Dark
Name Freq AC Damage Range Special Effect Contest
Assurance Battle 2 2d8+6 A.png Melee, 1 Target If Assurance’s target has already been damaged by a Move or Arms Feature on the same round Assurance is being used, use 4d12+16 for Assurance’s Damage Dice Roll. Beauty - 2d4 - Final Appeal
Beat Up Battle 2 1d12+X A.png Melee, 1 Target, Scatter Beat Up can hit up to X time. X is the amount of pokemon on the user’s roster including the user, up to a maximum of 6. Once the user misses, they cannot attempt to make another Beat Up attack on that turn. You may choose any Pokemon’s Attack stat, from your roster, to calculate damage instead of using the user’s Attack stat. Smart - 2d4 - Reliable
Bite At-Will 2 2d10+8 A.png Melee, 1 Target Bite Flinches the target on 15-20 during Accuracy Check. Tough - 3d4 - No Effect
Crunch EOT 2 3d10+12 A.png Melee, 1 Target Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. Tough - 2d4 - Round Starter
Dark Pulse EOT 2 3d10+12 S.png Ranged (3), No Target, Burst Dark Pulse creates a 3-meter Burst. Dark Pulse Flinches all Legal Targets on 17-20 during Accuracy Check. *Grants: Aura Cool - 2d4 - Round Starter
Dark Void Battle 4 - N.png Ranged (10), No Target, Burst Dark Void creates a 10-meter Burst. All Legal Targets fall Asleep. Smart - 2d4 - Excitement
Embargo Battle 2 - N.png Ranged (6), 1 Target If the target has a held item, they cannot use it for the remainder of the encounter. Cute - 2d4 - Hold That Thought
Faint Attack EOT - 2d10+8 A.png Melee, 1 Target Faint Attack cannot miss. Smart - 2d4 - Round Ender
Fake Tears EOT 2 - N.png Ranged (10), 1 Target Lower the target’s Special Defense 2 Combat Stages. Smart - 2d4 - Excitement
Flatter EOT 2 - N.png Ranged (8), 1 Target Flatter Confuses the target and raises the target’s Special Attack 1 Combat Stage. Smart - 2d4 - Excitement
Fling Battle 2 2d12+5 A.png Ranged (12), 1 Target The user may throw its held item when using Fling, changing its Damage Dice Roll. If a berry is thrown, the target receives the berry’s benefits as if the target, instead of taking any damage, consuming the berry. If an item that causes an effect is thrown, the item’s effect is activated. If any other item is thrown the user deals an additional 2d6 during Damage Dice Roll. All berries or other consumable held items are destroyed when used with Fling. Items that are not destroyed by Fling may be retrieved after an encounter. Tough - 1d4 - Catching Up
Foul Play Battle 2 4d12+16 A.png Melee, 1 Target The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Attack stat. Smart - 3d4 - No Effect
Hone Claws EOT - - N.png Self, No Target Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit. Cool - None - Get Ready!
Knock Off EOT 6 1d6+3 A.png Melee, 1 Target If the target has a held item, the target drops it and the item cannot be picked up or held for the remainder of combat. Smart - 3d4 - No Effect
Memento Battle - - N.png Ranged (15), 1 Target The user’s HP is set to 0. The user does not need a line of sight to the target. Momento cannot be used if the user is at or below 0 HP. Each of the target’s stats are lowered 2 Combat Stages. Tough - None - Big Show
Nasty Plot EOT - - N.png Self, No Target Raise the user’s Special Attack 2 Combat Stages. Cute - None - Get Ready!
Night Daze Battle 2 3d12+14 S.png Ranged (10), 1 Target The Target must roll +1 during Accuracy Checks for the remainder of the encounter on 13-20 during Accuracy Check. Tough - 2d4 - Unsettling
Night Slash EOT 2 3d8+10 A.png Melee, 1 Target, Pass Night Slash is a Critical Hit on 18-20 during Accuracy Check. Cool - 3d4 - No Effect
Payback Battle 2 2d8+6 A.png Melee, 1 Target If the target damaged Payback’s user on their last turn, during the same round of combat, deal 4d12+16 instead for Damage Dice Roll. Cool - 1d4 - Special Attention
Punishment Battle 2 1d10+15 A.png Melee, 1 Target Punishment deals an additional 1d10 for each Combat Stage the target has above 0 per raised stat up to an additional 6d10 per stat. Smart - 1d4 - Catching Up
Pursuit EOT 2 1d12+6 A.png Melee, 1 Target, Interrupt If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll. Smart - 1d4 - Good Show!
Quash Battle 2 - N.png Ranged (10), 1 Target, Intercept Quash will not affect a Legal Target if it has already acted that round. Quash causes the target to act as if their Speed is 0, meaning their action is last for that turn. Smart - 2d4 - Quick Set
Snarl EoT 3 2d10+8 S.png Ranged (5), No Target, Burst Snarl creates a 5-meter Burst. All Legal Targets have their Special Attack lowered 1 Combat Stage. Cute - 2d4 - Excitement
Snatch Battle - - N.png Ranged (10), 1 Target, Intercept If the target is gaining a Combat Stage, you may use Snatch. The user gains the same Combat Stages the target does. Then, the target loses all Combat Stages they gained that turn. If the target is using a No Damage - Self Move, you may use Snatch. You use the No Damage - Self Move and the target does not. Smart - None - Attention Grabber
Sucker Punch Battle 2 3d10+12 A.png Melee, 1 Target, Interrupt If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. Smart - 2d4 - Quick Set
Switcheroo Battle 2 - N.png Melee, 1 Target The user and the target exchange held items. Cool - None - Attention Grabber
Taunt EOT 2 - N.png Ranged (10), 1 Target Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. Smart - None - Inversed Appeal
Thief Battle 2 1d12+6 A.png Melee, 1 Target Thief takes the target’s held item and attaches it to Thief’s user, if the user is not holding anything. Tough - None - Attention Grabber
Torment Battle 2 - N.png Ranged (10), 1 Target For 1d4+2 turns, Torment’s target may not use a Move they have already used in their last 2 turns. Tough - None - Inversed Appeal
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