Pokémon: Tabletop Version

Moves

Absorb ⇢

Grass · Special · 0 PP · 1 Power · 1 AC · Ranged

Sucks up nutrients to Drain half the damage dealt.

Accelerock ⇢

Rock · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. Smashes at the speed of a landslide.

Acid ⇢

Poison · Special · 2 PP · 2 Power · 1 AC · Ranged - Foes in Zone

On 18+, Drops SDEF by -5. A spray of corrosive fluid.

Acid Armor ⇢

Poison · Status · 2 PP · Self

Boosts DEF by +10, liquifying the user and breaking down their molecular bonds.

Acid Spray ⇢

Poison · Special · 2 PP · 2 Power · 1 AC · Ranged

Melts with a splattering acidic bomb to Drop SDEF by -10.

Acrobatics ⇢

Flying · Physical · 2 PP · 5 Power · 1 AC · Contact

A nimble aerial strike. If the user holds no items, Acrobatics does +7 damage.

Acupressure ⇢

Normal · Status · 2 PP · Self or Contact - Ally in Zone

Bypasses Protection. Sharply presses stress points to unblock natural energy. Roll d6:

  1. Boost ATK by +10
  2. Boost DEF by +10
  3. Boost SATK by +10
  4. Boost SDEF by +10
  5. Boost SPE by +10
  6. Boost Accuracy Rate by +2

Aerial Ace ⇢

Flying · Physical · 0 PP · 6 Power · Can’t miss AC · Contact

Slices twice so precise to cut the air like a swallowtail in flight.

Aeroblast ⇢

Flying · Special · 4 PP · 14 Power · 3 AC · Ranged

Critical Hit on 15+. A terrible typhoon tears at the target.

After You ⇢

Normal · Status · 3 PP · Can’t miss AC · Ranged

If the target hasn’t acted yet this round, they take their turn right after the user.

Agility ⇢

Psychic · Status · 2 PP · Self

Relaxes and loosens the body to Boost SPE by +10.

Air Cutter ⇢

Flying · Special · 3 PP · 3 Power · 3 AC · Ranged - Foes in Zone

Critical Hit on 18+. A razorlike gale hacks at the target. If there’s only one target, Air Cutter does +3 damage.

Air Slash ⇢

Flying · Special · 3 PP · 9 Power · 3 AC · Ranged

Flinches on 15+. A sky-slicing blade of air.

Ally Switch ⇢

Psychic · Status · 3 PP · Ranged

Super-Priority. Choose an ally within 2 Zones and switch them with the user. Moves targeting either now target their replacements.

Amnesia ⇢

Psychic · Status · 2 PP · Self

Empties the mind to heighten awareness and Boost SDEF by +10.

Anchor Shot ⇢

Steel · Physical · 4 PP · 10 Power · Contact

Clobbers and entangles with a chained anchor. The target is Trapped while the user is in battle.

Ancient Power ⇢

Rock · Special · 2 PP · 6 Power · 1 AC · Ranged

On 19+, prehistoric force suffuses the user to Boost all their Stats by +5 each. (Even if it misses.)

Apple Acid ⇢

Grass · Special · 3 PP · 10 Power · 1 AC · Ranged

Drops the target’s SDEF by -5. Undiluted apple juice that tastes even sourer than you’d think.

Aqua Cutter ⇢

Water · Physical · 2 PP · 8 Power · 1 AC · Ranged

Critical Hit on 18+. Expels pressurized water to slice like a blade.

Aqua Jet ⇢

Water · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. Spouts pressurized water to hydroplane into the target.

Aqua Ring ⇢

Water · Status · 5 PP · Self

A revitalizing pure water bath. The user Heals a Tick between rounds until it leaves battle.

Aqua Step ⇢

Water · Physical · 4 PP · 10 Power · 1 AC · Contact

Toys with the target with a fluid dance that Boosts the user’s SPE by +5.

Aqua Tail ⇢

Water · Physical · 2 PP · 12 Power · 3 AC · Contact

A staggering blow like the crash of a tsunami.

Arm Thrust ⇢

Fighting · Physical · 3 PP · 6 Power · 1 AC · Contact

Multi-strike. A staccato of straight-arm slaps.

Armor Cannon ⇢

Fire · Special · 4 PP · 18 Power · 1 AC · Ranged

Shoots the user’s own armor as blazing projectiles, Dropping the user’s DEF and SDEF by -5 each.

Aromatherapy ⇢

Grass · Status · 3 PP · Allies in Zone

A soothing herbal scent cures all Status Problems from the user, its team members, and allies in Zone.

Aromatic Mist ⇢

Fairy · Status · 1 PP · Ranged - Ally in Zone

Bypasses Protection. A mysterious scent Boosts SDEF by +5.

Assist ⇢

Normal · Status · 0 PP · Self

The user needs any help it can get. Randomly pick one of the user’s teammates, then use a random Move that teammate knows.

Assurance ⇢

Dark · Physical · 2 PP · 6 Power · 1 AC · Contact

Kick ‘em while they’re down. If the target already lost some HP this round, Assurance does +12 damage.

Astonish ⇢

Ghost · Physical · 1 PP · 1 Power · 1 AC · Contact

Flinches on 15+. Strikes with a startling shout.

Astral Barrage ⇢

Ghost · Special · 4 PP · 10 Power · 1 AC · Ranged - Foes in Zone

Sends an army of ghosts to attack the living. If there is only one target, Astral Barrage does +10 damage.

Attack Order ⇢

Bug · Physical · 3 PP · 12 Power · 1 AC · Ranged

Critical Hit on 18+. Pummels with buggish soldiers.

Attract ⇢

Normal · Status · 3 PP · 1 AC · Ranged

Weaponizes love to Infatuate a compatible target.

Aura Sphere ⇢

Fighting · Special · 2 PP · 10 Power · Can’t miss AC · Ranged

A spirit bomb of life energy.

Aura Wheel ⇢

Electric · Physical · 3 PP · 16 Power · 1 AC · Ranged

Becomes Dark-Type if the user is in Hangry Form. A spunout energy treadwheel.

Aurora Beam ⇢

Ice · Special · 2 PP · 7 Power · 1 AC · Ranged

On 18+, Drops the target’s ATK by -5. A ray of iridescent northern light.

Aurora Veil ⇢

Ice · Status · 2 PP · Allies

Only usable in a snowstorm. Moves targeting affected allies get -1 Effectiveness for 5 rounds. Aurora Veil lasts 1 round less for each ally (including the user) you choose to target when using it.

Autotomize ⇢

Steel · Status · 2 PP · Self

Sheds spare parts to Boost SPE by +10. Lose 220 lbs for the rest of the battle. (Minimum 0.2 lbs.)

Avalanche ⇢

Ice · Physical · 2 PP · 6 Power · 2 AC · Contact

Delayed. Brings down a mountain’s snowfall. If a Move damaged the user this round, Avalanche does +6 damage.

Axe Kick ⇢

Fighting · Physical · 3 PP · 18 Power · 3 AC · Contact

Confuses on 16+. If Axe Kick misses or the target is Immune to it, the user loses 5 Ticks. Lifts a leg and slams the heel down.

Baby-Doll Eyes ⇢

Fairy · Status · 2 PP · 1 AC · Ranged

Priority. Sweet, innocent eyes Drop ATK by -5.

Baddy Bad ⇢

Dark · Special · 4 PP · 12 Power · 1 AC · Ranged

Sets Reflect. (Physical Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Reflect lasts 1 round less for each ally (except the user) you choose to target when using it.) Bad behavior gets rewarded.

Baneful Bunker ⇢

Poison · Status · 7 PP · Self

Super-Priority. A poison palisade protects until the next round. Attackers that make contact are Poisoned.

Barb Barrage ⇢

Poison · Physical · 2 PP · 6 Power · 1 AC · Ranged

Poisons on 15+. Gets +6 Power against targets with Persistent Status conditions. Toxic barb bombardment.

Barrage ⇢

Normal · Physical · 1 PP · 1 Power · 4 AC · Ranged

Multi-strike. Pelts the target with spheres. Or eggs.

Barrier ⇢

Psychic · Status · 2 PP · Self

A wall of psychic energy Boosts DEF by +10.

Baton Pass ⇢

Normal · Status · 2 PP · Self

The user tags in a teammate and switches out, even if the user is Trapped. All Boosted/Dropped Stats and ongoing effects transfer to the replacement. Choose the replacement when choosing the Move.

Beak Blast ⇢

Flying · Physical · 4 PP · 14 Power · 1 AC · Ranged

Priority. Heats up a beak at the start of the round, then explodes at the end. Attackers making contact while heating up are Burned.

Beat Up ⇢

Dark · Physical · 3 PP · 1 AC · Ranged

“Multi-Strike”. Add the ATK of either every ally in Zone or every team member without status problems to the damage. The target subtracts their DEF from damage for every ally/teammate used. Hit them with the power of friendship.

Behemoth Bash ⇢

Steel · Physical · 3 PP · 14 Power · 1 AC · Contact

A true shield stops the power of giants. Gets +1 Effectiveness if the target is Dynamaxed.

Behemoth Blade ⇢

Steel · Physical · 3 PP · 14 Power · 1 AC · Contact

A true blade cuts down titanic foes. Gets +1 Effectiveness if the target is Dynamaxed.

Belch ⇢

Poison · Special · 2 PP · 18 Power · 3 AC · Ranged

A rude release of gas. Only usable if the user ate an Item this encounter.

Belly Drum ⇢

Normal · Status · 3 PP · Self

Beats chest to Boost ATK by +20 and lose 50% of maximum HP. (Fails at ≤50% HP.)

Bestow ⇢

Normal · Status · 1 PP · Can’t miss AC · Ranged

Bypasses Protection. A thoughtful gift of the user’s held item, unless the target doesn’t have room to hold it.

Bide ⇢

Normal · Physical · 0 PP · ★ Power · Can’t miss AC · Contact

This round: Priority. The user perserveres, storing hardship. Next round: The target loses twice the HP that the user lost while Biding.

Bind ⇢

Normal · Physical · 3 PP · 1 Power · 4 AC · Contact

Binds and Traps the target for 3 rounds with the user’s body, dealing 2 Ticks of HP Loss between rounds.

Bite ⇢

Dark · Physical · 2 PP · 6 Power · Contact

Flinches on 15+. An underhanded fangly chomp.

Bitter Blade ⇢

Fire · Physical · 4 PP · 12 Power · 1 AC · Contact

Focuses bitterness toward the living into a slash that Drains half the damage dealt.

Bitter Malice ⇢

Ghost · Special · 2 PP · 6 Power · 1 AC · Ranged

Frostbite on 15+. Gets +6 Power against targets with Persistent Status conditions. Attacks with spine-chilling resentment.

Blast Burn ⇢

Fire · Special · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. A towering blaze of explosive fire.

Blaze Kick ⇢

Fire · Physical · 4 PP · 11 Power · 3 AC · Contact

Burns on 19+ and is a Critical Hit on 18+. A knee strike burning with determination.

Blazing Torque ⇢

Fire · Physical · 3 PP · 10 Power · 1 AC · Contact

Burns on 16+. A dragster burnout accelerates into the target.

Bleakwind Storm ⇢

Flying · Special · 3 PP · 14 Power · 4 AC · Foes in Zone - Ranged

On 15+, Drops SPE by -5. If Rainy, can’t miss. Summons a bonechilling squall that makes body and spirit tremble.

Blizzard ⇢

Ice · Special · 5 PP · 8 Power · 7 AC · Ranged - Foes in Zone

Freezes on 19+. Can’t miss in a snowstorm. A howling nor’easter slices with subzero shards. If there’s only one target, Blizzard does +8 damage.

Block ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

Bypasses Protection. Cuts off the target’s escape, Trapping it until the user leaves or faints.

Blue Flare ⇢

Fire · Special · 4 PP · 20 Power · 4 AC · Ranged

Burns on 17+. Engulfs with a brilliant blue flame.

Body Press ⇢

Fighting · Physical · 3 PP · 10 Power · 1 AC · Contact

The user adds DEF to Body Press’s damage instead of ATK. Might as well hit them with the shield.

Body Slam ⇢

Normal · Physical · 3 PP · 11 Power · 1 AC · Contact

Paralyzes on 15+. Collapses onto the target.

Bolt Beak ⇢

Electric · Physical · 3 PP · 11 Power · 1 AC · Contact

Bolt Beak does +11 damage if attacking a target that hasn’t moved yet this Round. A lightning blast that only increases over time.

Bolt Strike ⇢

Electric · Physical · 4 PP · 20 Power · 4 AC · Contact

Paralyzes on 17+. A tackle swathed with a supercharged field.

Bone Club ⇢

Ground · Physical · 1 PP · 7 Power · 4 AC · Ranged

Flinches on 18+. A morbid blow.

Bone Rush ⇢

Ground · Physical · 3 PP · 8 Power · 3 AC · Ranged

Multi-strike. A barrage of skeleton bits.

Bonemerang ⇢

Ground · Physical · 1 PP · 4 Power · 3 AC · Ranged

Double Strike. Desecrates the dead and the target’s face coming and going.

Boomburst ⇢

Normal · Special · 4 PP · 11 Power · 1 AC · Ranged - Others In Zone

Sonic. The worst noise, at 150 decibels. If there is only one target, Boomburst does +11 damage.

Bounce ⇢

Flying · Physical · 2 PP · 11 Power · 4 AC · Contact

This turn: the user leaps high into the air.
Next turn: collides with the target, Paralyzing on 16+.

Bouncy Bubble ⇢

Water · Special · 4 PP · 12 Power · 1 AC · Ranged

Absorbing bubbles Drain half the damage dealt. One mon’s bubble is another mon’s trouble.

Branch Poke ⇢

Grass · Physical · 0 PP · 2 Power · 1 AC · Contact

Hits ‘em with a stick.

Brave Bird ⇢

Flying · Physical · 3 PP · 18 Power · 1 AC · Contact

Recoil ⅓. A risky skydive you’d be birdbrained to try.

Breaking Swipe ⇢

Dragon · Physical · 3 PP · 3 Power · 1 AC · Contact, Foes in Zone

Drops the ATK of damaged targets by -5. A swing that brings down all attackers. If there’s only one target, Breaking Swipe does +3 damage.

Brick Break ⇢

Fighting · Physical · 3 PP · 9 Power · 1 AC · Contact

Before successfully inflicting damage, destroy the target party’s Reflect, Light Screen, and Aurora Veil. A board-breaking blow that can bust bricks.

Brine ⇢

Water · Special · 2 PP · 7 Power · 1 AC · Ranged

If the target is below 50% HP, Brine does +10 damage. Saltwater stings wounds.

Brutal Swing ⇢

Dark · Physical · 2 PP · 3 Power · 1 AC · Contact - Others In Zone

A violent tantrum that damages everything in reach. If there is only one target, Brutal Swing does +3 damage.

Bubble ⇢

Water · Special · 3 PP · 2 Power · 1 AC · Ranged - Foes in Zone

On 16+, Drops SPE by -5. A spray of sticky bubbles.

Bubble Beam ⇢

Water · Special · 1 PP · 7 Power · 1 AC · Ranged

On 18+, Drops SPE by -5. A bubble jet exploding with concussive force.

Bug Bite ⇢

Bug · Physical · 2 PP · 6 Power · 1 AC · Contact

If the target holds a Berry, the user eats it and gets its effect. A produce-pilfering proboscis.

Bug Buzz ⇢

Bug · Special · 3 PP · 12 Power · 1 AC · Ranged

Sonic. On 19+, Drops SDEF by -5. A reverberation of awful insect noises.

Bulk Up ⇢

Fighting · Status · 2 PP · Self

Flexes and gets ripped to Boost ATK and DEF by +5 each.

Bulldoze ⇢

Ground · Physical · 3 PP · 3 Power · 1 AC · Ranged - Others In Zone

Drops SPE by -5. A rippling tremor lays flat whatever’s nearby. If there is only one target, Bulldoze does +3 damage.

Bullet Punch ⇢

Steel · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. The punch that won the West.

Bullet Seed ⇢

Grass · Physical · 3 PP · 6 Power · 1 AC · Ranged

Multi-strike. Sprays salvos of seeds.

Burn Up ⇢

Fire · Special · 4 PP · 20 Power · 1 AC · Ranged

Fails if the user isn’t Fire-Type. Consumes all fuel for a last-ditch blast. The user loses the Fire Type until leaving battle, becoming typeless if they have no other Type.

Burning Jealousy ⇢

Fire · Special · 3 PP · 4 Power · 1 AC · Ranged - Foes in Zone

Inflicts Burn on any targets who Boosted their Stats this round. Weaponizes flaming-hot envy. If there’s only one target, Burning Jealousy does +4 damage.

Buzzy Buzz ⇢

Electric · Special · 4 PP · 12 Power · 1 AC · Ranged

Paralyzes the target with a high-pitched shock.

Calm Mind ⇢

Psychic · Status · 2 PP · Self

Deep mindfulness Boosts SATK and SDEF by +5 each.

Camouflage ⇢

Normal · Status · 2 PP · Self

The user changes their Type to match the environment.

Captivate ⇢

Normal · Status · 3 PP · 1 AC · Ranged - Foes in Zone

Drops compatible targets’ SATK by -10 with flustering flirting.

Ceaseless Edge ⇢

Dark · Physical · 2 PP · 7 Power · 2 AC · Contact

A seamitar technique like a thousandfold waves. Shell splinters leave a Spikes hazard.

Celebrate ⇢

Normal · Status · 1 PP · Field

The PP costs for Fling, Bestow, and Present become 0 for the rest of the battle.

Charge ⇢

Electric · Status · 2 PP · Self

An electric charge Boosts SDEF by +5. The user’s next damaging Electric Move gets +1 Effectiveness. (Does not stack. Electric Moves that miss or fail still use up the charge.)

Charge Beam ⇢

Electric · Special · 1 PP · 4 Power · 3 AC · Ranged

On 7+, Boosts SATK by +5. A bolt that attracts ions in the atmosphere.

Charm ⇢

Fairy · Status · 2 PP · 1 AC · Ranged

An adorable pout Drops the target’s ATK by -10.

Chatter ⇢

Flying · Special · 3 PP · 7 Power · 1 AC · Ranged

Sonic. Confuses. Secondhand babbling baffles the target.

Chilling Water ⇢

Water · Special · 1 PP · 4 Power · 1 AC · Ranged

A shower so cold that it Drops the target’s ATK by -5.

Chilly Reception ⇢

Ice · Status · 5 PP · Field

Tells a chillingly bad joke before switching out in shame, summoning a snowstorm for 5 rounds. A real dud of a cold open.

Chip Away ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

Persistent pugilism that ignores the target’s DEF, SDEF, and Evasion Boosts.

Chloroblast ⇢

Grass · Special · 4 PP · 22 Power · 1 AC · Ranged

The user loses 50% of their HP. (This isn’t Recoil.) Explosively decumulates photosynthesized energy.

Circle Throw ⇢

Fighting · Physical · 2 PP · 6 Power · 3 AC · Contact

Delayed. Throws lower-level wild targets out of battle, and switches out trained targets for a random party member.

Clamp ⇢

Water · Physical · 2 PP · 1 Power · 4 AC · Contact

Binds and Traps the target for 3 turns with the user’s shell, dealing 2 Ticks of HP Loss between rounds.

Clanging Scales ⇢

Dragon · Special · 2 PP · 8 Power · 1 AC · Ranged - Foes in Zone

Sonic. Drops the user’s DEF by -5. Scales rub together in a jangly cacophony. If there’s only one target, Clanging Scales does +8 damage.

Clangorous Soul ⇢

Dragon · Status · 3 PP · Self

Sonic. Boosts all Stats by +5 each in exchange for 3 Ticks of HP. Hit yourself with scales to make a real war cry.

Clear Smog ⇢

Poison · Special · 2 PP · 4 Power · Can’t miss AC · Ranged

A sketchy cloud makes the target sweat out its Drops and Boosts.

