Name |
Freq |
AC |
Damage |
Range |
Special Effect |
Contest |
Arm Thrust |
EOT |
4 |
1d6+1 |
|
Melee, 1 Target, Scatter |
Arm Thrust can hit up to 5 times. Once the user misses, they cannot attempt to make another Arm Thrust attack on that turn. |
Tough - 2d4 - Reliable |
Aura Sphere |
Battle |
- |
3d12+14 |
|
Ranged (10), 1 Target |
Aura Sphere cannot miss. *Grants: Aura |
Beauty - 2d4 - Round Starter |
Brick Break |
EOT |
2 |
3d10+12 |
|
Melee, 1 Target |
Brick Break can destroy Walls. |
Cool - 3d4 - No Effect |
Bulk Up |
EOT |
- |
- |
|
Self, No Target |
Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. |
Beauty - None - Get Ready! |
Circle Throw |
Center |
4 |
2d10+8 |
|
Melee, 1 Target, Push |
The target is Pushed 40-meters expelling them from the encounter if the terrain allows. They may still rejoin the encounter if they want to. During a trainer battle, the target’s owner must recall the Pushed target and replace them. |
Tough - None - Big Show |
Close Combat |
Battle |
2 |
5d12+18 |
|
Melee, 1 Target, Dash |
The user’s Defense is lowered 1 Combat Stage and the user’s Special Defense is lowered 1 Combat Stage. |
Smart - 2d4 - Seen Nothing Yet |
Counter |
Battle |
- |
- |
|
Ranged (25), 1 Target, Intercept |
If the user is being hit by a Move that consults Attack for damage, you may use Counter. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats. |
Tough - 2d4 - Final Appeal |
Cross Chop |
Battle |
4 |
4d12+16 |
|
Melee, 1 Target, Dash, Push |
Cross Chop is a Critical Hit on 16-20 during Accuracy Check. Cross Chop Pushes the target 1-meter. On Critical Hit, the target is Pushed 5-meters and 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. |
Cool - 2d4 - Round Ender |
Detect |
Center |
- |
- |
|
Self, No Target, Intercept |
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura |
Cool - None - Inversed Appeal |
Double Kick |
EOT |
3 |
1d10+4 |
|
Melee, 1 Target, Scatter |
Double Kick can hit up to 2 times. If Double Kick misses its first target, you may still use it a second time. |
Cool - 2d4 - Reliable |
Drain Punch |
Battle |
2 |
3d10+12 |
|
Melee, 1 Target |
After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. |
Beauty - 1d4 - Good Show! |
Dynamicpunch |
Battle |
12 |
4d12+16 |
|
Melee, 1 Target |
Dynamicpunch Confuses the target. |
Cool - 2d4 - Round Ender |
Final Gambit |
Center |
2 |
- |
|
Melee, 1 Target |
Final Gambit lowers the user to 0 HP, and deals 1 point of damage to the target for every point of health lost this way. Final Gambit does not cause items to activate. |
Tough - None - Big Show |
Focus Blast |
Battle |
6 |
5d12+18 |
|
Ranged (10), 1 Target |
Focus Blast lower the target’s Special Defense 1 Combat Stage on 18-20 during Accuracy Check. *Grants: Aura |
Cool - 2d4 - Round Starter |
Focus Punch |
EOT |
2 |
7d10+28 |
|
Melee, 1 Target, Push |
Once you declare the use of Focus Punch the user’s turn ends. If you are not hit by a damaging Move until your next turn you may use Focus Punch’s damage and effects. The target is Pushed 10-meters and it takes an additional 2d12 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d12. If the user is hit by a damaging Move before it’s next turn, it may not use a Move on that turn. |
Tough - 1d4 - Special Attention |
Force Palm |
EOT |
2 |
2d10+8 |
|
Melee, 1 Target |
Force Palm Paralyzes the target on 18-20 during Accuracy Check. Cool - 2d4 - Round Ender *Grants: Aura |
Cool - 2d4 - Round Ender |
Hammer Arm |
Battle |
3 |
4d12+16 |
|
Melee, 1 Target |
The user lowers their Speed 1 Combat Stage. |
Cool - 2d4 - Slow Set |
Hi Jump Kick |
Battle |
3 |
5d12+22 |
|
Melee, 1 Target, Pass |
If Hi Jump Kick misses, roll 4d10 and subtract the result from the user’s HP. Do not apply weakness, resistance or stats. |
Cool - 3d4 - No Effect |
Jump Kick |
EOT |
3 |
2d10+8 |
|
Melee, 1 Target, Pass |
If Jump Kick misses, roll 2d10 and subtract the result from the user’s HP. Do not apply weakness, resistance or stats. |
Cool - 3d4 - No Effect |
Karate Chop |
At-Will |
2 |
2d8+6 |
|
Melee, 1 Target |
Karate Chop is a Critical Hit on 17-20 during Accuracy Check. |
Tough - 3d4 - No Effect |
Low Kick |
Battle |
2 |
See Effect |
|
Melee, 1 Target, Weight Class |
