Name |
Freq |
AC |
Damage |
Range |
Special Effect |
Contest |
Bolt Strike |
Center |
5 |
5d12+22 |
 |
Ranged (20), 1 Target |
Bolt Strike Paralyzes the target on 17-20 during Accuracy Check. |
Cool - 2d4 - Round Starter |
Charge |
EOT |
- |
- |
 |
Self, No Target |
If the user performs an Electric Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user’s Special Defense 1 Combat Stage. *Grants: Zapper |
Smart - None - Get Ready! |
Charge Beam |
Battle |
3 |
2d8+6 |
 |
Ranged (5), 1 Target, Column, Spirit Surge |
Charge Beam creates a Column 1 meter wide. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check. |
Beauty - 2d4 - Round Starter |
Discharge |
EOT |
2 |
3d10+12 |
 |
Ranged (3), No Target, Burst |
Discharge creates a 3-meter Burst. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check. *Grants: Zapper |
Cool - 2d4 - Round Starter |
Electro Ball |
Battle |
2 |
See Effect |
 |
Ranged (10), No Target |
The target reveals their current Speed stat, applying Combat Stages. If the user’s Speed stat, applying Combat Stages is four times that of the target’s, Electro Ball uses 5d10+16 for Damage Dice Roll; if the user three times that of the target’s, Electro Ball uses 3d10+14; if the user is twice that of the target, Electro Ball uses 2d10+12; if the user is not twice as fast as the target, Electro Ball uses 1d10+10. |
Beauty - 2d4 - Final Appeal |
Electroweb |
EOT |
3 |
2d10+8 |
 |
Ranged (4), 1 Target, Column |
Electroweb creates a Column 2-meters wide. All Legal Targets are lowered 1 Speed Combat Stage. *Grants: Threaded |
Smart - 2d4 - Hold That Thought |
Fusion Bolt |
Center |
2 |
4d12+16 |
 |
Ranged (10), Column |
Fusion Bolt creates a 4-meter Column. If an opponent in this, or the last, round of the encounter used Fusion Flare, Fusion Bolt deals an additional 8d12 in Damage Dice Roll. |
Beauty - 2d4 - Seen Nothing Yet |
Magnet Rise |
Battle |
- |
- |
 |
Self, No Target |
Magnet Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate. *Grants: Magnetic |
Cute - 2d4 - Hold That Thought |
Shock Wave |
EOT |
- |
2d10+8 |
 |
Ranged (2), 1 Target, Column |
Shock Wave creates a Column 2-meters wide. Shock Wave cannot miss. *Grants: Zapper |
Cool - 2d4 - Round Starter |
Spark |
EOT |
2 |
3d8+10 |
 |
Melee, 1 Target, Dash |
Spark Paralyzes the target on 15-20 during Accuracy Check. |
Cool - 3d4 - No Effect |
Thunder |
Battle |
6 |
5d12+18 |
 |
Ranged (15), 1 Target, Blast |
A 3-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. All Legal Targets within the Blast’s radius are Pushed outward, away from the target, 3-meters. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss. If the target is airborne as a result of Fly or Sky Drop, Thunder cannot miss them |
Cool - 2d4 - Round Starter |
Thunder Fang |
EOT |
3 |
3d8+10 |
 |
Melee, 1 Target |
Thunder Fang Paralyzes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Paralyzed or Flinched. On 20 during Accuracy Check, the foe is Paralyzed and Flinched. |
Smart - 3d4 - No Effect |
Thunder Wave |
Center |
- |
- |
 |
Ranged (6), 1 Target |
Thunder Wave cannot miss. Thunder Wave Paralyzes the target. |
Cool - 2d4 - Excitement |
Thunderbolt |
Battle |
2 |
4d12+16 |
 |
Ranged (7), 1 Target, Column |
Thunderbolt creates a Column 1 meter wide. Thunderbolt Paralyzes all Legal Targets on 19-20 during Accuracy Check. *Grants: Zapper |
Cool - 2d4 - Round Starter |
Thunderpunch |
EOT |
2 |
3d10+12 |
 |
Melee, 1 Target |
Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. |
Cool - 2d4 - Round Starter |
Thundershock |
At-Will |
2 |
1d12+6 |
 |
Ranged (10), 1 Target |
Thundershock Paralyzes the target on 17-20 during Accuracy Check. *Grants: Zapper |
Cool - 2d4 - No Effect |
Volt Switch |
Battle |
2 |
3d8+10 |
 |
Ranged (5), 1 Target |
If Volt Switch successfully hits its target, the user deals damage and then immediately is returned to its Poke Ball in the same turn. A New Pokemon may immediately be sent out. |
Cute - None - Inversed Appeal |
Volt Tackle |
EOT |
2 |
5d12+18 |
 |
Melee, 1 Target, Dash, Push, Recoil 1/3 |
The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. Volt Tackle Paralyzes the target on 19-20 during Accuracy Check. After Volt Tackle deals damage, Recoil. |
Cool - 2d4 - Seen Nothing Yet |
Wild Charge |
EOT |
2 |
3d12+14 |
 |
Melee, 1 Target, Dash, Recoil 1/4 |
After Wild Charge deals damage, Recoil. |
Tough - 3d4 - No Effect |
Zap Cannon |
Battle |
12 |
5d12+18 |
 |
Ranged (10), 1 Target, Blast |
A 2-meter Blast surrounds the target, Paralyzing all Legal Targets in the Blast. |
Cool - 2d4 - Incentives |