Close Combat ⇢

Fighting · Physical · 4 PP · 18 Power · 1 AC · Contact

Drops the user’s DEF and SDEF by -5 each. An all-out offense that risks retaliation.

Coaching ⇢

Fighting · Status · 4 PP · Allies in Zone

Boosts allies’ ATK and DEF by +5 each by sharing the user’s expertise.

Coil ⇢

Poison · Status · 3 PP · Self

Winds into a battle stance to Boost ATK and DEF by +10 each and Accuracy Rate by +2.

Collision Course ⇢

Fighting · Physical · 4 PP · 14 Power · 1 AC · Contact

Axle breaks into the ground in a massive prehistoric explosion. Gets +6 Power if it’s super-effective.

Combat Torque ⇢

Fighting · Physical · 4 PP · 14 Power · 1 AC · Contact

Parayzes on 16+. A muscle car-worthy rush accelerates into the target.

Comet Punch ⇢

Normal · Physical · 2 PP · 8 Power · 4 AC · Contact

Multi-strike. A parade of punches as reliable as Halley’s.

Comeuppance ⇢

Dark · Physical · 4 PP · ★ Power · 1 AC · Contact

The last character who damaged the user loses HP equal to 1.5× the total damage the user has taken since the beginning of this Round.

Confide ⇢

Normal · Status · 1 PP · 1 AC · Ranged

Sonic. Bypasses Protection. Drops SATK by -5 with a disconcerting secret.

Confuse Ray ⇢

Ghost · Status · 3 PP · Can’t miss AC · Ranged

Confuses the target with a sinister dancing light.

Confusion ⇢

Psychic · Special · 0 PP · 4 Power · 1 AC · Ranged

Confuses on 19+. A minor mental assault.

Constrict ⇢

Normal · Physical · 1 PP · 1 Power · 1 AC · Contact

On 19+, Drops SPE by -5. Tangles the target in tendrils.

Conversion ⇢

Normal · Status · 2 PP · Self

The user retextures to become the Type of a Move they know of your choice until they leave the battle.

Conversion 2 ⇢

Normal · Status · 3 PP · Self

An improved retexture function replaces the user’s Type with a Type of your choice that resists the Move that last damaged it, until the user leaves the battle.

Copycat ⇢

Normal · Status · 2 PP · Ranged

Use any one Move the target did last round. (You may choose your targets.)

Core Enforcer ⇢

Dragon · Special · 4 PP · 7 Power · 1 AC · Ranged - Foes in Zone

Scores a giant Z into the earth. For each target that acted this round, nullify their Abilities until they leave battle. If there’s only one target, Core Enforcer does +7 damage.

Corrosive Gas ⇢

Poison · Status · 3 PP · 1 AC · Ranged - Others in Zone

Ruins targets’ Held Items with acids clouds to be unusable for the rest of the battle. (They still hold the items.)

Cosmic Power ⇢

Psychic · Status · 2 PP · Self

X-Rays from the moon Boost DEF and SDEF by +5.

Cotton Guard ⇢

Grass · Status · 3 PP · Self

The user swaddles itself with plushy puffs to Boost DEF by +15.

Cotton Spore ⇢

Grass · Status · 4 PP · 1 AC · Ranged - Foes in Zone

Clingy, puffy seeds that Drop SPE by -10. Grass-Types are immune to Cotton Spore.

Counter ⇢

Fighting · Physical · 2 PP · ★ Power · Contact

Delayed. Whoever last damaged the user this round with a Physical Move loses twice the HP they made the user lose.

Court Change ⇢

Normal · Status · 4 PP · Field

https://bulbapedia.bulbagarden.net/wiki/Court_Change_(move)

Covet ⇢

Normal · Physical · 3 PP · 6 Power · 1 AC · Contact

Jealously steals the target’s held item if the user has none.

Crabhammer ⇢

Water · Physical · 4 PP · 14 Power · 3 AC · Contact

Critical Hit on 18+. A chitin claw cleaves the target.

Crafty Shield ⇢

Fairy · Status · 7 PP · Allies

Super-Priority. A glamer protects allies from Status Moves this Round.

Cross Chop ⇢

Fighting · Physical · 4 PP · 14 Power · 5 AC · Contact

Critical Hit on 16+. An overhand clobber with both arms.

Cross Poison ⇢

Poison · Physical · 3 PP · 8 Power · 1 AC · Contact

Critical Hit on 18+ and Poisons on 19+. Venomous barbs from both sides.

Crunch ⇢

Dark · Physical · 3 PP · 10 Power · 1 AC · Contact

On 17+, Drops DEF by -5. Chews up the target with vicious fangs.

Crush Claw ⇢

Normal · Physical · 3 PP · 9 Power · 1 AC · Contact

On 11+, Drops DEF by -5. Nasty claws that can rend the toughest armor.

Crush Grip ⇢

Normal · Physical · 5 PP · 24 Power · 1 AC · Contact

For every Tick of HP the target has lost, Crush Grip gets -2 Power. A punishment to make ye mighty tremble.

Curse ⇢

Ghost · Status · 2 PP · Self or Ranged

Drops SPE by -5 but Boosts ATK and DEF by +5 each.
If the user is Ghost-Type, instead the user loses 50% HP and the target is Cursed bypassing Protection.

Cut ⇢

Normal · Physical · 0 PP · 4 Power · 1 AC · Contact

The user can effortlessly clear underbrush and saplings into smooth terrain.

Dark Pulse ⇢

Dark · Special · 3 PP · 10 Power · 1 AC · Ranged

Flinches on 17+. The user hates the target to death.

Dark Void ⇢

Dark · Status · 1 PP · 11 AC · Ranged - Foes in Zone

The targets fall Asleep after being dragged into endless dark.

Darkest Lariat ⇢

Dark · Physical · 3 PP · 11 Power · 1 AC · Contact

Slams to the ground with a hook arm, ignoring the target’s DEF, SDEF, and Evasion Boosts.

Dazzling Gleam ⇢

Fairy · Special · 3 PP · 5 Power · 1 AC · Ranged - Foes in Zone

A glittery glow that overwhelms emotions. If there’s only one target, Dazzling Gleam does +10 damage.

Decorate ⇢

Fairy · Status · 3 PP · Ranged

Bypasses Protection. Boosts the target’s ATK and SATK by +5 each by adorning with candy.

Defend Order ⇢

Bug · Status · 2 PP · Self

Surrounds the user with comrades to Boost DEF and SDEF by +5 each.

Defense Curl ⇢

Normal · Status · 2 PP · Self

Tucks in limbs to Boost DEF by +5. For the rest of the battle, the user’s Rollout and Ice Ball get +10 Power.

Defog ⇢

Flying · Status · 3 PP · Can't miss AC · Ranged - Others in Zone

Drops target’s Evasion by -2. Removes fog, Terrain, Hazards, and targets’ Reflect, Light Screen, Safeguard, Mist, and Aurora Veil.

The user can blow away fog, smoke, and airborne debris effortlessly.

Destiny Bond ⇢

Ghost · Status · 4 PP · Self

A spiteful curse on those who mean harm. Any foe that KOs the user before the user’s next turn Faints too.

Detect ⇢

Fighting · Status · 2 PP · Self

Super-Priority. The user anticipates and protects from the next Move that targets it.

Diamond Storm ⇢

Rock · Physical · 5 PP · 7 Power · 3 AC · Ranged - Foes in Zone

On 11+, Boosts DEF by +10. A gale of sharpened gemstones swirls around the user. If there’s only one target, Diamond Storm does +7 damage.

Dig ⇢

Ground · Physical · 0 PP · 10 Power · 1 AC · Contact

This turn: Tunnels deep underground. Next turn: Surfaces and attacks with Dig.

The user can burrow through earth as easily as they travel atop it.

Dire Claw ⇢

Poison · Physical · 3 PP · 6 Power · 1 AC · Contact

Critical Hit on 18+. On 10+, roll d3: the target becomes 1) Poisoned, 2) Paralyzed, or 3) Drowsy. Lashes with ruinous claws.

Disable ⇢

Normal · Status · 3 PP · Ranged

Mental binding that Disables the last Move the target used for 4 rounds. (Fails if a Move is already disabled.)

Disarming Voice ⇢

Fairy · Special · 2 PP · 2 Power · Can’t miss AC · Ranged - Foes in Zone

Sonic. Emotionally damages aggressors with their own guilt.

Discharge ⇢

Electric · Special · 4 PP · 5 Power · 1 AC · Ranged - Others In Zone

Paralyzes on 15+. An uncontrolled release of electricity. If there is only one target, Discharge does +5 damage.

Dive ⇢

Water · Physical · 0 PP · 10 Power · 1 AC · Contact

This turn: The user plunges underwater. Next turn: The user surfaces and attacks with Dive.

The user can swim deep underwater indefinitely.

Dizzy Punch ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

Confuses on 17+. A head-rattling strike that makes the target see birdies.

Doodle ⇢

Normal · Status · 7 PP · 1 AC · Ranged

Sketches the very essence of the target, changing an Ability slot of the user and its ally Pokémon to match a random Ability slot of the target.

Doom Desire ⇢

Steel · Special · 5 PP · 22 Power · Can’t miss AC · Ranged

Bypasses Protection. Foretells doom this turn. At the end of the user’s next turn, Doom Desire hits the target or its switched in replacement, even if the user is no longer battling.

Double Hit ⇢

Normal · Physical · 1 PP · 1 Power · 3 AC · Contact

Double Strike. The old one-two.

Double Iron Bash ⇢

Steel · Physical · 2 PP · 6 Power · 1 AC · Contact

Double Strike. The new one-two.

Double Kick ⇢

Fighting · Physical · 1 PP · 1 Power · 1 AC · Contact

Double Strike. The user’s hind legs lash out once each.

Double Shock ⇢

Electric · Physical · 4 PP · 18 Power · 1 AC · Contact

Fails if the user isn’t Electric-Type. Fully discharges into a damaging defibrillation. The user loses the Electric Type until leaving battle, becoming typeless if they have no other Type.

Double Slap ⇢

Normal · Physical · 2 PP · 6 Power · 4 AC · Contact

Multi-strike. Gives the target what-for, and what-three, and what-two…

Double Team ⇢

Normal · Status · 2 PP · Self

Illusory copies of the user Boost Evasion by +2.

Double-Edge ⇢

Normal · Physical · 3 PP · 18 Power · 1 AC · Contact

Recoil ⅓. A reckless tackle with no regard for safety.

Draco Meteor ⇢

Dragon · Special · 4 PP · 20 Power · 3 AC · Ranged

Drops the user’s SATK by -10 afterwards. Showers heaven’s wrath on some poor sap.

Dragon Ascent ⇢

Flying · Physical · 4 PP · 18 Power · 1 AC · Contact

Drops the user’s DEF and SDEF by -5 each. The realization of divinity for you, the realization of mortality for them.

Dragon Breath ⇢

Dragon · Special · 2 PP · 6 Power · 1 AC · Ranged

Paralyzes on 15+. A crackle of supernatural heat.

Dragon Claw ⇢

Dragon · Physical · 2 PP · 10 Power · 1 AC · Contact

A gash that could tear a knight’s armor.

Dragon Dance ⇢

Dragon · Status · 2 PP · Self

A mystical, ancient dance Boosts ATK and SPE by +5 each.

Dragon Darts ⇢

Dragon · Physical · 2 PP · 4 Power · 1 AC · Ranged

The user chooses whether Dragon Darts has Double Strike or hits 2 targets. Sends the children out to play.

Dragon Energy ⇢

Dragon · Special · 5 PP · 24 Power · 1 AC · Ranged - Foes in Zone

For each Tick of HP the user has lost, Dragon Energy’s damage is reduced by -2. A furious exhalation of draconic rage. If there is only one target, Dragon Energy gets +24 extra damage before its effect.

Dragon Hammer ⇢

Dragon · Physical · 2 PP · 12 Power · 1 AC · Contact

Swings its body like a hammer from the heavens.

Dragon Pulse ⇢

Dragon · Special · 2 PP · 11 Power · 1 AC · Ranged

A wave-motion bomb like they tell of in legends.

Dragon Rage ⇢

Dragon · Special · 2 PP · ★ Power · 1 AC · Ranged

The target loses 30 HP regardless of Stats, Weakness, or Resistance. (Immunities still work.) A mote of frizzling indignation.

Dragon Rush ⇢

Dragon · Physical · 4 PP · 14 Power · 6 AC · Contact

Flinches on 17+. A menacing dive from wrathful heavens.

Dragon Tail ⇢

Dragon · Physical · 2 PP · 6 Power · 3 AC · Contact

Delayed. Tosses lower-level wild targets out of battle, and switches out trained targets for a random party member.

Drain Punch ⇢

Fighting · Physical · 3 PP · 9 Power · 1 AC · Contact

Absorbs natural chi rhythms with a fist to Drain half the damage dealt.

Draining Kiss ⇢

Fairy · Special · 1 PP · 4 Power · 1 AC · Contact

A big wet smooch that Drains ⅔ the damage dealt.

Dream Eater ⇢

Psychic · Special · 2 PP · 14 Power · 1 AC · Ranged

Only affects Asleep characters. Comes for the target in the dreaming hours to Drain ½ the damage dealt.

Drill Peck ⇢

Flying · Physical · 2 PP · 10 Power · 1 AC · Contact

A corkscrew strike with a spinning beak.

Drill Run ⇢

Ground · Physical · 3 PP · 10 Power · 3 AC · Contact

Critical Hit on 18+. A corkscrew tackle that can pierce mountains.

Drum Beating ⇢

Grass · Physical · 3 PP · 10 Power · 1 AC · Ranged

Drops the target’s SPE by -5. A musical interlude teaches plants how to fight.

Dual Chop ⇢

Dragon · Physical · 1 PP · 2 Power · 3 AC · Contact

Double Strike. Heavenward then heckward blows in quick succession.

Dual Wingbeat ⇢

Flying · Physical · 1 PP · 2 Power · 3 AC · Contact

Double Strike. Flaps ‘em on both sides.

Dynamax Cannon ⇢

Dragon · Special · 3 PP · 14 Power · 1 AC · Ranged

+1 Effectiveness if the target is Dynamaxed.

Dynamic Punch ⇢

Fighting · Physical · 4 PP · 14 Power · 11 AC · Contact

Confuses the target. A fist exploding with concentrated power.

Earth Power ⇢

Ground · Special · 3 PP · 12 Power · 1 AC · Ranged

On 16+, Drops SDEF by -5. The ground erupts with geothermal energy.

Earthquake ⇢

Ground · Physical · 4 PP · 14 Power · 1 AC · Ranged - Others In Zone

+1 Effectiveness against underground targets. The ground cracks and buckles with seismic shocks. If there is only one target, Earthquake does +7 damage.

Echoed Voice ⇢

Normal · Special · 1 PP · 4 Power · 1 AC · Ranged

Sonic. Each use by any character in consecutive Rounds adds +5 Power to Echoed Voice (maximum 34).

Eerie Impulse ⇢

Electric · Status · 2 PP · 1 AC · Ranged

Drops SATK by -10. A tingling sensation unsettles and distracts the target.

Eerie Spell ⇢

Psychic · Special · 4 PP · 10 Power · 1 AC · Ranged

Sonic. Drops target’s PP -3. A spiteful hex that steals away the will to fight.

Egg Bomb ⇢

Normal · Physical · 0 PP · 14 Power · 6 AC · Ranged

Lobs a big ol’ egg.

Egg Tooth ⇢

Dragon · Physical · 0 PP · 2 Power · 1 AC · Contact

Invert the target’s Boosts to DEF before doing damage. The initial incisor.

Electric Terrain ⇢

Electric · Status · 4 PP · Field

The field becomes Electric for 5 rounds. Characters touching Electric Terrain are immune to Sleep, and their Electric Moves gain +5 damage.

Electrify ⇢

Electric · Status · 2 PP · Can’t miss AC · Ranged

The target’s next Move is Electric instead of its usual Type.

Electro Ball ⇢

Electric · Special · 2 PP · 2 Power · 1 AC · Ranged

Also add the user’s SPE for Electro Ball’s damage. The target also subtracts its SPE from the damage. A zigzagging ball of lightning that closes in erratically.

Electro Drift ⇢

Electric · Special · 4 PP · 14 Power · 1 AC · Contact

Races at ultrafast speeds to pierce with futuristic electricity. Power is boosted more than usual if it’s super-effective.

Electro Shot ⇢

Electric · Special · 5 PP · 20 Power · 1 AC ·

This turn: Gathers electricity to Boost the user’s SATK by +5. Next turn: Fires a high-voltage beam at the target. In Rain, attacks on the first turn.

Electroweb ⇢

Electric · Special · 3 PP · 3 Power · 3 AC · Ranged - Foes in Zone

Drops SPE by -5. A tingling, tangling silk net hinders movement. If there’s only one target, Electroweb does +3 damage.

Embargo ⇢

Dark · Status · 0 PP · 1 AC · Ranged

The target can’t use held items or have items used on it for the rest of the battle, after the spirit of thievery surrounds them.

Ember ⇢

Fire · Special · 0 PP · 2 Power · 1 AC · Ranged

Burns on 18+. A gob of fire scorches the target.

Encore ⇢

Normal · Status · 2 PP · 1 AC · Ranged

Rousing applause makes the target repeat their last Move for their next 3 turns; fails if they haven’t used a Move yet.

Endeavor ⇢

Normal · Physical · 2 PP · ★ Power · 1 AC · Contact

The target’s HP becomes the same as the user’s in a daredevil maneuver.

Endure ⇢

Normal · Status · 2 PP · Self

Super-Priority. If a Move would Faint the user this round, instead set the user’s HP to 1. Fails if used consecutively.

Energy Ball ⇢

Grass · Special · 3 PP · 12 Power · 1 AC · Ranged

On 17+, Drops SDEF by -5. A chloroclasm of photosynthesized ordnance.

Entrainment ⇢

Normal · Status · 4 PP · 1 AC · Ranged

Choose one of the user’s Abilities. Wavelength synchronization overwrites the target’s Ability in that same slot.

Eruption ⇢

Fire · Special · 5 PP · 12 Power · 1 AC · Ranged - Foes in Zone

For each Tick the user has lost, Eruption’s damage drops by -1. A furious lava explosion. If there’s only one target, Eruption does +12 damage.

Esper Wing ⇢

Psychic · Special · 3 PP · 9 Power · 2 AC · Ranged

Critical Hit on 18+. Boosts the user’s SPE by +5. Slashes with aura-enriched wings.

Eternabeam ⇢

Dragon · Special · 6 PP · 26 Power · 3 AC · Ranged

Exhausting. Collects strange energies into a gigantic blast.

Expanding Force ⇢

Psychic · Special · 4 PP · 10 Power · 1 AC · Ranged

Does +5 damage and targets Foes in Zone if the user stands on Psychic Terrain. A groundbound psychic lens erupts into a weird prism.

Explosion ⇢

Normal · Physical · 2 PP · 22 Power · 1 AC · Ranged - Others In Zone

The user Faints in a tremendous kaboom. If there is only one target, Explosion does +22 damage.

Extrasensory ⇢

Psychic · Special · 3 PP · 10 Power · 1 AC · Ranged

Flinches on 19+. An odd, unseeable force buffets the target.

Extreme Speed ⇢

Normal · Physical · 5 PP · 10 Power · 1 AC · Contact

Priority. Goes before other Priority Moves, with swiftness too fast for the eye to follow.

Facade ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

If the user is Burnt, Paralyzed, or Poisoned, Facade does +8 damage and ignores Burn’s ATK penalty. The illusion of weakness drops others’ guard.

Fairy Lock ⇢

Fairy · Status · 2 PP · Field

Everyone in Zone is Trapped during their next turn.

Fairy Wind ⇢

Fairy · Special · 0 PP · 2 Power · 1 AC · Ranged

A breeze gets glitter in the targets’ eyes.

Fake Out ⇢

Normal · Physical · 2 PP · 2 Power · 1 AC · Contact

Super-Priority. A sudden hand clap Flinches the target. Only usable the user’s first turn after entering battle.

