Ghost
Name Freq AC Damage Range Special Effect Contest
Astonish EOT 2 1d10+4 A.png Melee, 1 Target Astonish Flinches the target on 18-20 during Accuracy Check. Smart - 3d4 - No Effect
Confuse Ray Center - - N.png Ranged (10), 1 Target, Column Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused. Smart - 2d4 - Unsettling
Destiny Bond Center - - N.png Ranged (20), 1 Target, Intercept When the user faints after taking damage from a Move, you may use Destiny Bond as an Intercept to target the Pokemon who lowered the user to 0 HP or less. Roll 1d20, on a roll of 6 or better the target is set to 0 HP. Smart - None - Big Show
Grudge Center - - N.png Ranged (20), 1 Target, Intercept When the user faints, you may use Grudge as an Intercept. The Move that caused the user to drop to 0 HP or less has its Frequency changed to Center for 1 hour. Tough - 2d4 - Unsettling
Hex Battle 2 2d8+6 S.png Ranged (8), 1 Target If the target has a status affliction, Hex deals 4d12+16 instead for Damage Dice Roll. Smart - 2d4 - Incentives
Lick At-Will 2 1d6+3 A.png Melee, 1 Target Lick Paralyzes the target on 15-20 during Accuracy Check. Tough - None - Inversed Appeal
Night Shade Center 2 - S.png Ranged (8), 1 Target The target loses HP equal to the level of Night Shade’s user. Do not apply weakness or resistance. Do not apply stats. Smart - 3d4 - No Effect
Nightmare EOT 2 - N.png Melee, 1 Target Nightmare can only hit Legal Targets that are Asleep. Nightmare gives a special affliction, Bad Sleep. Bad Sleep makes a target lose ¼ of its full HP per turn while it is Badly Sleeping. When the target wakes up, they are cured of Bad Sleep. Smart - 2d4 - Excitement
Ominous Wind Battle 2 2d10+8 S.png Ranged (10), 1 Target, Column, Spirit Surge Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind. Smart - None - Get Ready!
Shadow Ball EOT 2 3d10+12 S.png Ranged (10), 1 Target Shadow Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. Smart - 2d4 - Round Starter
Shadow Claw EOT 2 3d8+10 A.png Melee, 1 Target, Pass Shadow Claw is a Critical Hit on 18-20 during Accuracy Check. Cute - 2d4 - Round Starter
Shadow Force Center 2 5d12+18 A.png Melee, 1 Target Once you declare the use of Shadow Force, the user is removed from the field and the user’s turn ends. On the next turn, Shadow Force’s user appears adjacent to any target, ignoring Speed Capabilities, and then uses Shadow Force’s damage. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Shadow Force. Smart - 2d4 - Seen Nothing Yet
Shadow Punch EOT - 2d10+8 A.png Ranged (6), 1 Target Shadow Punch cannot miss. Smart - 2d4 - Round Starter
Shadow Sneak At-Will 2 1d12+6 A.png Melee, 1 Target, Pass, Interrupt If a foe wants to declare a Move, you may instead use Shadow Sneak on their turn before they can use their Move. Smart - 2d4 - Quick Set
Spite Battle 2 - N.png Ranged (15), 1 Target Spite lowers the target’s last move’s Frequency for the remainder of the encounter. EOT Frequency Moves are changed into Battle Frequency. At-Will Frequency Moves are changed into EOT Frequency. Spite may not target the same target’s Move more then once per encounter. Tough - 2d4 - Excitement
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