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. I'll become the best there is! BACK TO RULESET


Table of Contents below.

Use CTRL+F to search for a specific Move.

Legend

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

Formatting Description
Italics Listings with Italicized words represent the Status Conditions they are related to.
Bold Listings with Bold names have been changed in some significant way to better fit with the rules of the game.
Strikethrough Listings with Strikethrough names have been removed or had their name changed.
Dotted Listings with Dotted Underlined* names are Alt-Casts or not a Move's base Style.

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

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

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

Name Base Power Action Points Accuracy Type Property Description
Absorb 2 BP 5 AP ≥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.
Dynamax Cannon 10 BP 8 AP ≥2 Dragon Special ??????????
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.
Eternabeam 16 BP 8 AP ≥3 Dragon Special This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Expanding Force 5 BP 7 AP ≥11 Psychic Special When in Psychic Terrain; Damage increased by 5. Spread.
Explosion 25 BP 8 AP ≥8 Normal Physical The User faints. Spread.
Extrasensory 8 BP 6 AP ≥2 Psychic Special 19-20; The Opponent Flinches.
Extreme Speed 8 BP 8 (-2) AP 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.
Fire Pledge 8 BP 7 AP ≥2 Fire Special Removed.
Fire Punch 8 BP 6 AP ≥2 Fire Physical 19-20; The Opponent is afflicted with Burn. 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.
First Impression Quick Draw 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.
Grass Pledge 8 BP 7 AP ≥2 Grass Special 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.
Tera Blast 8 BP 6 AP ≥2 Normal Physical This Move's Type changes based on the User's path in life. It can be altered by the presence of Crystallized Energy. This Move requires one less session to Train.
Tera Starstorm 12 BP 8 AP ≥2 Normal Special This Move's Type changes when the stars align.
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.
Water Pledge 8 BP 6 AP ≥2 Water Special 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 Enchant The Battlefield!

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

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

Name Base Power Action Points Accuracy Type Property Description
Acid Armor - 4 AP - Poison Status The User 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.
Hail - 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.
Me First Cut-In - - - 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 Wild MISSINGNO. appeared!

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

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

Name Base Power Action Points Accuracy Type Property Description
Basic Attack 4 BP 4 AP ≥2 ??? ??? Property determined by the User's highest Offensive Stat. Changes Type according to the use of a Type Gem. The simplest Move a Pokémon can use.
Wide Slash 3 BP 7 AP ≥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 Tap Into Your Full-Potential!

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
Manifest The Power Of Friendship!Pikashunium 10,000,000 Volt Thunderbolt 20 BP 6 AP Electric Special The User's Crit Mod is increased by 2.
Sear The Opposition!Poisonium Acid Downpour ??? ??? Poison ??? None.
Give It All You've Got!Fightinium All-Out Pummeling ??? ??? Fighting ??? None.
Become A Dark Spirit!Darkinium Black Hole Eclipse ??? ??? Dark ??? None.
Sow The Seeds Of Nature!Grassium Bloom Doom ??? ??? Grass ??? None.
Break Through!Normalium Breakneck Blitz ??? ??? Normal ??? None.
Show Them What A Mascot Really Looks Like!Pikanium Catastropika 21 BP 6 AP Electric Physical None.
Your Soul Reverberates!Kommonium Clangorous Soulblaze 18 BP 8 AP Dragon Special The User's Attack, Defense, Special Attack, Special Defense, and Speed Mods are increased by 1.
Crush Your Enemies!Rockium Continental Crash ??? ??? Rock ??? None.
Bend Their Will!Steelium Corkscrew Crash ??? ??? Steel ??? None.
Command The Charge!Dragonium Devastating Drake ??? ??? Dragon ??? None.
Your Bloodline Is Always With You!Eevium Extreme Evoboost - 8 AP Normal Status The User's Attack, Defense, Special Attack, Special Defense, and Speed Nods are increased by 2.
Witness Absolute Ancestral Power!Mewnium Genesis Supernova 18 BP 7 AP Psychic Special The Terrain is changed to Psychic Terrain.
Leave The Sky Screaming!Electrium Gigavolt Havoc ??? ??? Electric ??? None.
Become A Force Of Nature!Tapunium Guardian of Alola (Guardian of Nature) - 7 AP Fairy Special The User's highest Stat is dealt as True Damage.
Turn The Tides Of Battle!Waterium Hydro Vortex ??? ??? Water ??? None.
Your Blood Boils!Firium Inferno Overdrive ??? ??? Fire ??? None.
Show Them What You Really Are!Mimikium Let's Snuggle Forever 19 BP 7 AP Fairy Physical None.
Scorch The Very Heavens!Ultranecrozium Light That Burns The Sky 20 BP 8 AP Psychic Special If damage would be higher as Physical/Special, changes Property.
Give Them Something To Cry About!Incinium Malicious Moonsault 18 BP 7 AP Dark Physical If the Opponent used Minimize, damage is increased by 18.
Cast Your Searing Shadow!Lunalium Menacing Moonraze Maelstrom 20 BP 8 BP Ghost Special Ignores Abilities.
Remove All Resistance!Ghostium Never-Ending Nightmare ??? ??? Ghost ??? None.
Sing Them A Song To Remember!Primarium Oceanic Operetta 20 BP 7 AP Water Special None.
Think About What's For Dinner Tomorrow!Snorlium Pulverizing Pancake 21 BP 8 AP Normal Physical None.
Swarm Your Opponents!Buginium Savage Spin-Out ??? ??? Bug ??? None.
Unleash The Unmatched Power Of The Sun!Solganium Searing Sunraze Smash 20 BP 8 AP Steel Physical Ignores Abilities.
Scar Their Psyche!Psychium Shattered Psyche ??? ??? Psychic ??? None.
Sunder Armies From The Shadows!Decidium Sinister Arrow Raid 18 BP 7 AP Ghost Physical None.
Have Them Feeling Soulless!Marshadium Soul-Stealing Seven-Star Strike 20 BP 7 AP Ghost Physical None.
Leave Them Looking Ruff!Lycanium Splintered Stormshards 19 BP 8 AP Rock Physical Nullifies Altered Terrain.
Your Evolution Line Has THREE Z-Moves!Aloraichium Stoked Sparksurfer 17 BP 6 AP Electric Special The Opponent is afflicted with Paralysis.
Let All Feel The Chill!Icium Subzero Slammer ??? ??? Ice ??? None.
Break The Sound Barrier!Flyinium Supersonic Skystrike ??? ??? Flying ??? None.
Shatter The Earth!Groundium Tectonic Rage ??? ??? Ground ??? None.
Cover Them In Glitter That Will Never Wash Off!Fairium 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 . . .

Move Subtypes

Aura Moves

Blast Moves

Explosive Moves

Sound Moves

Light Moves

Wind Moves

Slicing Moves

Biting Moves

Dancing Moves

Social Moves

Punching Moves

Kicking Moves

Powder Moves

Gas Moves

Arena Moves

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Pub: 14 Jan 2023 17:58 UTC

Edit: 12 Sep 2026 20:45 UTC

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