Fake Tears ⇢

Dark · Status · 2 PP · 1 AC · Ranged

Feigned distress tugs at heartstrings and Drops SDEF by -10.

False Surrender ⇢

Dark · Physical · 2 PP · 10 Power · Can't miss AC · Contact

Lies and hair come together in the worst way.

False Swipe ⇢

Normal · Physical · 0 PP · 2 Power · 1 AC · Contact

Can’t damage targets below 1 HP.

Feather Dance ⇢

Flying · Status · 2 PP · 1 AC · Ranged

Drops targets’ ATK by -10 by plastering them with downy feathers.

Feint ⇢

Normal · Physical · 1 PP · 1 Power · Ranged

Priority. Bypasses and removes Protection. An untimely defense is no defense at all.

Feint Attack ⇢

Dark · Physical · 1 PP · 6 Power · Can’t miss AC · Contact

Sidles up to the target, then strikes without warning.

Fell Stinger ⇢

Bug · Physical · 0 PP · 4 Power · 1 AC · Contact

If Fell Stinger Faints a target, Boost the user’s ATK by +15. Trades power for a possible burst of triumph.

Fiery Dance ⇢

Fire · Special · 3 PP · 10 Power · 1 AC · Ranged

On 11+, Boosts the user’s SATK by +5. Fans its flames with vigorous movement.

Fiery Wrath ⇢

Dark · Special · 4 PP · 6 Power · 1 AC · Ranged - Foes in Zone

Flinches on 17+. A fire of pure hate that makes even brave hearts flinch. If there is only one target, Fiery Wrath does +6 damage.

Fillet Away ⇢

Normal · Status · 3 PP · Self

Sheds flesh to Boost ATK, SATK, and SPE by +10 each and lose 50% of maximum HP. (Fails at ≤50% HP.)

Final Gambit ⇢

Fighting · Special · 2 PP · ★ Power · 1 AC · Ranged

Sets the user’s HP to 0, and the target loses HP equal to the HP the user lost. Risks everything in a blaze of fighting spirit.

Fire Blast ⇢

Fire · Special · 4 PP · 16 Power · 4 AC · Ranged

Burns on 19+. Pillars of flame erupt on the target.

Fire Fang ⇢

Fire · Physical · 3 PP · 7 Power · 3 AC · Contact

Burns on 18, Flinches on 19. On 20, Burns and Flinches. Chomps while breathing fire.

Fire Lash ⇢

Fire · Physical · 3 PP · 10 Power · 1 AC · Contact

Drops DEF by -5. A burning whip cracks the target’s guard.

Fire Pledge ⇢

Fire · Special · 3 PP · 12 Power · 1 AC · Ranged - Field

If an ally orders a different Pledge Move before Fire Pledge, instead Fire Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:

Fire Punch ⇢

Fire · Physical · 3 PP · 9 Power · 1 AC · Contact

Burns on 19+. A fist wrapped in flame.

Fire Spin ⇢

Fire · Special · 3 PP · 1 Power · 4 AC · Ranged

Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Swirling flames cut off escape.

First Impression ⇢

Bug · Physical · 2 PP · 12 Power · 1 AC · Contact

Priority. Only usable the first round after starting battle or switching in. A head-on entrance collision.

Fishious Rend ⇢

Water · Physical · 3 PP · 11 Power · 1 AC · Contact

Fishious Rend does +11 damage if attacking a target that hasn’t moved yet this Round. The user’s maw is reinforced by its gills.

Fissure ⇢

Ground · Physical · 6 PP · 15 AC · Ranged

Add the user’s level and subtract the target’s level from the attack roll. Ignores changes to Evasion and Accuracy. The target plummets into a crack in the earth and Faints. Fails on targets Immune to Ground.

Flail ⇢

Normal · Physical · 1 PP · 2 Power · 1 AC · Contact

For each Tick the user has lost, Flail does +2 damage. Wriggles wildly in desperation.

Flame Burst ⇢

Fire · Special · 3 PP · 8 Power · 1 AC · Ranged

Other foes in the same Zone as the target lose a Tick of HP. Burning oil that spatters on impact.

Flame Charge ⇢

Fire · Physical · 1 PP · 4 Power · 1 AC · Contact

Boosts SPE by +5. A burnout dash that leaves scorch marks.

Flame Wheel ⇢

Fire · Physical · 2 PP · 6 Power · 1 AC · Contact

Burns on 19+. The user cloaks themselves in fire and somersaults into the target.

Flamethrower ⇢

Fire · Special · 3 PP · 12 Power · 1 AC · Ranged

Burns on 19+. An intense blast of fire roasts the target.

Flare Blitz ⇢

Fire · Physical · 4 PP · 18 Power · 1 AC · Contact

Recoil ⅓. Burns on 19+. Launches into the target, searing both combatants.

Flash ⇢

Normal · Status · 3 PP · 1 AC · Ranged - Others In Zone

Drops Accuracy Rate by -2. A quick, bright light dazzles targets.

The user can illuminate the nearby area effortlessly.

Flash Cannon ⇢

Steel · Special · 3 PP · 10 Power · 1 AC · Ranged

On 19+, Drops SDEF by -5. Light reflecting off the user is focused into a silver stream.

Flatter ⇢

Dark · Status · 2 PP · 1 AC · Ranged

An unexpected compliment Confuses the target and Boosts their SATK by +5.

Fleur Cannon ⇢

Fairy · Special · 4 PP · 20 Power · 3 AC · Ranged

Overclocks the user to unleash a mighty beam, Dropping their SATK by -10.

Fling ⇢

Dark · Physical · 0 PP · ★ Power · 1 AC · Ranged

Lobs a held item, which determines Fling’s Power. Some items add effects when used for Fling; Berries always activate their effect on impact.

20 Power: Iron Ball
14 Power: Fossils, Hard Stone, Rare Bone, Plates, Deep Sea Tooth, Grip Claw, Thick Club, Poison Barb
8 Power: Everything else

Flip Turn ⇢

Water · Physical · 3 PP · 6 Power · 1 AC · Contact

If this move deals damage, the user then switches out, even if Trapped. A momentum shift worthy of Olympic swimmers.

Floaty Fall ⇢

Flying · Physical · 3 PP · 12 Power · 3 AC · Contact

Flinches on 15+. A calm float becomes a breakneck dive.

Floral Healing ⇢

Fairy · Status · 6 PP · Ranged

Heals 5 Ticks. Heals another 3 Ticks if the target stands on Grassy Terrain.

Flower Shield ⇢

Fairy · Status · 1 PP · Ranged - All In Zone

Bypasses Protection. Boosts Grass-Types’ DEF by +5 with hippie magic.

Flower Trick ⇢

Grass · Physical · 4 PP · 8 Power · Can't miss AC · Ranged

Always a Critical Hit. Tosses a bouquet rigged so you’re the next to be marred.

Fly ⇢

Flying · Physical · 0 PP · 12 Power · 2 AC · Contact

First turn: The user ascends into the air. Next turn: The user dives towards the target and attacks.

The user can soar tirelessly through the sky.

Flying Press ⇢

Fighting · Physical · 3 PP · 14 Power · 1 AC · Contact

Deals Flying damage instead if the user wishes. A diving aerial drop.

Focus Blast ⇢

Fighting · Special · 4 PP · 18 Power · 7 AC · Ranged

On 19+, Drops SDEF by -5. A bullet of fighting spirit.

Focus Energy ⇢

Normal · Status · 0 PP · Self

Boosts Critical Rate by +3. Quiets turmoil inside, to cause turmoil outside. Does not stack.

Focus Munch ⇢

Dark · Physical · 4 PP · 24 Power · 1 AC · Contact - Foes in Zone

Delayed. This Move automatically misses any target that did not damage the user with a Move this round.

Focus Punch ⇢

Fighting · Physical · 4 PP · 24 Power · 1 AC · Contact

Delayed. At the end of the round, if the user wasn’t damaged by a Move, attack with Focus Punch. Devastating if undisturbed.

Follow Me ⇢

Normal · Status · 3 PP · Self

Super-Priority. This round, if foes use Moves that could target the user, those Moves do. Draws attention as a diversion.

Force Palm ⇢

Fighting · Physical · 2 PP · 6 Power · 1 AC · Contact

Paralyzes on 18+. A glowing palm thrust that locks up pressure points.

Foresight ⇢

Normal · Status · 2 PP · Can’t miss AC · Self

While the user and target stay in battle, ignore the target’s Evasion Boosts and Normal/Fighting Immunities. True seeing that reads intentions.

Forest's Curse ⇢

Grass · Status · 3 PP · Can’t miss AC · Ranged

The target becomes Grass in addition to its other Types. The woods hide dark secrets. (Resists Electric/Grass/Ground/Water; weak to Bug/Fire/Flying/Ice/Poison; immune to Leech Seed, Powder moves, and Spore.)

Foul Play ⇢

Dark · Physical · 4 PP · 13 Power · 1 AC · Contact

Uses the target’s ATK instead of the user’s. They don’t know their own strength.

Freeze Shock ⇢

Ice · Physical · 6 PP · 22 Power · 3 AC · Ranged

This turn: Generates an iceberg ringed with electricity. Next turn: Attacks with Freeze Shock. Paralyzes on 15+.

Freeze-Dry ⇢

Ice · Special · 2 PP · 8 Power · 1 AC · Ranged

Freezes on 19+. Super Effective against Water. Squeezes out moisture with rapid cooling.

Freezing Glare ⇢

Psychic · Special · 3 PP · 12 Power · 1 AC · Ranged

Freezes on 19+. A psychic stare so cold it leaves you frozen.

Freezy Frost ⇢

Ice · Special · 4 PP · 12 Power · 1 AC · Ranged

A frozen haze removes all Boosts and Drops from characters on the field.

Frenzy Plant ⇢

Grass · Special · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. Trees rapidly grow into the target, walloping them.

Frost Breath ⇢

Ice · Special · 3 PP · 6 Power · 3 AC · Ranged

Always a Critical Hit. Cold air suffuses the target from every angle.

Frustration ⇢

Normal · Physical · 1 PP · 4 Power · 1 AC · Contact

If the user fainted today, Frustration gets +15 Power. An angry outburst.

Fury Attack ⇢

Normal · Physical · 2 PP · 6 Power · 4 AC · Contact

Multi-strike. Repeated jabs pepper the target.

Fury Cutter ⇢

Bug · Physical · 1 PP · 2 Power · 3 AC · Contact

When Fury Cutter deals damage, it gets +5 Power (maximum +20). If the user chooses another action, misses, or leaves battle, reset Fury Cutter’s Power. Little-by-little, determination overcomes.

Fury Swipes ⇢

Normal · Physical · 2 PP · 6 Power · 5 AC · Contact

Multi-strike. Rakes with a flurry of claws.

Fusion Bolt ⇢

Electric · Physical · 4 PP · 14 Power · 1 AC · Ranged

Fusion Bolt does +6 damage if Fusion Flare was used this round or last round by anyone. Heat lightning blasts the target.

Fusion Flare ⇢

Fire · Special · 4 PP · 14 Power · 1 AC · Ranged

Fusion Flare does +6 damage if Fusion Bolt was used this round or last round by anyone. An arc burn scores the target.

Future Sight ⇢

Psychic · Special · 4 PP · 18 Power · Can’t miss AC · Ranged

Predicts unfortune the turn it is used.
At the end of the user’s next turn, Future Sight hits the target or any switched replacement, even if the user is no longer on the field or the target is Protected.

Gastro Acid ⇢

Poison · Status · 3 PP · 1 AC · Ranged

Remove the target’s Ability of your choice until the end of the encounter by dousing them with stomach juices.

Gear Grind ⇢

Steel · Physical · 0 PP · 4 Power · 4 AC · Contact

Double Strike. Crushes the target between spinning sprockets.

Gear Up ⇢

Steel · Status · 3 PP · Allies

Generates energy to Boost ATK and SATK of allies and the user with Plus or Minus by +5 each.

Geomancy ⇢

Fairy · Status · 4 PP · Self

This turn: The user collects energy from the earth. Next turn: Boosts SATK, SDEF, and SPE by +10 each.

Giga Drain ⇢

Grass · Special · 3 PP · 9 Power · 1 AC · Ranged

Absorbs nutrients to Drain half the damage dealt. Could fallow a field overnight.

Giga Impact ⇢

Normal · Physical · 5 PP · 24 Power · 3 AC · Contact

Exhausting. The user’s adrenaline spikes to exert all their energy at once.

Gigaton Hammer ⇢

Steel · Physical · 5 PP · 26 Power · 1 AC · Ranged

Swings the user’s whole body to strike with a huge hammer. This Move can’t be used twice in a row.

Glacial Lance ⇢

Ice · Physical · 4 PP · 10 Power · 1 AC · Ranged - Foes in Zone

Hurls an icicle so sharp it could pierce anything. If there’s only one target, Glacial Lance does +10 damage.

Glaciate ⇢

Ice · Special · 3 PP · 4 Power · 3 AC · Ranged - Foes in Zone

Drops SPE by -5. An echo of the Ice Age. If there’s only one target, Glaciate does +4 damage.

Glaive Rush ⇢

Dragon · Physical · 3 PP · 18 Power · 1 AC · Contact

Throws the entire body into a reckless charge. Attacks targeting the user until the user’s next turn can’t miss and get +1 Effectiveness.

Glare ⇢

Normal · Status · 3 PP · 1 AC · Ranged

Paralyzes with a snake’s gaze.

Glitzy Glow ⇢

Psychic · Special · 4 PP · 12 Power · 1 AC · Ranged

Sets Light Screen. (Special Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Lasts 1 round less for each ally (except the user) you choose to target.) Slams with a psychic wall.

Goblin Punch ⇢

Fairy · Physical · 0 PP · 2 Power · 1 AC · Contact

Confuses on 19+. Hit them around the shoulder and shrug.

Grass Knot ⇢

Grass · Special · 2 PP · ★ Power · 1 AC · Contact

Grass Knot’s Power is equal to the target’s weight divided by 10 (maximum 36). Trips the target with a grass snare.

Grass Pledge ⇢

Grass · Special · 3 PP · 12 Power · 1 AC · Ranged - Field

If an ally orders a different Pledge Move before Grass Pledge, instead Grass Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:

Grass Whistle ⇢

Grass · Status · 1 PP · 10 AC · Ranged

Sonic. The target falls Asleep as a pleasant tune sings through grass blades.

Grassy Glide ⇢

Grass · Physical · 2 PP · 8 Power · 1 AC · Contact

Priority if the user stands on Grassy Terrain. Slides through slick grass like quicksilver.

Grassy Terrain ⇢

Grass · Status · 4 PP · Field

The Zone becomes Grassy for 5 rounds. (Characters standing on Grassy Terrain heal a Tick at the start of each round and damaging Grass Moves get +5 damage.)

Grav Apple ⇢

Grass · Physical · 3 PP · 10 Power · 1 AC · Ranged

Drops the target’s DEF by -5. If Gravity is in effect, Grav Apple does +10 damage. An apple a day keeps the doctor in business.

Gravity ⇢

Psychic · Status · 4 PP · Field

For the next 5 rounds, Moves that require being airborne can’t be used (Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Sky Drop, Splash, Telekinesis), everyone loses Immunity to Ground, and everyone’s Accuracy Rate is Boosted by +6.

Growl ⇢

Normal · Status · 2 PP · 1 AC · Ranged - Foes in Zone

Sonic. A plaintive whine Drops ATK by -5.

Growth ⇢

Normal · Status · 2 PP · Self

Boosts ATK and SATK by +5 each, or +10 if it is Sunny. Chloroplasts release energy all at once.

Grudge ⇢

Ghost · Status · 3 PP · Self

If another character’s Move Faints the user before the user’s next turn, disable that Move for the rest of the battle. A vendetta stronger than death.

Guard Split ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

A strange power averages the user’s DEF and SDEF with the target’s until the end of the battle. Ignore Boosts/Drops.

Guard Swap ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

The user and target trade DEF and SDEF Boosts/Drops via a strange power.

Guillotine ⇢

Normal · Physical · 6 PP · Contact

Add the user’s level and subtract the target’s level from the attack roll. Ignore Evasion and Accuracy Rate. Faints the target with vicious pincers. Fails on targets Immune to Normal.

Gunk Shot ⇢

Poison · Physical · 5 PP · 18 Power · 5 AC · Ranged

Poisons on 15+. Dunks the target with filthy garbage.

Gust ⇢

Flying · Special · 0 PP · 2 Power · 1 AC · Ranged

Hits high-flying targets (like those using Bounce, Fly, or Sky Drop) with +10 Power. A small dervish of wind.

Gyro Ball ⇢

Steel · Physical · 2 PP · 2 Power · 1 AC · Contact

Add the target’s SPE to Gyro Ball’s damage, and subtract the user’s SPE. The user stores momentum like a flywheel, then rams the target.

Hail ⇢

Ice · Status · 4 PP · Field

The weather becomes Hail for 5 rounds. (Non-Ice Types take 1 Tick of damage between rounds.)

Hammer Arm ⇢

Fighting · Physical · 3 PP · 14 Power · 3 AC · Contact

Drops the user’s SPE by -5. An overhead fist from a power stance.

Happy Hour ⇢

Normal · Status · 5 PP · Self

Scatters coins worth ten times the user’s level if used in battle. The winner of the battle gets to pocket the coins.

Harden ⇢

Normal · Status · 1 PP · Self

Stiffens and tenses muscles to Boost DEF by +5.

Haze ⇢

Ice · Status · 4 PP · Field

An ominous black mist removes all Boosts and Drops from characters on the field.

Head Charge ⇢

Normal · Physical · 3 PP · 18 Power · 1 AC · Contact

Recoil ¼. A fierce charge cushioned by a mighty afro.

Head Smash ⇢

Rock · Physical · 4 PP · 24 Power · 5 AC · Contact

Recoil ½. A hazardous headbutt only used by blockheads.

Headbutt ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

Flinches on 15+. The user clonks their forehead on the target’s.

Headlong Rush ⇢

Ground · Physical · 4 PP · 18 Power · 1 AC · Contact

Drops the user’s DEF and SDEF by -5 each. Assumes a low stance for a full-body sumo charge.

Heal Bell ⇢

Normal · Status · 5 PP · Allies

A soothing chime cures all Status Problem for allies and the user.

Heal Block ⇢

Psychic · Status · 3 PP · 1 AC · Ranged - Foes in Zone

Until the target switches out, they can’t heal HP and their Moves that Heal or Drain are disabled. Weaponized entropy.

Heal Order ⇢

Bug · Status · 4 PP · Self

Heal 50% max HP. Commands comrades to patch up with beeswax.

Heal Pulse ⇢

Psychic · Status · 6 PP · Can’t miss AC · Ranged

Heals 50% of the target’s max HP with a wave of good feelings. (Can’t target the user.)

Healing Wish ⇢

Psychic · Status · 5 PP · Self

The user Faints. Its replacement that switches in is healed to Max HP and cured of Status Problems.

Heart Stamp ⇢

Psychic · Physical · 2 PP · 6 Power · 1 AC · Contact

Flinches on 15+. Smothers the target after acting cute.

Heart Swap ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

Exchange all Boosts/Drops with the target. A little empathy never stopped a fight.

Heat Crash ⇢

Fire · Physical · 1 PP · 4 Power · 1 AC · Contact

For every 10lbs. the user outweighs the target by, Heat Crash does +1 damage (maximum 48). A redhot wrestleslam.

Heat Wave ⇢

Fire · Special · 4 PP · 7 Power · 3 AC · Ranged - Foes in Zone

Burns on 19+. Hot winds bake foes. If there’s only one target, Heat Wave does +7 damage.

Heavy Slam ⇢

Steel · Physical · 1 PP · 4 Power · 1 AC · Contact

For every 10lbs. the user outweighs the target by, Heavy Slam does +1 damage (maximum 48). A cast-iron crushing.

Helping Hand ⇢

Normal · Status · 2 PP · Ranged

Super-Priority. Cooperates with the target, adding +10 damage to their damaging Move.