If the target is in Weight Class 1, use 1d10 for Damage Dice Roll. If the target is in Weight Class 2, use 1d10+5. If the target is in Weight Class 3, use 1d10+10. If the target is in Weight Class 4, use 2d10+12. If the target is in Weight Class 5, use 3d10+14. If the target is in Weight Class 6, use 5d10+16 for damage. |
Tough - 3d4 - No Effect |
Low Sweep |
EOT |
2 |
2d10+8 |
|
Melee, 1 Target |
Lowers the target’s Speed 1 Combat Stage. |
Tough - 3d4 - No Effect |
Mach Punch |
At-Will |
2 |
1d12+6 |
|
Melee, 1 Target, Interrupt |
If a foe wants to declare a Move, you may instead use Mach Punch on their turn before they can use their Move. |
Cool - 2d4 - Quick Set |
Quick Guard |
Center |
- |
- |
|
Self, 1 Target, Intercept |
Quick Guard prevents the user and allies from being targeted by Moves used as an Interrupt or Intercept for one round. For that round Interrupt or Intercept attacks can only target you, or other allies using Quick Guard. |
Cool - None - Inversed Appeal |
Revenge |
Battle |
2 |
2d10+8 |
|
Melee, 1 Target |
If the target damaged Revenge’s user on their last turn, during the same round of combat, deal 4d12+16 instead for Damage Dice Roll. |
Tough - 2d4 - Final Appeal |
Reversal |
EOT |
2 |
See Effect |
|
Melee, 1 Target |
If the user has more than 70% of its total HP, use 1d10+5 for Damage Dice Roll. If the user has more than 36% of its total HP, use 2d10+10. If the user has more than 21% of its total HP, use 3d10+10. If the user has more than 6% of its total HP, use 4d10+10. If the user has 1-5% of its total HP, use 5d10+20. |
Cool - 2d4 - Final Appeal |
Rock Smash |
EOT |
2 |
1d12+6 |
|
Melee, 1 Target |
Rock Smash lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. |
Tough - 2d4 - Round Ender |
Rolling Kick |
EOT |
4 |
2d10+8 |
|
Melee, 1 Target, Dash |
Rolling Kick Flinches the target on 15-20 during Accuracy Check. |
Cool - 3d4 - No Effect |
Sacred Sword |
Battle |
2 |
3d12+14 |
|
Melee, 1 Target, Pass |
Sacred Sword’s Accuracy Check may not be modified. |
Cool - 3d4 - No Effect |
Secret Sword |
Battle |
2 |
3d12+14 |
|
Ranged (15), 1 Target |
When calculating damage, the target must use their Defense against Secret Sword. |
Cool - 3d4 - No Effect |
Seismic Toss |
Center |
2 |
- |
|
Melee, 1 Target |
The target loses HP equal to the level of Seismic Toss’ user. Do not apply weakness or resistance. Do not apply stats. |
Tough - 3d4 - No Effect |
Sky Uppercut |
EOT |
3 |
3d12+14 |
|
Melee, 1 Target, Push |
The target is Pushed 2-meters. If the target is airborne, Sky Uppercut deals an additional 2d10. If the target is airborne as a result of Fly or Sky Drop, Sky Uppercut cannot miss as long as you are in a space adjacent to the airborne target. |
Cool - 2d4 - Round Starter |
Storm Throw |
Battle |
2 |
20 |
|
Melee, 1 Target |
Storm Throw is a Critical Hit. |
Cool - 3d4 - No Effect |
Submission |
At-Will |
6 |
3d10+12 |
|
Melee, 1 Target, Recoil 1/4 |
After Submission deals damage, Recoil. |
Cool - 3d4 - No Effect |
Superpower |
Battle |
2 |
5d12+18 |
|
Melee, 1 Target, Dash, Push |
Superpower lowers the user's Attack and Defense by 1 Combat Stage each. The target is Pushed 6-meters and it takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. |
Tough - 2d4 - Round Ender |
Triple Kick |
Battle |
3 |
1d6+1 |
|
Melee, 1 Target, Scatter |
Triple Kick can hit up to 3 times. If Triple Kick misses its first or second target, you may still use it a second and third time. For the third use of Triple Kick, if you successfully hit the same target for the first two uses of Triple Kick use 3d10+12 for Triple Kick’s Damage Dice Roll. |
Cool - 3d4 - Reliable |
Vaccum Wave |
At-Will |
2 |
1d12+6 |
|
Ranged (6), 1 Target, Interrupt |
If a foe wants to declare a Move, you may instead use Vacuum Wave on their turn before they can use their Move. *Grants: Aura |
Smart - 2d4 - Quick Set |
Vital Throw |
Battle |
- |
3d8+10 |
|
Melee, 1 Target, Push |
Vital Throw may only be used if the user was targeted by a Move on a foe’s last turn while the foe was adjacent. Vital Throw can only target that foe. Vital Throw cannot miss. The target is Pushed 5-meters and it takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. |
Cool - 2d4 - Slow Set |
Wake-Up Slap |
Battle |
2 |
2d8+6 |
|
Melee, 1 Target |
If the target is Asleep, Wake-Up Slap does an additional 5d10for Damage Dice Roll and cures the target of Sleep. |
Smart - None - Inversed Appeal |