??? | ??? | Grass | ??? | None. | |
| Breakneck Blitz | ??? | ??? | Normal | ??? | None. | |
| Catastropika | 21 BP | 6 AP | Electric | Physical | None. | |
| Clangorous Soulblaze | 18 BP | 8 AP | Dragon | Special | The User's Attack, Defense, Special Attack, Special Defense, and Speed Mods are increased by 1. | |
| Continental Crash | ??? | ??? | Rock | ??? | None. | |
| Corkscrew Crash | ??? | ??? | Steel | ??? | None. | |
| Devastating Drake | ??? | ??? | Dragon | ??? | None. | |
| Extreme Evoboost | - | 8 AP | Normal | Status | The User's Attack, Defense, Special Attack, Special Defense, and Speed Nods are increased by 2. | |
| Genesis Supernova | 18 BP | 7 AP | Psychic | Special | The Terrain is changed to Psychic Terrain. | |
| Gigavolt Havoc | ??? | ??? | Electric | ??? | None. | |
| - | 7 AP | Fairy | Special | The User's highest Stat is dealt as True Damage. | ||
| Hydro Vortex | ??? | ??? | Water | ??? | None. | |
| Inferno Overdrive | ??? | ??? | Fire | ??? | None. | |
| Let's Snuggle Forever | 19 BP | 7 AP | Fairy | Physical | None. | |
| Light That Burns The Sky | 20 BP | 8 AP | Psychic | Special | If damage would be higher as Physical/Special, changes Property. | |
| Malicious Moonsault | 18 BP | 7 AP | Dark | Physical | If the Opponent used Minimize, damage is increased by 18. | |
| Menacing Moonraze Maelstrom | 20 BP | 8 BP | Ghost | Special | Ignores Abilities. | |
| Never-Ending Nightmare | ??? | ??? | Ghost | ??? | None. | |
| Oceanic Operetta | 20 BP | 7 AP | Water | Special | None. | |
| Pulverizing Pancake | 21 BP | 8 AP | Normal | Physical | None. | |
| Savage Spin-Out | ??? | ??? | Bug | ??? | None. | |
| Searing Sunraze Smash | 20 BP | 8 AP | Steel | Physical | Ignores Abilities. | |
| Shattered Psyche | ??? | ??? | Psychic | ??? | None. | |
| Sinister Arrow Raid | 18 BP | 7 AP | Ghost | Physical | None. | |
| Soul-Stealing Seven-Star Strike | 20 BP | 7 AP | Ghost | Physical | None. | |
| Splintered Stormshards | 19 BP | 8 AP | Rock | Physical | Nullifies Altered Terrain. | |
| Stoked Sparksurfer | 17 BP | 6 AP | Electric | Special | The Opponent is afflicted with Paralysis. | |
| Subzero Slammer | ??? | ??? | Ice | ??? | None. | |
| Supersonic Skystrike | ??? | ??? | Flying | ??? | None. | |
| Tectonic Rage | ??? | ??? | Ground | ??? | None. | |
| Twinkle Tackle | ??? | ??? | Fairy | ??? | None. |
Dream Eater Table
Here is a table for all of Dream Eater's manifestations.
While the User is afflicted with Asleep, they may pull from their dreams to create several temporary Items, each at a cost.
These temporary Items along with their costs will cease to exist at the end of the day or after a grueling battle. As long as the conditions are met and the sacrifices are made, any amount of these Dream Items can be manifested from their recipes.
| . | . | . | Input | Output | . | . | . |
|---|---|---|---|---|---|---|---|
| . | . | . | 10 False Damage & 10 True Damage | Snoran Berry | . | . | . |
| . | . | . | -3 to All Future Rolls | Napple | . | . | . |
| . | . | . | 5 False Damage & The User faints | Reverie Seed | . | . | . |
| . | . | . | 2/4/6 Flat Psychic-Type Damage | Phantastone x3 | . | . | . |
Fling & Strength 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.
The BP and AP Cost of Fling & Strength 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 (<100g. A Pokécoin) | 0 BP | 2 AP |
| Light (~200g. An Apple) | 4 BP | 3 AP |
| Medium-Light (~50lbs. A Riolu) | 6 BP | 4 AP |
| Medium-Heavy (~100lbs. A Zangoose) | 8 BP | 5 AP |
| Heavy (~200 lbs. A Boldore) | 10 BP | 7 AP |
| Very Heavy (>200lbs. A Magnezone) | 10 BP | 9 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 Mod is decreased by 1. | . |
| Swamps & Marshlands | The next round, the Opponent's Speed Mod is decreased by 1. | . |
| Water & Underwater | The Opponent's Attack Mod 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 Mod is decreased by 1. | . |
| High-Atmosphere | The Opponent is afflicted with Paralysis. | . |
| Space | The Opponent's Defense Mod 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 Mod is decreased by 1. | . |
| Electromagnetic Fields & Electric Terrain | The Opponent is afflicted with Paralysis. | . |
| Dreams & Psychic Terrain | The next round, the Opponent's Speed Mod is decreased by 1. | . |
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 |
|---|---|---|
| Buildings/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. A table of Recyclable Items can be seen below.
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.
Item Degradation
Certain Actions can Degrade an Item into a lesser version of itself, be it through splitting a stone into pieces or plucking the leaves from a Berry.
| . | . | . | Input | Output | . | . | . |
|---|---|---|---|---|---|---|---|
| . | . | . | Sitrus Berry | Sitrus Leaf | . | . | . |
| . | . | . | Sitrus Leaf | Oran Leaf | . | . | . |
| . | . | . | Oran Berry | Oran Leaf | . | . | . |
| . | . | . | Perfect Apple | Big Apple | . | . | . |
| . | . | . | Huge Apple | Apple | . | . | . |
| . | . | . | Big Apple | Apple | . | . | . |
| . | . | . | Reviver Seed* | Tiny Reviver Seed* | . | . | . |
| . | . | . | Marble Stone* | Dense Rock x2* | . | . | . |
| . | . | . | Wonder Orb* | Orb Shard x5* | . | . | . |
| . | . | . | Blast Seed* | Dusty Seed* | . | . | . |
| . | . | . | Icon Crystal* | (x)-Type Gem* | . | . | . |
| . | . | . | The Brigadier Butterscotch* | The Lieutenant Butterscotch* | . | . | . |
| . | . | . | The Lieutenant Butterscotch | Apple | . | . | . |