Hex ⇢

Ghost · Special · 2 PP · 7 Power · 1 AC · Ranged

+7 Power against targets with Persistent Status conditions. A vicious attack fueled by misfortune.

Hidden Power ⇢

★ · Special · 1 PP · 6 Power · 1 AC · Ranged

On learning Hidden Power for the first time, roll d20 for its Type:

High Horsepower ⇢

Ground · Physical · 3 PP · 13 Power · 1 AC · Contact

The user pushes off the earth with their tremendous bulk-moving power.

High Jump Kick ⇢

Fighting · Physical · 3 PP · 20 Power · 3 AC · Contact

If High Jump Kick misses or the target is Immune to it, the user loses 5 Ticks. A risky rising knee strike.

Hone Claws ⇢

Dark · Status · 2 PP · Self

Boosts ATK by +5 and Accuracy Rate by +2. Sharpens claws to strike true.

Horn Attack ⇢

Normal · Physical · 1 PP · 7 Power · 1 AC · Contact

Jousts with a sharp horn.

Horn Drill ⇢

Normal · Physical · 6 PP · 15 AC · Contact

Add the user’s level to the attack roll, and subtract the target’s level from the attack roll. Ignores changes to Evasion and Accuracy. Faints the target with a high-speed spinning horn. Fails on targets Immune to Normal.

Horn Leech ⇢

Grass · Physical · 3 PP · 9 Power · 1 AC · Contact

The user Drains half the damage dealt. Rootlike horns extract energy.

Howl ⇢

Normal · Status · 2 PP · Allies in Zone

A bestial battlecry Boosts ATK by +5 for allies and the user.

Hurricane ⇢

Flying · Special · 4 PP · 16 Power · 7 AC · Ranged

Confuses on 15+. If Sunny, Accuracy Rate is -9. If Rainy, can’t miss. Can hit high-flying targets (such as those using Bounce, Fly, or Sky Drop). A windstorm catapults the target into the sky.

Hydro Cannon ⇢

Water · Special · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. A pressurized lake decompresses on the target.

Hydro Pump ⇢

Water · Special · 4 PP · 16 Power · 4 AC · Ranged

High-pressure water blasts the target like a firehose.

Hydro Steam ⇢

Water · Special · 3 PP · 10 Power · 1 AC · Ranged

Blasts with boiling water. Hydro Steam ignores Harsh Sunlight and instead gets +8 Power.

Hyper Beam ⇢

Normal · Special · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. Concentrates energy into a blast of destruction.

Hyper Drill ⇢

Normal · Physical · 4 PP · 14 Power · 1 AC · Contact

Bypasses Protection. Spins at high speed to pierce through.

Hyper Fang ⇢

Normal · Physical · 3 PP · 10 Power · 3 AC · Contact

Flinches on 19+. Powerful incisors crush the target.

Hyper Voice ⇢

Normal · Special · 3 PP · 6 Power · 1 AC · Ranged - Foes in Zone

Sonic. Unsafe decibel levels echo through foes. If there’s only one target, Hyper Voice does +6 damage.

Hyperspace Fury ⇢

Dark · Physical · 4 PP · 14 Power · Can’t miss AC · Ranged

Bypasses Protection and Drops DEF by -5. A multi-arm pummeling from between dimensions.

Hyperspace Hole ⇢

Psychic · Special · 3 PP · 10 Power · Can’t miss AC · Ranged

Bypasses Protection. Warps behind the target and strikes.

Hypnosis ⇢

Psychic · Status · 1 PP · 9 AC · Ranged

The target falls Asleep from hypnotic suggestion.

Ice Ball ⇢

Ice · Physical · 1 PP · 1 Power · 3 AC · Contact

Use Ice Ball each turn until it hits 5 times or misses once. Each successful hit increases Ice Ball’s damage by +5 until it ends. Gathers strength like a snowball rolling down a snowy hill.

Ice Beam ⇢

Ice · Special · 3 PP · 12 Power · 1 AC · Ranged

Freezes on 19+. Sucks heat out of the air in a frigid line.

Ice Burn ⇢

Ice · Special · 6 PP · 22 Power · 3 AC · Ranged

This turn: The user creates a frostbiting iceberg. Next turn: The user attacks with Ice Burn. Burns on 15+.

Ice Fang ⇢

Ice · Physical · 3 PP · 7 Power · 3 AC · Contact

Freezes on 18, Flinches on 19. On 20, Freezes and Flinches. Chomps while breathing ice.

Ice Hammer ⇢

Ice · Physical · 2 PP · 14 Power · 3 AC · Contact

Drops the user’s SPE by -5. Swings a mighty frozen fist.

Ice Punch ⇢

Ice · Physical · 3 PP · 9 Power · 1 AC · Contact

Freezes on 19+. A fist encased in ice.

Ice Shard ⇢

Ice · Physical · 1 PP · 2 Power · 1 AC · Ranged

Priority. Hurls flash-frozen ice shards.

Ice Spinner ⇢

Ice · Physical · 3 PP · 10 Power · 1 AC · Contact

Coats feet in ice and twirls into the target, destroying any Terrain in Zone.

Icicle Crash ⇢

Ice · Physical · 3 PP · 11 Power · 3 AC · Ranged

Flinches on 15+. Drives a frozen stalactite into the target.

Icicle Spear ⇢

Ice · Physical · 3 PP · 6 Power · 1 AC · Ranged

Multi-strike. Peppers the target with needles of ice.

Icy Wind ⇢

Ice · Special · 3 PP · 3 Power · 3 AC · Ranged - Foes in Zone

Drops Speed by -5. A cold breeze causes shivering. If there’s only one target, Icy Wind does +3 damage.

Imprison ⇢

Psychic · Status · 3 PP · Can’t miss AC · Self

A sympathetic seal Disables all foes’ Moves the user knows for the rest of the battle.

Incinerate ⇢

Fire · Special · 3 PP · 3 Power · 1 AC · Ranged - Foes in Zone

A flambé chars all Berries and Gems the targets hold. If there’s only one target, Incinerate does +3 damage.

Infernal Parade ⇢

Ghost · Special · 2 PP · 6 Power · 1 AC · Ranged

Burns on 16+. Gets +6 Power against targets with Persistent Status conditions. A procession of myriad fiery souls.

Inferno ⇢

Fire · Special · 4 PP · 14 Power · 11 AC · Ranged

Burns the target. Seven rings of flame surround a hapless soul.

Infestation ⇢

Bug · Special · 3 PP · 1 Power · 3 AC · Contact

Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Creepy-crawlies surround and climb over the target.

Ingrain ⇢

Grass · Status · 4 PP · Self

The user roots into the earth and becomes Trapped. Between rounds, they heal 1 Tick until they leave battle.

Instruct ⇢

Psychic · Status · 5 PP · Ranged

Commands the target to repeat its last Move, if it can. This second move still consumes PP.

Ion Deluge ⇢

Electric · Status · 3 PP · Ranged

Priority. An ion cloud disperses in the Zone. Normal Moves passing through the Zone become Electric.

Iron Defense ⇢

Steel · Status · 2 PP · Self

A hardening steel skin Boosts DEF by +10.

Iron Head ⇢

Steel · Physical · 3 PP · 10 Power · 1 AC · Contact

Flinches on 15+. A steel-splitting strike.

Iron Tail ⇢

Steel · Physical · 3 PP · 14 Power · 6 AC · Contact

On 19+, Drops DEF by -5. A steel-hard tail slams into the target.

Jaw Lock ⇢

Dark · Physical · 3 PP · 10 Power · 1 AC · Contact

Traps the user and target until either leave battle. A stubborn bite that won’t let go.

Jet Punch ⇢

Water · Physical · 2 PP · 6 Power · 1 AC · Contact

Priority. Summons a torrent-wrapped fist to punch at blinding speed.

Judgment ⇢

Normal · Special · 3 PP · 14 Power · 1 AC · Ranged

Judgment’s Type matches the Type of a Plate the user holds. Countless shots of light punish the target.

Jump Kick ⇢

Fighting · Physical · 2 PP · 14 Power · 3 AC · Contact

If Jump Kick misses or the target is Immune to it, the user loses 5 Ticks. An aerial dropkick.

Jungle Healing ⇢

Grass · Status · 5 PP · Allies in Zone

Allies and the user heal 3 Ticks and cure Burn, Paralysis, Poison, and Sleep. Nature gives sanctuary to those who ask.

Karate Chop ⇢

Fighting · Physical · 1 PP · 4 Power · 1 AC · Contact

Critical Hit on 17+. A sharp chop honed in the dojo.

Kinesis ⇢

Psychic · Status · 1 PP · 5 AC · Ranged

Drops Accuracy Rate by -2. Bends a spoon as a distraction.

King's Shield ⇢

Steel · Status · 6 PP · Self

Super-Priority. Protects the user. If the prevented Move made Contact, Drop the attacker’s ATK by -5. A bastion that could stop a revolution.

Knock Off ⇢

Dark · Physical · 2 PP · 7 Power · 1 AC · Contact

If the target holds any items, destroys a random item the target holds and Knock Off does +7 damage. Bullying.

Kowtow Cleave ⇢

Dark · Physical · 2 PP · 11 Power · Can't miss AC · Contact

Slashes after a prostrating bow that makes the target let down its guard.

Land’s Wrath ⇢

Ground · Physical · 3 PP · 6 Power · 1 AC · Ranged - Foes in Zone

The earth resents its polluters intensely. If there’s only one target, Land’s Wrath does +6 damage.

Laser Focus ⇢

Normal · Status · 2 PP · Self

Absolute concentration. The user’s next Move is a Critical Hit if it doesn’t miss.

Lash Out ⇢

Dark · Physical · 3 PP · 9 Power · 1 AC · Contact

Does +10 damage if the user’s Stats Dropped this round. Venting frustration only makes things worse, but at least it makes things worse for your enemies too.

Last Resort ⇢

Normal · Physical · 1 PP · 22 Power · 1 AC · Contact

Only usable if the user has less than 4 PP. Saving the best for last.

Last Respects ⇢

Ghost · Physical · 3 PP · 4 Power · 1 AC · Ranged

Avenges the fallen. Gets +4 Power for each time an ally in the user’s party fainted this battle.

Lava Plume ⇢

Fire · Special · 4 PP · 5 Power · 1 AC · Ranged - Others In Zone

Burns on 16+. Pyroclasm erupts from the user. If there is only one target, Lava Plume does +5 damage.

Leaf Blade ⇢

Grass · Physical · 3 PP · 12 Power · 1 AC · Contact

Critical Hit on 18+. A sword slash with a knife-edged leaf.

Leaf Storm ⇢

Grass · Special · 4 PP · 20 Power · 3 AC · Ranged

Drops the user’s SATK by -10. Whips up a squall of stinging leaves.

Leaf Tornado ⇢

Grass · Special · 2 PP · 7 Power · 3 AC · Ranged

On 15+, Drops Accuracy Rate by -1. Encircles the target with whirling, sharp leaves.

Leafage ⇢

Grass · Physical · 0 PP · 2 Power · 1 AC · Ranged

Pelts the target with leaves.

Leech Life ⇢

Bug · Physical · 3 PP · 10 Power · 1 AC · Contact

Sucks blood to Drain half the damage dealt.

Leech Seed ⇢

Grass · Status · 4 PP · 3 AC · Ranged

Until the target leaves battle, Leech Seed’s user Drains a Tick of HP from them between rounds. Grass-Types and targets Immune to Grass are immune to Leech Seed. A parasitic mistletoe blossom.

Leer ⇢

Normal · Status · 2 PP · 1 AC · Ranged - Foes in Zone

Drops DEF by -5 by unsettling the target with a nasty look.

Lick ⇢

Ghost · Physical · 1 PP · 1 Power · 1 AC · Contact

Paralyzes on 15+. Gross.

Life Dew ⇢

Water · Status · 5 PP · Allies in Zone

Each ally including the user Heals 3 Ticks. Refreshing waters keep everybody fresh for the fight.

Light of Ruin ⇢

Fairy · Special · 5 PP · 22 Power · 3 AC · Ranged

Recoil ½. The terrible power of the Ultimate Weapon.

Light Screen ⇢

Psychic · Status · 4 PP · Allies

Special Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Light Screen lasts 1 round less for each ally (except the user) you choose to target when using it.

Liquidation ⇢

Water · Physical · 3 PP · 11 Power · 1 AC · Contact

On 17+, Drops DEF by -5. Breaks down the target with a full-force water blast.

Lock-On ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

With deadeye aim, the next Move by the user at the target can’t miss.

Lovely Kiss ⇢

Normal · Status · 1 PP · 6 AC · Ranged

The target falls Asleep from a heavenly kiss. (Actually, it passes out from fear.)

Low Kick ⇢

Fighting · Physical · 2 PP · ★ Power · 1 AC · Contact

Low Kick’s Power is equal to the target’s weight divided by 10 (maximum 36). The bigger they are…

Low Sweep ⇢

Fighting · Physical · 2 PP · 7 Power · 1 AC · Contact

Strikes the target’s legs to Drop SPE by -5.

Lucky Chant ⇢

Normal · Status · 3 PP · Allies

Moves targeting you and your allies get can’t be Critical Hits for 5 rounds.

Lumina Crash ⇢

Psychic · Special · 6 PP · 10 Power · 1 AC · Ranged

Unleashes a peculiar light that flummoxes the target to Drop SDEF by -10.

Lunar Blessing ⇢

Psychic · Status · 6 PP · Self

A crescent prayer cures Poison, Burn, and Paralysis and Heals 50% max HP.

Lunar Dance ⇢

Psychic · Status · 6 PP · Self

The user Faints. The Pokémon that switches in is fully healed, has all PP restored, and cured of all Status Problems.

Lunge ⇢

Bug · Physical · 3 PP · 10 Power · 1 AC · Contact

Drops ATK by -5. Leaps at the target, persuading them to avoid getting too close to a bug again.

Luster Purge ⇢

Psychic · Special · 2 PP · 13 Power · 1 AC · Ranged

On 11+, Drops SDEF by -5. A mind-bending release of light.

Mach Punch ⇢

Fighting · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. You could hear the sound barrier break if the impact didn’t drown it out.

Magic Coat ⇢

Psychic · Status · 3 PP · Can’t miss AC · Self

Super-Priority. Reflect Status Moves targeting Magic Coat’s user this round at the Move’s user.

Magic Powder ⇢

Psychic · Status · 0 PP · 1 AC · Ranged

Changes the target’s typing to Psychic with a concotion cloud.

Magic Room ⇢

Psychic · Status · 4 PP · Field

For the next 5 rounds, all held items lose their effects. Weaponized ascetism.

Magical Leaf ⇢

Grass · Special · 1 PP · 6 Power · Can’t miss AC · Ranged

Curious leaves chase down the target.

Magical Torque ⇢

Fairy · Physical · 4 PP · 14 Power · 1 AC · Contact

Confuses on 16+. A dizzying driveby accelerates into the target.

Magma Storm ⇢

Fire · Special · 4 PP · 14 Power · 6 AC · Ranged

Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. A roiling cauldron of superheated lava.

Magnet Bomb ⇢

Steel · Physical · 1 PP · 6 Power · Can’t miss AC · Ranged

Steel orbs stick to the target, then rupture.

Magnet Rise ⇢

Electric · Status · 4 PP · Self

The user gains Levitate for 5 rounds by manipulating electromagnetic fields.

Magnetic Flux ⇢

Electric · Status · 3 PP · Allies

Strange currents Boost the DEF and SDEF of allies and the user with Plus or Minus by +5 each.

Magnitude ⇢

Ground · Physical · 4 PP · ★ Power · 1 AC · Ranged - Others In Zone

Magnitude’s Power is equal to the Attack Roll. Magnitude can hit underground targets with doubled Power, like those using Dig. Richter roulette. If there is only one target, Magnitude’s Power doubles.

Make It Rain ⇢

Steel · Special · 6 PP · 9 Power · 1 AC · Ranged - Foes in Zone

Sprays a gold rush of coins, then Drops the user’s SATK by -5. Scatters coins worth 10× the user’s level if used in battle; the battle’s winner gets to pocket the coins. If there is only one target, Make It Rain gets +9 Power.

Mat Block ⇢

Fighting · Status · 4 PP · Allies In Zone

Protects allies and the user from non-Status Moves. Mat Block can only be used on the round the user enters battle.

Me First ⇢

Normal · Status · 4 PP · Can’t miss AC · Ranged

If the foe has declared a Damaging Move but has yet to resolve that Move, becomes that same Move on that foe. Gets extra +5 damage for the copied Move.

Mean Look ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

Bypasses Protection. The target can’t switch out or Shift to other Zones while the user stays in battle. Pins the target with an arresting stare.

Meditate ⇢

Psychic · Status · 0 PP · Self

Boosts ATK by +5. Concentration in a yoga pose unlocks the body’s strength.

Mega Drain ⇢

Grass · Special · 1 PP · 2 Power · 1 AC · Ranged

Desiccates the target to Drain half the damage dealt.

Mega Kick ⇢

Normal · Physical · 3 PP · 18 Power · 6 AC · Contact

A megaton heel strike.

Mega Punch ⇢

Normal · Physical · 1 PP · 10 Power · 4 AC · Contact

A megaton uppercut.

Megahorn ⇢

Bug · Physical · 3 PP · 18 Power · 4 AC · Contact

A scooping horn strike that could flip a tank.

Memento ⇢

Dark · Status · 1 PP · Can’t miss AC · Ranged

The user faints, but Drop the target’s ATK and SATK by -10 each.

Metal Burst ⇢

Steel · Physical · 4 PP · ★ Power · Can’t miss AC · Ranged

The last character who damaged the user loses HP equal to 1.5× the total damage the user has taken since the beginning of this Round.

Metal Claw ⇢

Steel · Physical · 0 PP · 4 Power · 1 AC · Contact

On 18+, Boosts ATK by +5, even if it misses. Steel-sharp claws rake the target.

Metal Sound ⇢

Steel · Status · 1 PP · 4 AC · Ranged

Sonic. Drops SDEF by -10. An awful rasp that leaves ears ringing.

Meteor Assault ⇢

Fighting · Physical · 5 PP · 24 Power · 1 AC · Ranged

Exhausting. Jousts with a skyscreaming charge.

Meteor Beam ⇢

Rock · Special · 3 PP · 18 Power · 3 AC · Ranged

This turn: Boost the user’s SATK by +5. Next turn: Blasts pallasite power at the target.

Meteor Mash ⇢

Steel · Physical · 3 PP · 12 Power · 3 AC · Contact

On 18+, Boosts ATK by +5, even if it misses. A punch like a meteor impact.

Metronome ⇢

Normal · Status · 0 PP · Self

Metronome randomly uses any other Move.

Milk Drink ⇢

Normal · Status · 6 PP · Self

Heals half Max HP with nourishing bone juice.

Mimic ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

The Move the target last used replaces Mimic on the user’s Move List for the rest of the battle.

Mind Blown ⇢

Fire · Special · 3 PP · 12 Power · 1 AC · Ranged - Others in Zone

The user loses 50% of their HP. (This isn’t Recoil.) The user’s head explodes. If there is only one target, Mind Blown does +12 damage.

Mind Reader ⇢

Normal · Status · 1 PP · Can’t miss AC · Ranged

With supernatural sense, the next Move by the user at the target can’t miss.

Minimize ⇢

Normal · Status · 2 PP · Self

Boosts Evasion by +4, but gives +1 Effectiveness to incoming Body Slam, Stomp, Dragon Rush, Heat Crash, Flying Press, and Heavy Slam Moves. Compresses the user’s body.

Miracle Eye ⇢

Psychic · Status · 3 PP · Can’t miss AC · Ranged

While the user and target stay in battle, the user ignores the target’s Evasion Boosts and Psychic Immunities. The eye of justice is unswayed.

Mirror Coat ⇢

Psychic · Special · 2 PP · Self

Delayed. The last character that damaged the user with a Special Move this round loses twice the HP they made the user lose. Mirror Coat can’t hit targets immune to Psychic.

Mirror Move ⇢

Flying · Status · 3 PP · ★ Power · Can’t miss AC · Ranged

Sonic. Parroty mimicry uses the Move the target used last. You may choose new targets for it.

Mirror Shot ⇢

Steel · Special · 1 PP · 7 Power · 4 AC · Ranged

On 16+, Drops Accuracy Rate by -2. A flash of light from the user’s polished body.

Mist ⇢

Ice · Status · 4 PP · Allies

Affected allies can’t have their Stats changed by other characters for 5 rounds. Mist lasts 1 round less for each ally (including the user) you choose to target when using it.

Mist Ball ⇢

Psychic · Special · 2 PP · 13 Power · 1 AC · Ranged

On 11+, Drops SATK by -5. A ball of dew douses the target.

Misty Explosion ⇢

Fairy · Special · 2 PP · 14 Power · 1 AC · Ranged

Does +10 damage if the user stands on Misty Terrain. The user faints in a fantastical kaboom.

Misty Terrain ⇢

Fairy · Status · 4 PP · Field

The field becomes Misty for 5 rounds. (Characters standing on Misty Terrain get +1 Resistance to Dragon-Type damage and are immune to Burn, Paralysis, Poison, Sleep, Freeze, and Confusion.)

Moonblast ⇢

Fairy · Special · 4 PP · 13 Power · 1 AC · Ranged

On 15+, Drops SATK by -5. A bundle of lunar X-rays.

Moongeist Beam ⇢

Ghost · Special · 4 PP · 14 Power · 1 AC · Ranged

A sinister ray that ignores targets’ Abilities while attacking.

Moonlight ⇢

Fairy · Status · 6 PP · Self

Heals a number of Ticks depending on the Weather: 5 in clear weather, 8 in Harsh Sunlight, and 3 for others.

Morning Sun ⇢

Normal · Status · 6 PP · Self

Heals a number of Ticks depending on the Weather: 5 in clear weather, 8 in Harsh Sunlight, and 3 for others.

Mortal Spin ⇢

Poison · Physical · 2 PP · 1 Power · 1 AC · Contact - Foes in Zone

Poisons targets, destroys all Hazards targeting allies, and removes the user’s Trapped or Leech Seed status. A killer twist around the mortal coil.

Mountain Gale ⇢

Ice · Physical · 4 PP · 18 Power · 7 AC · Ranged

Flinches on 15+. Drives huge hailstones with an iceberg wind.

Mud Bomb ⇢

Ground · Special · 1 PP · 7 Power · 4 AC · Ranged

On 16+, Drops Accuracy Rate by -1. A hard-packed ball of mud bursts on the target.

Mud Shot ⇢

Ground · Special · 2 PP · 5 Power · 1 AC · Ranged

Drops SPE by -5. A blob of wet mud clings to the target.

Mud Sport ⇢

Ground · Status · 1 PP · Field

Characters in the Zone Resist Electric an extra step for 5 rounds. Frolicking in the mud makes a mess.

Mud-Slap ⇢

Ground · Special · 0 PP · 1 Power · 1 AC · Ranged

Drops Accuracy Rate by -1. A spray of mud right in the eyes.

Muddy Water ⇢

Water · Special · 3 PP · 6 Power · 4 AC · Ranged - Foes in Zone

On 16+, Drops Accuracy Rate by -1. Drops a swamp on ‘em. If there’s only one target, Muddy Water does +6 damage.

Multi-Attack ⇢

Normal · Physical · 4 PP · 18 Power · 1 AC · Contact

Slams into the target cloaked in high energy. Multi-Attack’s Type matches a Held Type Memory.

Mystical Fire ⇢

Fire · Special · 3 PP · 9 Power · 1 AC · Ranged

Drops SATK by -5 with a sealing ring of flame.

Mystical Power ⇢

Psychic · Special · 3 PP · 8 Power · 2 AC · Ranged

A mysterious force Boosts the higher of the user’s ATK and DEF, then does the same for their SATK and SDEF.

Nasty Plot ⇢

Dark · Status · 2 PP · Self

Boosts SATK by +10. Bad intentions have a way of gripping the mind.

Natural Gift ⇢

Normal · Special · 3 PP · ★ Power · 1 AC · Ranged

Natural Gift’s Power and Type depend on the user’s held Berry which is destroyed (not consumed). If the user has two berries, choose one.

Nature Power ⇢

Normal · Status · 2 PP · ★ Power · ★ AC · ★

Nature Power becomes a Move according to the current environment:

Nature’s Madness ⇢

Fairy · Special · 3 PP · 3 AC · Ranged

The force of nature halves the target’s current HP.

Needle Arm ⇢

Grass · Physical · 2 PP · 6 Power · 1 AC · Contact

Flinches on 15+. Wild swinging of thorny arms.

Night Daze ⇢

Dark · Special · 3 PP · 11 Power · 3 AC · Ranged

On 13+, Drops Accuracy Rate by -1. A pitch-black shockwave ripples through the target.

Night Shade ⇢

Ghost · Special · 0 PP · 1 AC · Ranged

The target loses HP equal to 3× the user’s Level. Don’t apply Weakness or Resistance, but apply Immunities. An apparition frightens the life out of the target.

Night Slash ⇢

Dark · Physical · 2 PP · 8 Power · 1 AC · Contact

Critical Hit on 18+. Gashes the target merely to test out the user’s sharpness.

Nightmare ⇢

Ghost · Status · 1 PP · 1 AC · Ranged

If the target is Asleep, scary dreams make them lose 3 Ticks of HP between rounds until they awaken.

No Retreat ⇢

Fighting · Status · 2 PP · Self

Traps the user and Boosts all Stats by +5 each, unless the user is already Trapped by No Retreat. Fills the user with willpower.

Noble Roar ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

Sonic. Drops ATK and SATK by -5 each. A war cry that cows foes.

Noxious Torque ⇢

Poison · Physical · 4 PP · 14 Power · 1 AC · Contact

Poisons on 16+. A nitrous oxide speed burst accelerates into the target.

Nuzzle ⇢

Electric · Physical · 2 PP · 1 Power · 1 AC · Contact

Paralyzes the target by rubbing electrified cheeks against it.

Oblivion Wing ⇢

Flying · Special · 3 PP · 10 Power · 1 AC · Contact

The user gains HP equal to the Damage Roll. A shrouded wing of death.

Obstruct ⇢

Dark · Status · 6 PP · Self

Super-Priority. Protects the user from non-Status Moves and Drops DEF by -6 for attackers who make contact. Blocks obstinately enough to knock off-guard.

Octazooka ⇢

Water · Special · 1 PP · 7 Power · 4 AC · Ranged

On 11+, Drops Accuracy Rate by -2. A bullet of ink aimed at the eyes.

Octolock ⇢

Fighting · Status · 4 PP · 1 AC · Ranged

Traps the target. The target Drops DEF and SDEF by -5 between Rounds until they leave battle. Wraps a poor sucker up and squeezes.

Odor Sleuth ⇢

Normal · Status · 3 PP · Can’t miss AC · Ranged

While the user and target stay in battle, ignore the target’s Evasion Boosts and Normal/Fighting Immunities. Reveals the target via scent tracking.

Ominous Wind ⇢

Ghost · Special · 4 PP · 3 Power · 1 AC · Ranged - Foes in Zone

On 19+, Boosts all the user’s Stats by +5, even if it misses. A foreboding breeze that sometimes brings ill luck. If there’s only one target, Ominous Wind does +6 damage.

Order Up ⇢

Dragon · Physical · 4 PP · 10 Power · 1 AC · Ranged

The dinner bell tolls for thee. If the user is being commanded by Tatsugiri, Boost one of their Stats by +5 based on Tatsugiri’s form: Droopy for DEF, Curly for ATK, and Stretchy for SPE.

Origin Pulse ⇢

Water · Special · 4 PP · 8 Power · 4 AC · Ranged - Foes in Zone

Brilliant blue lights strike with the pressure of the Abyssal Zone. If there’s only one target, Origin Pulse does +8 damage.

Outrage ⇢

Dragon · Physical · 4 PP · 18 Power · 2 AC · Contact - Random Foe

Used for the next 2 turns, then Confuses the user. A tantrum of imperial wrath.

Overdrive ⇢

Electric · Special · 3 PP · 5 Power · 1 AC · Ranged - Foes in Zone

Sonic. Twangs the right strings to ruin the day. If there’s only one target, Overdrive does +5 damage.

Overheat ⇢

Fire · Special · 4 PP · 20 Power · 3 AC · Ranged

Drops the user’s SATK by -10. Burns the user’s fuel supply faster than it can sustain.

Pain Split ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

Average the user’s and the target’s HP together. Makes things a little more fair.

Parabolic Charge ⇢

Electric · Special · 3 PP · 4 Power · 1 AC · Ranged - Others In Zone

Drains half the total damage dealt. Steals electrons from the surroundings. If there is only one target, Parabolic Charge does +4 damage.

Parting Shot ⇢

Dark · Status · 3 PP · Can’t miss AC · Ranged

Sonic. Drops the target’s ATK and SATK by -5 each, then switches out, even if the user is Trapped. Choose the replacement when choosing this Move.Threatens to be back again someday.

Pay Day ⇢

Normal · Physical · 0 PP · 2 Power · 1 AC · Ranged

Scatters coins worth 10× the user’s level if used in battle; the battle’s winner gets to pocket the coins.

Payback ⇢

Dark · Physical · 1 PP · 4 Power · 1 AC · Contact

If the target already took their turn this round, Payback does +10 damage.

Peck ⇢

Flying · Physical · 0 PP · 1 Power · 1 AC · Contact

Bonks with a beak, or something like one.

Perish Song ⇢

Normal · Status · 4 PP · Can’t miss AC · Field

Sonic. Bypasses Protection. All Pokémon on the field get a Perish Count of 3. At the start of each target’s turn, their Perish Count lowers by 1. When a Perish Count reaches 0, the Pokémon Faints. Pokémon lose Perish Counts upon leaving battle.

Petal Blizzard ⇢

Grass · Physical · 3 PP · 12 Power · 1 AC · Ranged - Others In Zone

A violent storm of flowers lacerates targets. If there is only one target, Petal Blizzard does +6 damage.

Petal Dance ⇢

Grass · Special · 4 PP · 18 Power · 1 AC · Contact - Random Foe

Used for the next 2 turns, then Confuses the user. A boisterous dance that pelts targets with flowers.

Phantom Force ⇢

Ghost · Physical · 2 PP · 12 Power · 1 AC · Contact

First turn: The user disappears from the field. Next turn: The user appears next to a target and attacks. Bypasses and removes Protection on hit.

Photon Geyser ⇢

Psychic · Special · 4 PP · 14 Power · 1 AC · Ranged

Ignores targets’ Abilities while attacking. If the user’s ATK is higher than their SATK, Photon Geyser becomes Physical. A pillar of light erupts beneath the target.

Pika Papow ⇢

Electric · Special · 2 PP · 4 Power · Can't Miss AC · Ranged

If the user was fed Poffins today, gets +15 damage. Repays the trainer’s friendship in kind.

Pin Missile ⇢

Bug · Physical · 3 PP · 6 Power · 3 AC · Ranged

Multi-strike. A barrage of pins like a hornet swarm’s stingers.

Plasma Fists ⇢

Electric · Physical · 4 PP · 14 Power · 1 AC · Ranged

Hypercharged matter arcs from the user’s claws, changing Normal-Type Moves to Electric for the rest of the round.

Play Nice ⇢

Normal · Status · 1 PP · Can’t miss AC · Ranged

Bypasses Protection. Drops ATK by -5. Psychological warfare.

Play Rough ⇢

Fairy · Physical · 3 PP · 12 Power · 3 AC · Contact

On 19+, Drops ATK by -5. Frolics wildly with the target and reckless abandon.

Pluck ⇢

Flying · Physical · 2 PP · 6 Power · 1 AC · Contact

If the target holds a Berry, the user eats it and triggers the Berry’s effect. A bothersome beak bogarts Berries.

Poison Fang ⇢

Poison · Physical · 1 PP · 4 Power · 1 AC · Contact

Badly Poisons on 11+. Sinks a toxic bite into the target.

Poison Gas ⇢

Poison · Status · 4 PP · 3 AC · Ranged - Foes in Zone

All targets are Poisoned. A cloud of corrosive toxin sprayed in targets’ faces.

Poison Jab ⇢

Poison · Physical · 3 PP · 10 Power · 1 AC · Contact

Poisons on 15+. A strike steeped in potent poison.

Poison Powder ⇢

Poison · Status · 2 PP · 6 AC · Ranged

The target is Poisoned. Toxic dust inhaled by the unwary. Grass-Types are immune to Poison Powder.

Poison Sting ⇢

Poison · Physical · 0 PP · 1 Power · 1 AC · Ranged

Poisons on 17+. Stabs with a small barb.

Poison Tail ⇢

Poison · Physical · 2 PP · 4 Power · 1 AC · Contact

Critical Hit on 18+, Poisons on 19+. Slams the target with a tail leaking toxins.

Pollen Puff ⇢

Bug · Special · 7 PP · 12 Power · 1 AC · Ranged

An exploding pollen puff. If the target is an ally, instead heals half Max HP with a fuzzy treat.

Poltergeist ⇢

Ghost · Physical · 1 PP · 16 Power · 3 AC · Ranged

Fails if used on a target with no Held Item. Beats a victim with their possessed inventory.

Population Bomb ⇢

Normal · Physical · 3 PP · 2 Power · 3 AC · Contact

The user’s fellows multiply like mice for a incisor-slicing combo. Hits a number of times equal to half of the Attack Roll.

Pounce ⇢

Bug · Physical · 0 PP · 4 Power · 1 AC · Contact

Springs onto the target, Dropping SPE by -5.

Pound ⇢

Normal · Physical · 0 PP · 2 Power · 1 AC · Contact

The most basic strike.

Powder ⇢

Bug · Status · 3 PP · Can’t miss AC · Ranged

Priority. Dusts the target with combustible dust. If the target uses a Fire Move this round, the scales explode, the target loses 3 Ticks, and the Fire Move does nothing. (It still spends PP.) Grass-Types are immune to Powder.

Powder Snow ⇢

Ice · Special · 2 PP · 2 Power · 1 AC · Ranged - Foes in Zone

Freezes on 19+. A flurry of chilly snow.

Power Gem ⇢

Rock · Special · 2 PP · 10 Power · 1 AC · Ranged

A ray of light that sparkles like gemstones.

Power Shift ⇢

Normal · Status · 4 PP · Self

A deeper power switches the user’s ATK with DEF and their SATK with SDEF until they leave battle.

Power Split ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

A strange power averages the user’s ATK and SATK with the target’s until the end of the battle. Ignore Boosts/Drops.

Power Swap ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

The user and target trade ATK and SATK Boosts/Drops.

Power Trick ⇢

Psychic · Status · 4 PP · Self

A deep psychic power switches ATK and DEF until the user leaves battle.

Power Trip ⇢

Dark · Physical · 1 PP · 1 Power · 1 AC · Contact

For every +1 Boost the user has, add +1 to Power Trip’s damage. A boasting, audacious attack.

Power Whip ⇢

Grass · Physical · 4 PP · 18 Power · 4 AC · Contact

Lashes the target with a thick vine or tentacle.

Power-Up Punch ⇢

Fighting · Physical · 1 PP · 2 Power · 1 AC · Contact

Boosts the user’s ATK by +5. Practice hardens the user’s fists.

Precipice Blades ⇢

Ground · Physical · 4 PP · 9 Power · 4 AC · Ranged - Foes in Zone

Sharp stone plates slice through the earth and the target. If there’s only one target, Precipice Blades does +9 damage.

Present ⇢

Normal · Physical · 2 PP · ★ Power · 3 AC · Ranged

Present’s Power is equal to its Attack Roll. On 16+, the target instead Heals 3 Ticks.

Prismatic Laser ⇢

Psychic · Special · 6 PP · 26 Power · 1 AC · Ranged

Exhausting. Shoots lasers split with a prism.

Protect ⇢

Normal · Status · 5 PP · Self

Super-Priority. Protects the user. A defensive stance.

Psybeam ⇢

Psychic · Special · 2 PP · 7 Power · 1 AC · Ranged

Confuses on 19+. A peculiar ray that’s bad to look at.

Psyblade ⇢

Psychic · Physical · 3 PP · 10 Power · 1 AC · Contact

Rends with an ethereal edge. Psyblade gets +8 Power if the user is on Electric Terrain.

Psych Up ⇢

Normal · Status · 2 PP · Can’t miss AC · Self

The user’s Boosts/Drops change to match the target’s with the power of self-hypnosis.

Psychic ⇢

Psychic · Special · 3 PP · 12 Power · 1 AC · Ranged

On 17+, Drops SDEF by -5. Psychokinetic force bedevils the target.

Psychic Fangs ⇢

Psychic · Physical · 3 PP · 11 Power · 1 AC · Contact

Before successfully inflicting damage, destroy the target party’s Reflects, Light Screens, and Aurora Veils. Telekinetic teeth tear the target.

Psychic Terrain ⇢

Psychic · Status · 4 PP · Field

The field becomes Psychic for 5 rounds. (Characters standing on Psychic Terrain are immune to Priority Moves, and damaging Psychic Moves gain +5 damage.)

Psycho Boost ⇢

Psychic · Special · 5 PP · 22 Power · 3 AC · Ranged

Drops the user’s SATK by -10. A neuron-fraying release of psychic energy.

Psycho Cut ⇢

Psychic · Physical · 2 PP · 8 Power · 1 AC · Ranged

Critical Hit on 18+. Psychic blades slice into the target.

Psycho Shift ⇢

Psychic · Status · 3 PP · 1 AC · Ranged

The user gives one of their Status Problems to the target. Only usable if the target doesn’t already have the transferred Problem.

Psyshield Bash ⇢

Psychic · Physical · 1 PP · 8 Power · 2 AC · Contact

Boosts the user’s DEF by +5. Cloaks with a psychic barrier and rushes the target.

Psyshock ⇢

Psychic · Special · 3 PP · 10 Power · 1 AC · Ranged

The target subtracts DEF from Psyshock’s damage instead of SDEF. A psychic wave lifts debris and clobbers the target with it.

Psystrike ⇢

Psychic · Special · 4 PP · 14 Power · 1 AC · Ranged

The target subtracts DEF from Psystrike’s damage instead of SDEF. An odd wave of pure force slams into the target.

Psywave ⇢

Psychic · Special · 1 PP · ★ Power · 1 AC · Ranged

The target loses HP equal to 2× the user’s Level; ignore Stats and Weakness and Resistance, but not Immunity. Psywave’s Effectiveness changes with each Attack Roll:

Punishment ⇢

Dark · Physical · 2 PP · 6 Power · 1 AC · Contact

Punishment does +2 damage for every +5 worth of Boosts the target has. Chastises the target for their hubris.

Purify ⇢

Poison · Status · 4 PP · Ranged

Cures the target of Poison, Paralysis, Burn, Frozen, or Sleep. If it does, heal half the user’s Max HP. Pyukumuku thinks disease is delicious!

Pursuit ⇢

Dark · Physical · 2 PP · 2 Power · 1 AC · Contact

If the target flees or switches out this round, Pursuit prevents them from leaving and does +8 damage. Rubs cowardice in the target’s face.

Pyro Ball ⇢

Fire · Physical · 5 PP · 18 Power · 3 AC · Ranged

Burns on 19+. Scores that KO with a flame-wrapped rock.

Quash ⇢

Dark · Status · 3 PP · 1 AC · Ranged

The target’s SPE becomes 0 for the rest of the round. Aggravates the target into postponing its action.

Quick Attack ⇢

Normal · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. A tackle of astonishing speed.

Quick Guard ⇢

Fighting · Status · 5 PP · Allies

Super-Priority. Quick Guard protects allies and the user from other Priority Moves this round. Can be used consecutively.

Quiver Dance ⇢

Bug · Status · 3 PP · Self

Boosts SATK, SDEF, and SPE by +5 each with a beautiful dance like a flitting butterfly.

Rage ⇢

Normal · Physical · 0 PP · 1 Power · 1 AC · Contact

Until the user’s next turn, Boost the user’s ATK by +5 whenever damaged by a Move, even if Rage misses. Get mad, then get even.

Rage Fist ⇢

Ghost · Physical · 3 PP · 4 Power · 1 AC · Contact

Converts anger into punch energy. Each time a Physical or Special Move hits the user, Rage Fist gets +4 Power.

Rage Powder ⇢

Bug · Status · 3 PP · Self

Priority. Foes must target the user (if possible) with their Moves for the rest of the round. Grass Types are immune. Scatters a cloud of irritating spores.

Raging Bull ⇢

Normal · Physical · 4 PP · 12 Power · 1 AC · Contact

Raging Bull’s Type matches the user’s second Type if it has one, otherwise their first Type. Before successfully inflicting damage, destroy the target party’s Reflect, Light Screen, and Aurora Veil. A tackle tougher than a bullring barrier.

Raging Fury ⇢

Fire · Physical · 4 PP · 18 Power · 2 AC · Ranged - Random Foe

Used for the next 2 turns, then Confuses the user. A vicious flame-spewing rampage.

Rain Dance ⇢

Water · Status · 4 PP · Field

The weather becomes Rainy for 5 rounds. (Water Moves do +10 damage, and Fire Moves have their damage reduced by -10.)

Rapid Spin ⇢

Normal · Physical · 1 PP · 4 Power · 1 AC · Contact

Boosts the user’s SPE by +5, destroys all Hazards targeting allies, and removes the user’s Trapped or Leech Seed status. Rotates quickly to throw off hindrances.

Razor Leaf ⇢

Grass · Physical · 3 PP · 3 Power · 3 AC · Ranged - Foes in Zone

Critical Hit on 18+. Sharp leaves scrape targets. If there is only one target, Razor Leaf does +3 damage.

Razor Shell ⇢

Water · Physical · 3 PP · 9 Power · 1 AC · Contact

On 11+, Drops DEF by -5. A seashell blade with a serrated edge.

Razor Wind ⇢

Normal · Special · 0 PP · 5 Power · 1 AC · Ranged - Foes in Zone

This turn: the user whips up a whirlwind. Next turn: blades of wind strike, with a Critical Hit on 18+. If there is only one target, Razor Wind does +5 damage.

Recover ⇢

Normal · Status · 6 PP · Self

The user heals half of its max HP. Stimulates cell division.

Recycle ⇢

Normal · Status · 2 PP · Self

The last item consumed by the user reappears as if they hadn’t consumed it. Waste not, want not!

Reflect ⇢

Psychic · Status · 4 PP · Allies

Physical Moves targeting yourself and affected allies get -1 Effectiveness for 5 rounds. Reflect lasts 1 round less for each ally you choose to target when using it.

Reflect Type ⇢

Normal · Status · 3 PP · Can’t miss AC · Ranged

Until the end of the battle, change the user’s Types to copy the target’s Types.

Refresh ⇢

Normal · Status · 1 PP · Self

Cures the user of Poison, Burn, and Paralysis. A breather cures what ails you.

Relic Song ⇢

Normal · Special · 4 PP · 5 Power · 1 AC · Ranged - Foes in Zone

Sonic. Sleep on 16+. An ancient song of emotions past. If there is only one target, Relic Song does +5 damage.

Meloetta swaps Formes when it uses Relic Song.

Rest ⇢

Psychic · Status · 4 PP · Self

Inflicts Sleep with no saving throw. If the user successfully fell asleep, fully heal their HP and Status Problems. They wake up at the end of their turn in 2 rounds. A psychically-induced power nap.

Retaliate ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

Retaliate does +8 damage if an ally Fainted the previous round. Fueled by indignation for fallen comrades.

Return ⇢

Normal · Physical · 1 PP · 4 Power · 1 AC · Contact

If the user was fed Poffins today, Return does +15 damage. If the user has fainted today, Return has 0 Power. Repays a trainer’s favor in kind.

Revelation Dance ⇢

★ · Special · 2 PP · 12 Power · 1 AC · Ranged

Revelation Dance’s Type matches the user’s first Type. Attacks by dancing very hard.

Revenge ⇢

Fighting · Physical · 2 PP · 6 Power · 1 AC · Contact

Delayed. If the target damaged the user this round, Revenge does +12 damage.

Reversal ⇢

Fighting · Physical · 2 PP · ★ Power · 1 AC · Contact

Does +4 damage for every Tick of HP the user has lost. A power unlocked by imminent peril.

Revival Blessing ⇢

Normal · Status · 15 PP · Self

Bestows a loving blessing to revive a Fainted party Pokémon with 50% of its HP.

Rising Voltage ⇢

Electric · Special · 2 PP · 8 Power · 1 AC · Ranged

Does +10 damage to targets standing on Electric Terrain. Pulls the electricty from eons of lightning back out into some poor fool.

Roar ⇢

Normal · Status · 3 PP · Can’t miss AC · Ranged

Delayed. Sonic. Bypasses Protection. Scares wild targets into fleeing, and trained targets switch out for a random party member.

Roar of Time ⇢

Dragon · Special · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. A power that distorts even time.

Rock Blast ⇢

Rock · Physical · 3 PP · 6 Power · 3 AC · Ranged

Multi-strike. Rolls a variety of boulders at the target.

Rock Climb ⇢

Normal · Physical · 1 PP · 12 Power · 4 AC · Contact

Confuses on 17+.

The user can scale cliffs, brick buildings, and other rough vertical surfaces without breaking a sweat.

Rock Polish ⇢

Rock · Status · 2 PP · Self

Boosts SPE by +10. Smoothing off edges reduces drag and rolling friction.

Rock Slide ⇢

Rock · Physical · 4 PP · 5 Power · 3 AC · Ranged - Foes in Zone

Flinches on 17+. Clobbers foes with rocks from above. If there is only one target, Rock Slide does +5 damage.

Rock Smash ⇢

Fighting · Physical · 0 PP · 2 Power · 1 AC · Contact

On 17+, Drops DEF by -5.

The user can shatter fragile rocks and weakened structures with one blow.

Rock Throw ⇢

Rock · Physical · 0 PP · 4 Power · 3 AC · Ranged

Tosses a small stone.

Rock Tomb ⇢

Rock · Physical · 2 PP · 6 Power · 1 AC · Ranged

Drops SPE by -5. Surrounds the target with boulders to restrict its movement.

Rock Wrecker ⇢

Rock · Physical · 5 PP · 24 Power · 3 AC · Ranged

Exhausting. Launches a bus-sized boulder.

Role Play ⇢

Psychic · Status · 4 PP · Can’t miss AC · Ranged

Bypasses Protection. The user gains a random one of the target’s Abilities until the user leaves battle.

Rolling Kick ⇢

Fighting · Physical · 1 PP · 6 Power · 4 AC · Contact

Flinches on 15+. A roundhouse kick to the head.

Rollout ⇢

Rock · Physical · 1 PP · 1 Power · 3 AC · Contact

Use Rollout each turn until it hits 5 times or misses once. Each successful hit increases damage by +5 until it ends. Gain momentum like a rolling stone.

Roost ⇢

Flying · Status · 6 PP · Self

The user Heals half of its full HP and loses Flying-Type until their next turn. Flight is tiresome.

Rototiller ⇢

Ground · Status · 0 PP · Field

Bypasses Protection. Boosts in-Zone Grass-Types’ ATK and SATK by +5 each. Tilled soil vitalizes plants.

Round ⇢

Normal · Special · 2 PP · 6 Power · 1 AC · Ranged

Sonic. The first time an ally uses Round this round, all other users take their turn right after with +10 damage. An a capella armada.

Ruination ⇢

Dark · Special · 3 PP · 3 AC · Ranged

Summons a ruinous disaster to halve the target’s current HP.

Sacred Fire ⇢

Fire · Physical · 4 PP · 14 Power · 3 AC · Ranged

Burns on 11+. Razes with an intense, mystical flame.

Sacred Sword ⇢

Fighting · Physical · 3 PP · 12 Power · 1 AC · Contact

Ignores DEF and Evasion Boosts. A blade or long horn wielded with expert swordsmanship.

Safeguard ⇢

Normal · Status · 4 PP · Allies

Yourself and affected allies can’t get Status Problems from other characters for 5 rounds. Safeguard lasts 1 round less for each ally (except the user) you choose to target when using it.

Salt Cure ⇢

Rock · Physical · 3 PP · 2 Power · 1 AC · Ranged

Salt-cures the target to lose 2 Ticks every turn until they switch out. Steel- and Water-Types lose 4 Ticks each turn instead.

Sand Attack ⇢

Ground · Status · 1 PP · 1 AC · Ranged

The target gets -2 Accuracy Rate. Tosses sand in their face.

Sand Tomb ⇢

Ground · Physical · 3 PP · 1 Power · 4 AC · Ranged

Binds and Traps the target in an excoriating dust devil for 3 rounds, dealing 2 Ticks of HP Loss between rounds.

Sandsear Storm ⇢

Ground · Special · 3 PP · 14 Power · 4 AC · Ranged - Foes in Zone

Burns on 15+. If Rainy, can’t miss. Summons a sirocco of fierce wind and blistering-hot sand.

Sandstorm ⇢

Rock · Status · 4 PP · Field

The weather becomes Sandstorm for 5 rounds. (All non-Ground, Rock, or Steel-Types lose a Tick of HP between rounds, and Rock-Types get +10 SDEF.)

Sappy Seed ⇢

Grass · Physical · 4 PP · 12 Power · 1 AC · Ranged

Sets Leech Seed on the target. (Until the target leaves battle, Drains a Tick of HP from them between rounds.) A fast-growing stalk beans the foe.

Scald ⇢

Water · Special · 3 PP · 10 Power · 1 AC · Ranged

Burns on 15+. Spouts boiling water at the target.

Scale Shot ⇢

Dragon · Physical · 2 PP · 1 Power · 3 AC · Ranged

Multi-Strike. Boosts the user’s SPE by +5 and Drops DEF by -5. Violently sheds heavy scales at the target.

Scary Face ⇢

Normal · Status · 2 PP · 1 AC · Ranged

Drops SPE by -10. Roots the target to the spot with a petrifying expression.

Scorching Sands ⇢

Ground · Special · 2 PP · 8 Power · 1 AC · Contact

Burns on 15+. Blasts the target with sun-superheated sand.

Scratch ⇢

Normal · Physical · 0 PP · 2 Power · 1 AC · Contact

Claws rake the target.

Screech ⇢

Normal · Status · 1 PP · 4 AC · Ranged

Sonic. Drops DEF by -10. An earsplitting screech lowers the target’s guard.

Searing Shot ⇢

Fire · Special · 4 PP · 7 Power · 1 AC · Ranged - Others In Zone

Burns on 15+. An inferno of scarlet flames torches everything around the user. If there is only one target, Searing Shot does +7 damage.

Secret Power ⇢

Normal · Special · 2 PP · 8 Power · 1 AC · Ranged

Secret Power’s effect activates on 17+ and depends on the current terrain.

Secret Sword ⇢

Fighting · Special · 3 PP · 11 Power · 1 AC · Ranged

The target subtracts their DEF from Secret Sword’s damage instead of their SDEF. A dueling strike backed by an odd power.

Seed Bomb ⇢

Grass · Physical · 2 PP · 10 Power · 1 AC · Ranged

A barrage of hard-shelled seeds detonate from above.

Seed Flare ⇢

Grass · Special · 5 PP · 18 Power · 4 AC · Ranged

Drops SDEF by -10 on 12+. A pollutant-cleansing shockwave that leaves foliage.

Seismic Toss ⇢

Fighting · Physical · 0 PP · 1 AC · Contact

The target loses HP equal to 3× the user’s level. Ignore Stats and Weakness and Resistance, but not Immunity. A gravity-fed throw.

Self-Destruct ⇢

Normal · Physical · 2 PP · 17 Power · 1 AC · Ranged - Others In Zone

The user Faints in a respectable kaboom. If there is only one target, Self-Destruct does +17 damage.

Shadow Ball ⇢

Ghost · Special · 3 PP · 10 Power · 1 AC · Ranged

On 17+, Drops SDEF by -5. A blob of gloom and doom.

Shadow Blast ⇢

Shadow · Physical · 0 PP · 20 Power · 1 AC · Ranged

Critical hit on 18+. A wicked blade of air is formed using a shadowy aura.

Shadow Blitz ⇢

Shadow · Physical · 0 PP · 4 Power · 1 AC · Contact

A Pokémon throws this tackle while casting a shadowy aura.

Shadow Bolt ⇢

Shadow · Special · 0 PP · 18 Power · 1 AC · Ranged

Paralyzes on 18+. A shadowy thunder attack.

Shadow Bone ⇢

Ghost · Physical · 3 PP · 11 Power · 1 AC · Ranged

On 17+, Drops DEF by -5. Beats the target with a possessed bone.

Shadow Break ⇢

Shadow · Physical · 0 PP · 18 Power · 1 AC · Contact

A shattering ram attack with a shadowy aura.

Shadow Chill ⇢

Shadow · Special · 0 PP · 18 Power · 1 AC · Ranged

Freezes on 18+. A shadowy ice attack.

Shadow Claw ⇢

Ghost · Physical · 2 PP · 8 Power · 1 AC · Contact

Critical Hit on 18+. Sharpened shadows rake the target.

Shadow Down ⇢

Shadow · Status · 0 PP · 1 AC · Ranged - Foes in Zone

A shadowy aura Drops foes’ DEF by -10.

Shadow End ⇢

Shadow · Physical · 0 PP · 36 Power · 9 AC · Contact

A shadowy ram attack that cuts the user’s current HP by ½ if it hits.

Shadow Fire ⇢

Shadow · Special · 0 PP · 18 Power · 1 AC · Ranged

Burns on 18+. A shadowy fireball attack.

Shadow Force ⇢

Ghost · Physical · 4 PP · 18 Power · 1 AC · Contact

First turn: The user disappears. Next turn: The user appears next to a target and attacks. Bypasses and removes Protection on hit.

Shadow Half ⇢

Shadow · Status · 0 PP · 1 AC · Ranged - All in Zone

Exhausting. A shadowy aura’s energy cuts targets’ current HP in ½.

Shadow Hold ⇢

Shadow · Status · 0 PP · 5 AC · Ranged - Foes in Zone

Traps targets with a shadowy aura as long as the user remains in battle.

Shadow Mist ⇢

Shadow · Status · 0 PP · 1 AC · Ranged - Foes in Zone

A shadowy aura sharply cuts foes’ evasiveness.

Shadow Panic ⇢

Shadow · Status · 0 PP · 9 AC · Ranged - Foes in Zone

Sonic. A shadowy aura emanates to Confuse targets.

Shadow Punch ⇢

Ghost · Physical · 1 PP · 6 Power · Can’t miss AC · Contact

A punch from the shadows to wallop an unsuspecting target.

Shadow Rave ⇢

Shadow · Special · 0 PP · 16 Power · 1 AC · Ranged - Foes in Zone

A shadowy aura in the ground launches spikes through foes. If there is only one target, gets +16 Power.

Shadow Rush ⇢

Shadow · Physical · 0 PP · 24 Power · 1 AC · Contact

Recoil 1 Tick. Ignores Type; always 1× Effectiveness. Enters Hyper Mode instead of attacking on a roll of 13+. If in Hyper Mode, critical hit on 3+.

Shadow Shed ⇢

Shadow · Status · 0 PP · 1 AC · Field

A shadowy aura eliminates Reflect, Light Screen, Safe Guard, and Aurora Veil.

Shadow Sky ⇢

Shadow · Status · 0 PP · 1 AC · Field

Bursts of light rain from shadowy aura clouds, hurting all but Shadow Pokémon for 5 turns for 1 tick between Rounds. Damaging Shadow Moves get +10 damage, and Weather Ball is powered up and becomes Typeless.

Shadow Sneak ⇢

Ghost · Physical · 1 PP · 2 Power · 1 AC · Contact

Priority. The user’s shadow looms behind the target and smacks it.

Shadow Storm ⇢

Shadow · Special · 0 PP · 26 Power · 1 AC · Ranged - Foes in Zone

A shadowy aura whips up a vicious tornado.

Shadow Wave ⇢

Shadow · Special · 0 PP · 8 Power · 1 AC · Ranged - Foes in Zone

Shadowy aura waves are loosed to inflict damage. If there is only one target, gets +8 Power.

Sharpen ⇢

Normal · Status · 1 PP · Self

Boosts ATK by +5. Steepens angles to get spikier.

Shed Tail ⇢

Normal · Status · 6 PP · Self

The user puts 3 Ticks of their HP into a severed tail; if they don’t have that much HP to give, Shed Tail fails. They then switch out and the tail protects the switched-in combatant like the Move Substitute would.

Sheer Cold ⇢

Ice · Special · 6 PP · 15 AC · Ranged

Add the user’s level and subtract the target’s level from the attack roll. Ignore Evasion and Accuracy Rate. Faints the target by absolute zero exposure. Accuracy is 17 if used by a non Ice-Type, fails on Ice-Type targets.

Shell Side Arm ⇢

Poison · Special · 4 PP · 12 Power · 1 AC · Ranged

Poisons on 17+. Becomes a Contact Physical Move if it would do more damage (SATK − SDEF vs. ATK − DEF). A venom blaster that doubles as a club.

Shell Smash ⇢

Normal · Status · 3 PP · Self

Shatters armor to Boost ATK, SATK, and SPE by +10 each, and Drop DEF and SDEF by -5 each.

Shell Trap ⇢

Fire · Special · 3 PP · 24 Power · 1 AC · Ranged - Foes in Zone

Super-Priority. The trap immediately triggers the first time the user survives a Physical Move this round. Otherwise, the trap fails. If there is only one target, Shell Trap does +12 damage.

Shelter ⇢

Steel · Status · 3 PP · Self

Hardens the user’s skin like iron to Boost DEF by +10 and Evasion by +2.

Shift Gear ⇢

Steel · Status · 3 PP · Self

Boosts SPE by +10 and ATK by +5 from shifting into maximum overdrive.

Shock Wave ⇢

Electric · Special · 1 PP · 6 Power · Can’t miss AC · Ranged

A jolt of electricity so fast it can’t be avoided.

Shore Up ⇢

Ground · Status · 6 PP · Self

Gathers sand to Heal ½ Max HP. Heals 3 more Ticks in a Sandstorm.

Signal Beam ⇢

Bug · Special · 3 PP · 9 Power · 1 AC · Ranged

Confuses on 19+. A rapidly-flashing beam of insect communication.

Silk Trap ⇢

Bug · Status · 5 PP · Self

Super-Priority. Protects the user. If the prevented Move made Contact, Drop the attacker’s SPE by -5. Spun silk tangles would-be attackers.

Silver Wind ⇢

Bug · Special · 2 PP · 6 Power · 1 AC · Ranged

On 19+, Boosts all the user’s Stats by +5, even if it misses. A gross breeze that sometimes brings bug triumph.

Simple Beam ⇢

Normal · Status · 3 PP · 1 AC · Ranged

Change the target’s Ability of your choice to Simple until the target leaves battle. A brainwashing attack.

Sing ⇢

Normal · Status · 1 PP · 10 AC · Ranged

Sonic. The target falls Asleep. A soothing lullaby in a calming voice.

Sizzly Slide ⇢

Fire · Physical · 4 PP · 12 Power · 1 AC · Contact

Burns the target with a searing charge.

Sketch ⇢

Normal · Status · 0 PP · Can’t miss AC · Ranged

Permanently replace Sketch with the last Move the target used.

Skill Swap ⇢

Psychic · Status · 5 PP · Can’t miss AC · Ranged

The user swaps an Ability of their choice with a random Ability from the target. Either regains their original Ability upon leaving battle.

Skitter Smack ⇢

Bug · Physical · 1 PP · 8 Power · 3 AC · Contact

Drops the target’s SATK by -5. Weaponizes the user’s creepy and/or crawly nature to unnervingly approach with a creeping strike.

Skull Bash ⇢

Normal · Physical · 3 PP · 20 Power · 1 AC · Contact

This turn: The user tucks in their head, Boosting DEF by +5. Next turn: The user attacks with a rocket headbutt.

Sky Attack ⇢

Flying · Physical · 7 PP · 22 Power · 3 AC · Ranged

This turn: The user ascends. Next turn: Pierces from the sky. Flinches on 17+, is a Critical Hit on 18+.

Sky Drop ⇢

Flying · Physical · 1 PP · 6 Power · 1 AC · Contact

This turn: If Sky Drop successfully hits, the user carries the target into the air. The target cannot act until Sky Drop finishes.
Next turn: The user plummets the target into the ground, dealing Sky Drop’s damage. Does no damage to Flying-Types or targets with Levitate.

Sky Uppercut ⇢

Fighting · Physical · 1 PP · 11 Power · 3 AC · Contact

Can hit high-flying targets, like those using Bounce, Fly, or Sky Drop. A rising uppercut driven high into the air.

Slack Off ⇢

Normal · Status · 6 PP · Self

The user Heals half of their max HP by taking a quick breather.

Slam ⇢

Normal · Physical · 0 PP · 10 Power · 4 AC · Contact

An improved strike with leverage.

Slash ⇢

Normal · Physical · 2 PP · 8 Power · 1 AC · Contact

Critical Hit on 18+. A sundering slice with sharp edges.

Sleep Powder ⇢

Grass · Status · 2 PP · 6 AC · Ranged

The target falls Asleep. Soporific dust inhaled by the unwary. Grass-Types are immune to Sleep Powder.

Sleep Talk ⇢

Normal · Status · 0 PP · Self

If the user is asleep: choose 2 of the user’s Moves, then use a DC10 roll to see which one to use despite being Asleep.

Sludge ⇢

Poison · Special · 2 PP · 7 Power · 1 AC · Ranged

Poisons on 15+. Unsanitary goop douses the target.

Sludge Bomb ⇢

Poison · Special · 3 PP · 12 Power · 1 AC · Ranged

Poisons on 15+. Explodes into a serious health hazard.

Sludge Wave ⇢

Poison · Special · 4 PP · 7 Power · 1 AC · Ranged - Others In Zone

Poisons on 19+. Swamps the Zone with a poisonous tide. If there is only one target, Sludge Wave does +7 damage.

Smack Down ⇢

Rock · Physical · 0 PP · 4 Power · 1 AC · Ranged

The target falls to the earth and loses Ground Immunity until its next turn. Can hit users of Fly, Bounce, and Sky Drop during the first turn, canceling the second turn. Knocks ‘em right outta the sky.

Smart Strike ⇢

Steel · Physical · 1 PP · 8 Power · Can’t miss AC · Contact

Magnetizes the user’s horn(s) to seek the target.

Smelling Salts ⇢

Normal · Physical · 1 PP · 8 Power · 1 AC · Contact

If the target is Paralyzed, Smelling Salts does +8 damage and cures the target of Paralysis. Violently restores feeling to cramped muscles.

Smog ⇢

Poison · Special · 0 PP · 1 Power · 7 AC · Ranged

Poisons on 12+. Discharges foul gases.

Smokescreen ⇢

Normal · Status · 2 PP · Ranged

Drops Accuracy Rate by -2 with an inky cloud that obscures the target’s vision.

Snap Trap ⇢

Grass · Physical · 3 PP · 1 Power · 1 AC · Contact

Binds and Traps the target for 3 rounds, dealing 2 Ticks of HP Loss between rounds. Snares anything that moves.

Snarl ⇢

Dark · Special · 3 PP · 3 Power · 3 AC · Ranged - Foes in Zone

Sonic. Drops SATK by -5. An angry, ranting shout. If there is only one target, Snarl does +3 damage.

Snatch ⇢

Dark · Status · 2 PP · Ranged

Super-Priority. If the target uses a Self-Targeting Move this round, you gain the that Move’s benefits instead of the target. Thievery that knows no bounds.

Snipe Shot ⇢

Water · Special · 2 PP · 10 Power · 1 AC · Ranged

Ignores Abilities and Moves that would change its target. A perfect bullseye that accounts for everything.

Snore ⇢

Normal · Special · 0 PP · 4 Power · 1 AC · Ranged

Sonic. Flinches on 15+. Only usable when Asleep.

Snowscape ⇢

Ice · Status · 4 PP · Field

Summons a snowstorm for 5 rounds. (All Ice-Types get +10 DEF.)

Soak ⇢

Water · Status · 4 PP · 1 AC · Ranged

The target becomes Water-Type from a thorough drenching. (Resist Fire/Ice/Steel/Water, weak to Electric/Grass.)

Soft-Boiled ⇢

Normal · Status · 6 PP · Ranged

The user Heals half its max HP. Eggs are good for you.

Solar Beam ⇢

Grass · Special · 3 PP · 18 Power · 1 AC · Ranged

This turn: the user gathers sunlight. Next turn: fires an energy beam. In Harsh Sunlight, attacks on the first turn. In rain, gets -10 damage.

Solar Blade ⇢

Grass · Physical · 3 PP · 19 Power · 1 AC · Contact

This turn: the user gathers sunlight. Next turn: looses an energy sword. In Harsh Sunlight, attacks on the first turn. In rain, gets -10 damage.

Sonic Boom ⇢

Normal · Special · 0 PP · ★ Power · 3 AC · Ranged

Sonic. A steady shockwave makes the target lose 15 HP. (Ignore Stats and Weakness and Resistance, but not Immunity.)

Spacial Rend ⇢

Dragon · Special · 4 PP · 14 Power · 3 AC · Ranged

Critical Hit on 18+. Rips the fabric of spacetime and also the target.

Spark ⇢

Electric · Physical · 2 PP · 7 Power · 1 AC · Contact

Paralyzes on 15+. A tackle crackling with static electricity.

Sparkling Aria ⇢

Water · Special · 3 PP · 6 Power · 1 AC · Ranged - Others In Zone

Sonic. Cures targets of Burn. Bursts into song with many bubbles. If there is only one target, Sparkling Aria does +6 damage.

Sparkly Swirl ⇢

Fairy · Special · 4 PP · 12 Power · 1 AC · Ranged

A cyclone of scent overpowers the target and cures all Status Problem for allies and the user’s party.

Spectral Thief ⇢

Ghost · Physical · 4 PP · 12 Power · 1 AC · Contact

Hides in the target’s shadow to steal its Boosts, then attacks. Bypasses Substitute.

Speed Swap ⇢

Psychic · Status · 4 PP · Ranged

An odd power exchanges SPE with the target.

Spicy Extract ⇢

Grass · Status · 0 PP · Ranged

Emits pure capsaicin to Boost ATK by +10 and Drop DEF by -10.

Spider Web ⇢

Bug · Status · 2 PP · Can’t miss AC · Ranged

Bypasses Protection. The target is Trapped while the user stays in battle. A snare of sticky silk.

Spike Cannon ⇢

Normal · Physical · 1 PP · 6 Power · 1 AC · Ranged

Multi-strike. Marine thorns torpedo the target.

Spikes ⇢

Ground · Status · 4 PP · Field

Hazard. Foes that enter the Zone lose a Tick of HP for each time Spikes was used in the Zone.

Spiky Shield ⇢

Grass · Status · 6 PP · Self

Super-Priority. Thorny armor protects the user until the next round. Moves that make contact cause the attacker to lose 2 Ticks.

Spin Out ⇢

Steel · Physical · 3 PP · 14 Power · 1 AC · Contact

Strains legs to spin furiously, Dropping the user’s SPE by -10.

Spirit Break ⇢

Fairy · Physical · 3 PP · 9 Power · 1 AC · Contact

Drops the target’s SATK by -5. An ogrish blow hits so hard nobody wants to continue.

Spirit Shackle ⇢

Ghost · Physical · 3 PP · 10 Power · 1 AC · Ranged

Stitches the target’s shadow to the ground, Trapping it.

Spit Up ⇢

Normal · Special · 2 PP · ★ Power · 1 AC · Ranged

For each Stockpile the user has, Spit Up does +10 damage.
Afterward, the user’s Stockpiles are set to 0.

Spite ⇢

Ghost · Status · 3 PP · 1 AC · Ranged

The last Move the target used has its PP cost doubled.

Splash ⇢

Normal · Status · 0 PP · Self

The user hops around pathetically.

Splishy Splash ⇢

Water · Special · 3 PP · 12 Power · 1 AC · Ranged

Paralyzes on 15+. An electric wave washing over the front.

Spore ⇢

Grass · Status · 4 PP · Ranged

The target falls Asleep, unless it’s Grass-Type. Mushroom dust causes certain slumber.

Spotlight ⇢

Normal · Status · 3 PP · Ranged

Super-Priority. Shines a spotlight to attract the target’s foes’ attacks this round.

Springtide Storm ⇢

Fairy · Special · 3 PP · 7 Power · 4 AC · Ranged - Foes in Zone

On 15+, Drops that target’s ATK by -5. Summons a tempest brimming with love and hate. If there is only one target, Springtide Storm gains +7 Power.

Stealth Rock ⇢

Rock · Status · 4 PP · Field

Hazard. Foes entering battle lose 2 Ticks of HP. (Apply Weakness/Resistance, but not stats.)

Steam Eruption ⇢

Water · Special · 4 PP · 16 Power · 1 AC · Ranged

Burns on 15+. Douses the target with superheated steam.

Steamroller ⇢

Bug · Physical · 2 PP · 7 Power · 1 AC · Contact

Flinches on 15+. Curls up and flattens the target.

Steel Beam ⇢

Steel · Special · 4 PP · 22 Power · 1 AC · Ranged

The user loses 50% of their HP. (This isn’t Recoil.) Fires built-up metal in a single shot.

Steel Roller ⇢

Steel · Physical · 3 PP · 20 Power · 1 AC · Contact

Destroys all Terrain in the user’s Zone; fails if used without Terrain. Wrecks the field, then wrecks with the field.

Steel Wing ⇢

Steel · Physical · 2 PP · 8 Power · 3 AC · Contact

On 15+, Boosts the user’s DEF by +5, even if Steel Wing misses. Stiff wings clatter against the target.

Sticky Web ⇢

Bug · Status · 4 PP · Field

Hazard. Foes that enter the Zone have their SPE Drop by -5.

Stockpile ⇢

Normal · Status · 2 PP · Self

The user gains 1 Stockpile, to a maximum of 3. Each Stockpile Boosts DEF and SDEF by +5 each. You don’t want to know how this works.

Stoke ⇢

Fire · Status · 2 PP · Self

Hot blooded enthusiasm suddenly fuels the user, Boosting SATK and SPE by +5 each.

Stomp ⇢

Normal · Physical · 2 PP · 7 Power · 1 AC · Contact

Flinches on 15+. Brings a big foot down on the target.

Stomping Tantrum ⇢

Ground · Physical · 3 PP · 9 Power · 1 AC · Contact

If the user’s previous Move failed, missed, was stopped by a status problem, or had no effect on all its targets, Stomping Tantrum gets +10 Power. (But not if the targets Protected themselves.)

Stone Axe ⇢

Rock · Physical · 2 PP · 7 Power · 2 AC · Contact

Swings axes that splinter into a Stealth Rock hazard.

Stone Edge ⇢

Rock · Physical · 3 PP · 14 Power · 5 AC · Ranged

Critical Hit on 17+. Stabs the target with rock-hard points.

Stored Power ⇢

Psychic · Special · 1 PP · 1 Power · 1 AC · Ranged

For every +1 Boost the user has, add +1 to Stored Power’s damage.

Storm Throw ⇢

Fighting · Physical · 3 PP · 6 Power · 1 AC · Contact

Always a Critical Hit. A throw that has trounced foes for centuries.

Strange Steam ⇢

Fairy · Special · 3 PP · 12 Power · 3 AC · Ranged

Confuses on 17+. A scalding relaxing steam makes foes forget their reason to fight.

Stratagem ⇢

Rock · Special · 0 PP · 4 Power · Can't Miss AC · Ranged

Shines a crystal trick on unsuspecting opponents.

Strength ⇢

Normal · Physical · 2 PP · 10 Power · 1 AC · Contact

The user can heave objects tirelessly. Doubles as a fierce slugging.

Strength Sap ⇢

Grass · Status · 6 PP · 1 AC · Ranged

Saps vitality, Healing the user by the amount of the target’s ATK. Then the target’s ATK Drops by -5.

String Shot ⇢

Bug · Status · 3 PP · 3 AC · Ranged - Foes in Zone

Fires sticky silk thread to Drop the SPE of targets by -10.

Struggle ⇢

· Physical · 0 PP · 4 Power · Can’t miss AC · Contact

Ignores Effectiveness, and the user loses 3 Ticks of HP. Better than nothing.

Struggle Bug ⇢

Bug · Special · 3 PP · 3 Power · 1 AC · Ranged - Foes in Zone

Drops SATK by -5. Weaponizes the inherent grossness of insects.

Stuff Cheeks ⇢

Normal · Status · 3 PP · Self

If the user holds a Berry, they eat it and Boost their DEF by +10, even if an effect prevents them from eating normally. If it’s time to eat, it’s time.

Stun Spore ⇢

Grass · Status · 2 PP · 6 AC · Ranged

The target is Paralyzed. Grass-Types are immune to Stun Spore. Numbing dust inhaled by the unwary.

Submission ⇢

Fighting · Physical · 0 PP · 10 Power · 5 AC · Contact

Recoil ¼. A dangerous but flashy technique.

Substitute ⇢

Normal · Status · 5 PP · Self

The user puts 3 Ticks of their HP into a substitute; if they don’t have that much HP to give, Substitute fails. The substitute is targeted instead of the user as long as it has HP, has the user’s Types and Stats, is immune to Status Problems and Status Moves, but is bypassed by Sonic Moves. Excess damage from Multi-Strike Moves carry over to the user.

Sucker Punch ⇢

Dark · Physical · 3 PP · 8 Power · 1 AC · Contact

Priority. If the target didn’t choose a damaging Move this round, Sucker Punch fails. If they’re coming for you, you know where they’re going.

Sunny Day ⇢

Fire · Status · 4 PP · Field

The weather becomes Harsh Sunlight for 5 rounds. (Fire Moves do +10 damage, and Water Moves have their damage reduced by -10.)

Sunsteel Strike ⇢

Steel · Physical · 4 PP · 14 Power · 1 AC · Contact

A meteor-impact tacke that ignores targets’ Abilities while attacking.

Super Fang ⇢

Normal · Physical · 2 PP · ★ Power · 3 AC · Contact

The target loses ½ of its current HP from sharp incisors that can bisect anything.

Superpower ⇢

Fighting · Physical · 4 PP · 18 Power · 1 AC · Contact

Drops the user’s ATK and DEF by -5 each. A strength that seems to come with dullness.

Supersonic ⇢

Normal · Status · 1 PP · 10 AC · Ranged

Sonic. The target is Confused. An inaudible pitch messes with the inner ear.

Surf ⇢

Water · Special · 3 PP · 6 Power · 1 AC · Ranged - Others In Zone

Soaks the Zone with a swell of water. If there is only one target, Surf gains +12 Power.

The user can swim across the water’s surface without tiring.

Surging Strikes ⇢

Water · Physical · 4 PP · 1 Power · 1 AC · Contact

Always a Critical Hit. Hits 3 times. Only add STAB and ATK for the first hit, and the target only subracts DEF for the first hit. A neverending waterfall of hits.

Swagger ⇢

Normal · Status · 3 PP · 4 AC · Ranged

Confuses the target, and Boosts their ATK by +10. They want to teach you a lesson real bad.

Swallow ⇢

Normal · Status · 3 PP · Self

The user heals damage according to its Stockpile count.
0: Nothing.
1: Heals ¼ of its full HP
2: Heals ½ of its full HP
3: Heals to full HP
Afterward, the user’s Stockpiles are set to 0.

Sweet Kiss ⇢

Fairy · Status · 2 PP · 6 AC · Ranged

The target is Confused by an innocent show of affection.

Sweet Scent ⇢

Normal · Status · 2 PP · 1 AC · Ranged - Foes in Zone

An intriguing smell Drops Evasion by -2.

Can also be used outside of battle like the Honey Item.

Swift ⇢

Normal · Special · 2 PP · 3 Power · Can’t miss AC · Ranged - Foes in Zone

Star-shaped rays pummel foes faster than they can react. If there is only one target, Swift does +3 damage.

Switcheroo ⇢

Dark · Status · 4 PP · 1 AC · Ranged

The user and the target exchange held items. Thanks, pal!

Swords Dance ⇢

Normal · Status · 2 PP · Self

Boosts ATK by +10. A frenetic dance that heightens aggression.

Synchronoise ⇢

Psychic · Special · 2 PP · 9 Power · 1 AC · Ranged - Others In Zone

A strong wave that only damages targets that share any Type with the user. If there is only one target damaged, Synchronoise does +10 damage.

Synthesis ⇢

Grass · Status · 6 PP · Self

Synthesis heals different amounts depending on the Weather:

Clear weather: 5 Ticks
Harsh Sunlight: 8 Ticks
Other: 3 Ticks

Tackle ⇢

Normal · Physical · 0 PP · 2 Power · 1 AC · Contact

An unskilled charging attack.

Tail Glow ⇢

Bug · Status · 3 PP · Self

Boosts SATK by +15. The user’s butt blinks like a firefly’s.

Tail Slap ⇢

Normal · Physical · 2 PP · 6 Power · 4 AC · Contact

Multi-strike. The user’s tail sweeps up the ground and the opponent.

Tail Whip ⇢

Normal · Status · 2 PP · 1 AC · Ranged - Foes in Zone

Drops DEF by -5. A friendly wagging tail drops a lot of guards.

Tailwind ⇢

Flying · Status · 4 PP · Allies

For 4 rounds, double your party’s SPE. (Tailwind doesn’t stack.)

Take Down ⇢

Normal · Physical · 0 PP · 12 Power · 4 AC · Contact

Recoil ¼. A dangerous full-body charge.

Take Heart ⇢

Psychic · Status · 2 PP · Self

Boosts SATK and SDEF by +5 each, and cures Poison, Burn, and Paralysis. Lifts spirits with a brave impulse.

Tar Shot ⇢

Rock · Status · 2 PP · 1 AC · Ranged

Drops SPE by -10 and gives +1 Effectiveness to incoming Fire damage with a dollop of sticky tar.

Taunt ⇢

Dark · Status · 3 PP · 1 AC · Ranged

An enraging jeer stops the target from using Status Moves for their next 3 rounds.

Tearful Look ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

Bypasses Protection. Drops ATK and SATK by -5. Teary eyes lower the target’s aggression.

Teatime ⇢

Normal · Status · 3 PP · Can't miss AC · Field

Bypasses Protection. All characters eat one of their held Berries, even if an effect prevents them from eating normally. An invitation nobody’s rude enough to decline.

Techno Blast ⇢

Normal · Special · 4 PP · 18 Power · 1 AC · Ranged

Techno Blast’s Type matches a held Drive. A laser of unknown properties.

Teeter Dance ⇢

Normal · Status · 4 PP · 1 AC · Ranged - Others In Zone

Confuses the targets. A wobbly dance that makes you dizzy just watching it.

Telekinesis ⇢

Psychic · Status · 3 PP · Can’t miss AC · Ranged

For 3 rounds, the target gains the Levitate Ability and all Moves targeting them (except for OHKO Moves) Can’t Miss. Hoists the target aloft with psychokinesis.

Teleport ⇢

Psychic · Status · 1 PP · Self

Delayed. The user flees or switches out, and foes can’t make a SPE check to chase them. Choose the replacement on your Pokémon’s turn.

Tera Blast ⇢

Normal · Special · 3 PP · 10 Power · 1 AC · Ranged

If the user has Terastallized, Tera Blast’s Type matches their Type and becomes Physical or Special depending on the higher of the user’s ATK or SATK.

Terrain Pulse ⇢

Normal · Special · 1 PP · 4 Power · 1 AC · Ranged

If the user stands on a special Terrain, does +10 damage and changes Type:
• Electric Terrain: Electric-Type
• Grassy Terrain: Grass-Type
• Misty Terrain: Fairy-Type
• Psychic Terrain: Psychic-Type

Thief ⇢

Dark · Physical · 3 PP · 6 Power · 1 AC · Contact

Steals the target’s held item if the user can hold it. A despicable mugging.

Thousand Arrows ⇢

Ground · Physical · 4 PP · 6 Power · 1 AC · Ranged - Foes in Zone

Ignores Ground Immunity, and damaged targets fall to the earth. Zygarde’s cells launch into the sky. If there is only one target, Thousand Arrows does +6 damage.

Thousand Waves ⇢

Ground · Physical · 4 PP · 6 Power · 1 AC · Ranged - Foes in Zone

Damaged targets are Trapped. Zygarde’s cells overwhelm foes along the ground. If there is only one target, Thousand Waves does +6 damage.

Thrash ⇢

Normal · Physical · 4 PP · 18 Power · 1 AC · Contact - Random Foe

Used for the next 2 turns, then Confuses the user. A wild flurry of blows.

Throat Chop ⇢

Dark · Physical · 3 PP · 10 Power · 1 AC · Contact

The target can’t use any Sonic Moves for their next 2 turns. Attacks the windpipe with a sharp thrust.

Thunder ⇢

Electric · Special · 3 PP · 16 Power · 7 AC · Ranged

Paralyzes on 15+. If Sunny, Accuracy Check is 16. If Rainy, can’t miss. Hits high-flying targets, like those using Bounce, Fly, or Sky Drop. A towering lightning bolt.

Thunder Cage ⇢

Electric · Special · 5 PP · 10 Power · 3 AC · Ranged

Binds and Traps the target for 3 rounds with an electric prison, dealing 2 Ticks of HP Loss between rounds.

Thunder Fang ⇢

Electric · Physical · 3 PP · 7 Power · 3 AC · Contact

Paralyzes on 18, Flinches on 19. On 20, Paralyzes and Flinches. Chomps while breathing electricity.

Thunder Punch ⇢

Electric · Physical · 3 PP · 9 Power · 1 AC · Contact

Paralyzes on 19+. A high-voltage fist.

Thunder Shock ⇢

Electric · Special · 0 PP · 2 Power · 1 AC · Ranged

Paralyzes on 17+. A minor jolt of electricity.

Thunder Wave ⇢

Electric · Status · 3 PP · 3 AC · Ranged

Paralyzes the target, unless they’re immune to Electric. Disrupts the target’s muscles.

Thunderbolt ⇢

Electric · Special · 3 PP · 12 Power · 1 AC · Ranged

Paralyzes on 19+. A 100,000-Volt shock.

Thunderous Kick ⇢

Fighting · Physical · 3 PP · 12 Power · 1 AC · Contact

Drops DEF by -5. A kick so lightning-fast there’s not even a chance to defend.

Tickle ⇢

Normal · Status · 2 PP · 1 AC · Ranged

Drops ATK and DEF by -5 each. It’s hard to fight while laughing.

Tidy Up ⇢

Normal · Status · 3 PP · Self

Cleans up Spikes, Toxic Spikes, Stealth Rock, Sticky Web, and Substitute for both allies and foes, then Boosts the user’s ATK and SPE by +5 each.

Topsy-Turvy ⇢

Dark · Status · 3 PP · Can’t miss AC · Ranged

Invert the target’s Boosts and Drops. (+1 becomes -1, -5 becomes +5, etc. Doesn’t count as a Boost/Drop for other Moves and Abilities.)

Torch Song ⇢

Fire · Special · 5 PP · 10 Power · 1 AC · Ranged

Sonic. Blows raging flames as if singing, Boosting the user’s SATK by +5.

Torment ⇢

Dark · Status · 3 PP · 1 AC · Ranged

Accusing them of stale moves, the target can’t choose the same Move twice in a row until it leaves battle. (Moves like Rollout or Thrash repeat as usual. If targets have no valid choices, they Struggle.)

Toxic ⇢

Poison · Status · 3 PP · 3 AC · Ranged

The target is Badly Poisoned. If the user is Poison-Type, Toxic can’t miss. An ancient, deadly technique.

Toxic Spikes ⇢

Poison · Status · 4 PP · Zone

Hazard. Grounded foes that enter the Zone become Poisoned. If Toxic Spikes was used twice on the same Zone, Badly Poison instead. Grounded Poison-Type foes destroy the spikes when they touch them.

Toxic Thread ⇢

Poison · Status · 4 PP · 1 AC · Ranged

Poisons the target and Drops their SPE by -5. Venomous spiderwebbing.

Trailblaze ⇢

Grass · Physical · 1 PP · 4 Power · 1 AC · Contact

Attacks suddenly as if leaping out from tall grass with nimble footwork that Boosts the user’s SPE by +5.

Transform ⇢

Normal · Status · 0 PP · Can’t miss AC · Self

The user copies a combatant in Zone of their choice for the rest of the battle: copy Types, Moves, Starting Ability, Skills, Stats, Boosts, and Drops, but not the Level 5 Ability, HP, or PP.

Tri Attack ⇢

Normal · Special · 3 PP · 10 Power · 1 AC · Ranged

On 18+, roll d3: the target becomes 1) Paralyzed, 2) Burnt, or 3) Frozen. A 3-pronged assault.

Trick ⇢

Psychic · Status · 3 PP · 1 AC · Ranged

Switch the target’s Held Item with the user’s Held Item. If either doesn’t have one, they still get the other’s item.

Trick Room ⇢

Psychic · Status · 4 PP · Field

Delayed. For 5 rounds, turn order is reversed: characters instead go from lowest SPE to highest.

Trick-or-Treat ⇢

Ghost · Status · 3 PP · 1 AC · Ranged

The target becomes Ghost-Type in addition to its other Types for 5 rounds. Everyone likes a good scare on Halloween. (Resists Bug/Poison, weak to Ghost/Dark, immune to Normal/Fighting and Trapped.)

Triple Arrows ⇢

Fighting · Physical · 3 PP · 4 Power · 1 AC · Contact

Flinches on 17+. Boosts user’s Critical Rate by +3 (does not stack). Drops the target’s DEF by -5. An crescent kick followed by three arrows.

Triple Axel ⇢

Ice · Physical · 3 PP · ★ Power · 3 AC · Contact

Makes 3 attacks. Only add STAB and ATK to the first hit, and the target only subracts DEF for the first hit.

  1. Power 8
  2. Power 12
  3. Power 16

Triple Dive ⇢

Water · Physical · 0 PP · 2 Power · 2 AC · Contact

Hits 3 times. A perfectly-timed triple plunge splashes the target.

Triple Kick ⇢

Fighting · Physical · 0 PP · ★ Power · 3 AC · Contact

Makes 3 attacks. Only add STAB and ATK to the first hit, and the target only subracts DEF for the first hit.

  1. Power 4
  2. Power 8
  3. Power 12

Trop Kick ⇢

Grass · Physical · 2 PP · 8 Power · 1 AC · Contact

Drops ATK by -5. An intense kick like a falling coconut.

Trump Card ⇢

Normal · Special · 1 PP · 4 Power · Can’t miss AC · Contact

Trump Card does +2 damage for each 1 PP the user has spent since the battle started.

Twin Beam ⇢

Psychic · Special · 1 PP · 2 Power · 1 AC · Ranged

Double Strike. Shoots mystical beams from the eyes.

Twineedle ⇢

Bug · Physical · 2 PP · 1 Power · 2 AC · Ranged

Double Strike. Poisons on 13+. A one-two combo of venomous stingers.

Twister ⇢

Dragon · Special · 3 PP · 2 Power · 1 AC · Ranged - Foes in Zone

Flinches on 18+. Can hit high-flying targets (usually foes using Bounce, Fly, or Sky Drop) with +10 damage. A dervish that moves like an angry wyrm.

U-Turn ⇢

Bug · Physical · 3 PP · 8 Power · 1 AC · Contact

If this move deals damage, the user then switches out, even if Trapped. A momentum-shifting aerial somersault like a darting dragonfly.

Uproar ⇢

Normal · Special · 3 PP · 12 Power · 1 AC · Ranged

Sonic. Used for the next 2 turns. Characters in Zone can’t sleep during Uproar, even if it misses. An insufferable racket.

V-Create ⇢

Fire · Physical · 7 PP · 30 Power · 1 AC · Contact

Drops the user’s DEF, SDEF, and SPE by -5 each. With a hot flame on its forehead, the user hurls itself at the target.

Vacuum Wave ⇢

Fighting · Special · 1 PP · 2 Power · 1 AC · Ranged

Priority. The user whirls their arms, firing a low-pressure wave.

Veevee Volley ⇢

Normal · Physical · 2 PP · 4 Power · Can't Miss AC · Contact

If the user was fed Poffins today, gets +15 damage. Repays the trainer’s friendship in kind.

Venom Drench ⇢

Poison · Status · 2 PP · Can’t miss AC · Ranged - Foes in Zone

Drops ATK, SATK, and SPE of Poisoned targets by -5 each. Douses targets in a poison-reactive substance.

Venoshock ⇢

Poison · Special · 2 PP · 7 Power · 1 AC · Ranged

If the target is Poisoned, Venoshock gets +7 extra damage. A liquid that turns corrosive when combined with toxins.

Victory Dance ⇢

Fighting · Status · 3 PP · Self

Boosts ATK by +10 and DEF by +5. A dance to usher triumph.

Vine Whip ⇢

Grass · Physical · 0 PP · 3 Power · 1 AC · Contact

Slender vines lash the target.

Vise Grip ⇢

Normal · Physical · 1 PP · 5 Power · 1 AC · Contact

Pincers grip and squeeze the target.

Vital Throw ⇢

Fighting · Physical · 1 PP · 8 Power · Can’t miss AC · Contact

Delayed. Waits for the foe’s move in order to strike true.

Volt Switch ⇢

Electric · Special · 3 PP · 8 Power · 1 AC · Ranged

If this move deals damage, the user then switches out, even if Trapped. Magnetic repulsion blasts the target and the user backwards.

Volt Tackle ⇢

Electric · Physical · 4 PP · 18 Power · 1 AC · Contact

Recoil ⅓. Paralyzes on 19+. Bounces around recklessly inside a ball of electricity.

Wake-Up Slap ⇢

Fighting · Physical · 1 PP · 8 Power · 1 AC · Contact

If the target is Asleep, Wake-Up Slap does +8 damage and the target wakes up. The rudest awakening.

Water Gun ⇢

Water · Special · 0 PP · 2 Power · 1 AC · Ranged

Pelts the target with a stream of water.

Water Pledge ⇢

Water · Special · 3 PP · 12 Power · 1 AC · Ranged - Field

If an ally orders a different Pledge Move before Water Pledge, instead Water Pledge attacks, does +10 damage, and for 4 rounds has an effect depending on the other Pledge:

Water Pulse ⇢

Water · Special · 2 PP · 6 Power · 1 AC · Ranged

Confuses on 17+. Ultrasonic reverberations through a ripple shockwave.

Water Shuriken ⇢

Water · Special · 5 PP · 6 Power · 1 AC · Ranged

Multi-strike. Priority. Rapidly tosses throwing stars made of spit.

Water Sport ⇢

Water · Status · 0 PP · Field

Characters in the Zone Resist Fire an extra step for 5 rounds. Splashes water on everything nearby.

Water Spout ⇢

Water · Special · 5 PP · 12 Power · 1 AC · Ranged - Foes in Zone

For each Tick of HP the user has lost, Water Spout’s damage is reduced by -1. A furious exhalation of water. If there is only one target, Water Spout gets +12 extra damage.

Waterfall ⇢

Water · Physical · 3 PP · 10 Power · 1 AC · Contact

Flinches on 17+. A swimming stroke with the power of rapids.

The user can scale waterfalls without breaking a sweat.

Wave Crash ⇢

Water · Physical · 4 PP · 18 Power · 1 AC · Contact

Recoil ⅓. Surges into the target, scouring both combatants.

Weather Ball ⇢

Normal · Special · 1 PP · 5 Power · 1 AC · Ranged

In weather, does +15 damage and changes Type:

Whirlpool ⇢

Water · Special · 3 PP · 1 Power · 4 AC · Ranged

Binds and Traps the target for 3 rounds in a swirling whirlpool, dealing 2 Ticks of HP Loss between rounds.

The user can navigate dangerous currents and tricky flows with ease.

Whirlwind ⇢

Normal · Status · 3 PP · Can’t miss AC · Ranged

Bypasses Protection. Delayed. Blows lower-level wild targets out of the fight, and forces trained targets into switching with a random party member.

Wicked Blow ⇢

Dark · Physical · 4 PP · 10 Power · 1 AC · Contact

Always a Critical Hit. A single punch that goes right for the heart.

Wicked Torque ⇢

Dark · Physical · 3 PP · 10 Power · 1 AC · Contact

Puts to Sleep on 19+. An axle of evil accelerates into the target.

Wide Guard ⇢

Rock · Status · 5 PP · Allies in Zone & Self

Super-Priority. Protects the user and their allies from Moves that target more than one of them. Can be used in consecutive rounds.

Wild Charge ⇢

Electric · Physical · 1 PP · 12 Power · 1 AC · Contact

Recoil ¼. The user shrouds themselves in electricity and smashes into the target.

Wildbolt Storm ⇢

Electric · Special · 3 PP · 14 Power · 4 AC · Ranged - Foes in Zone

Paralyzes on 15+. If Rainy, can’t miss. Summons a thundering supercell of lightning and wind.

Will-O-Wisp ⇢

Fire · Status · 2 PP · 4 AC · Ranged

Burns the target with a dancing mote of flame.

Wing Attack ⇢

Flying · Physical · 1 PP · 6 Power · 1 AC · Contact

Swats the target with a wing. You knew that.

Wish ⇢

Normal · Status · 6 PP · Self

At the end of the user’s next turn, the target heals half the user’s max HP. If the user switches out next turn, the replacement becomes the new target.

Withdraw ⇢

Water · Status · 1 PP · Self

Boosts DEF by +5. The user hides in their tough shell.

Wonder Room ⇢

Psychic · Status · 4 PP · Field

For the next 5 rounds, each character switches their base DEF with their base SDEF. (Boosts/Drops remain where they were.)

Wood Hammer ⇢

Grass · Physical · 3 PP · 18 Power · 1 AC · Contact

Recoil ⅓. Slams the target like falling timber.

Work Up ⇢

Normal · Status · 2 PP · Self

A rousing cheer fills the user with fight energy, Boosting ATK and SATK by +5 each.

Worry Seed ⇢

Grass · Status · 3 PP · 1 AC · Ranged

Replaces a random Ability with Insomnia. Now they’ll get to the root of the problem.

Wrap ⇢

Normal · Physical · 3 PP · 1 Power · 3 AC · Contact

Binds and Traps the target for 3 rounds with a long body, vines, tentacles, or similar, dealing 2 Ticks of HP Loss between rounds.

Wring Out ⇢

Normal · Special · 4 PP · 18 Power · 1 AC · Contact

For every Tick the target has lost, Wring Out gets -2 Power. Hurts less if you go limp.

X-Scissor ⇢

Bug · Physical · 2 PP · 10 Power · 1 AC · Contact

Savage swipes that could end a mantis marriage.

Yawn ⇢

Normal · Status · 2 PP · Can’t miss AC · Ranged

A contagious yawn makes the target fall Asleep at the end of its next turn.

Zap Cannon ⇢

Electric · Special · 5 PP · 18 Power · 11 AC · Ranged

Paralyzes the target. An electromagnetic blast that can barely be aimed.

Zen Headbutt ⇢

Psychic · Physical · 3 PP · 10 Power · 3 AC · Contact

Flinches on 15+. Violent thoughts make headbutts hurt harder.

Zing Zap ⇢

Electric · Physical · 3 PP · 10 Power · 1 AC · Contact

Flinches on 14+. A prickly electric blast crashes down on the target.

Zippy Zap ⇢

Electric · Physical · 3 PP · 4 Power · 1 AC · Contact

Priority. Always a Critical Hit. A jolt so shockingly prickly it’s indescribable.

Tachyon Cutter ⇢

Steel · Special · PP · 4 Power · Can't miss AC · Ranged

Double Strike. Launches twin particle blades that defy modern science.

Mighty Cleave ⇢

Rock · Physical · PP · 13 Power · 1 AC · Contact

Bypasses Protection. Wields light accumulated atop the user’s head into a powerful edge.

Upper Hand ⇢

Fighting · Physical · PP · 7 Power · 1 AC · Contact

Super-Priority. Flinches the target. Fails if the target didn’t choose a Priority Move this round. Reacts to movement with a palm heel strike.

Psychic Noise ⇢

Psychic · Special · PP · 9 Power · 1 AC · Ranged

Sonic. For 2 turns, the target can’t heal HP and their Moves that Heal or Drain are disabled. Unpleasant sound waves that ring through the mind.

Alluring Voice ⇢

Fairy · Special · 3 PP · 10 Power · 1 AC · Ranged

Sonic. An angelic voice that Confuses targets who Boosted their Stats this Round.

Dragon Cheer ⇢

Dragon · Status · PP · Allies in Zone

A draconic yell raises morale, Boosting targets’ Critical Rate by +3. If a target is Dragon-Type, Boost their Critical Rate by +6 instead.

Temper Flare ⇢

Fire · Physical · 3 PP · 9 Power · 1 AC · Contact

If the user’s previous Move failed, missed, was stopped by a status problem, or had no effect on all its targets, Temper Flare gets +10 Power. (But not if the targets Protected themselves.)

Hard Press ⇢

Steel · Physical · 3 PP · 14 Power · 1 AC · Contact

Squeezes between unyielding surfaces. For every Tick of HP the target has lost, Hard Press gets -1 Power. Between a hard place and a hard place.

Supercell Slam ⇢

Electric · Physical · 2 PP · 14 Power · 1 AC · Contact

If Supercell Slam misses or the target is Immune to Electric, the user loses 5 Ticks. An electrified dive that drops like thunder.

Syrup Bomb ⇢

Grass · Special · PP · 6 Power · 3 AC · Ranged

A sticky explosion of candy syrup coats the target, Dropping their SPE between the next 3 Rounds.

Fickle Beam ⇢

Dragon · Special · PP · 10 Power · 1 AC · Ranged

A moody laser. Roll an additional d20: on 14+, all the user’s heads unite to go all out and this Move gets +16 Power.

Thunderclap ⇢

Electric · Special · 3 PP · 8 Power · 1 AC · Ranged

Priority. If the target didn’t choose a damaging Move this round, Thunderclap fails.

Burning Bulwark ⇢

Fire · Status · 7 PP · Self

Super-Priority. Protects the user from non-Status Moves and Burns attackers who make contact. Intense heat warps the very air.

Blood Moon ⇢

Normal · Special · 5 PP · 22 Power · 1 AC · Ranged

Looses The full brunt of the user’s spirit from a full moon shining blood-red. This Move can’t be used twice in a row.

Matcha Gotcha ⇢

Grass · Special · PP · 10 Power · 2 AC · Ranged - Foes in Zone

Burns on 16+. A cannonade of stirred-up tea that Drains half the damage dealt.

Ivy Cudgel ⇢

Grass · Physical · PP · 14 Power · 1 AC · Ranged

Critical Hit on 18+. Bludgeons with an ivy-wrapped club. If used by Ogerpon, this Move’s Type changes to match the mask it wears.

Malignant Chain ⇢

Poison · Special · PP · 14 Power · 1 AC · Ranged

Badly Poisons on 10+. A corrosive rope snares and pours toxins into the target.

Tera Starstorm ⇢

Normal · Special · PP · 22 Power · 1 AC · Ranged

Bombards with crystal power. If used by Stellar Form Terapagos, this Move targets all Foes in Zone and if the user’s ATK is higher than its SATK, this Move becomes Physical.