Grass
Name Freq AC Damage Range Special Effect Contest
Absorb At-Will 2 1d6+3 S.png Melee, 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!
Aromatherapy Battle 2 - S.png Ranged (10), 1 Target The target has 1 status effect of their choice removed. Aromatherapy cannot miss. Smart - None - Reflective Appeal
Bullet Seed At-Will 4 1d10+4 A.png Ranged (8), 1 Target, Scatter Bullet Seed can hit up to 5 times. Once the user misses, they cannot attempt to make another Bullet Seed attack on that turn. Cool - 2d4 - Reliable
Cotton Guard Battle - - N.png Self, No Target Raise the user’s Defense 3 Combat Stages. Cute - None - Get Ready!
Cotton Spore EOT 2 - N.png Ranged (10), 1 Target, Blast Cotton Spore creates a 2-meter Blast. All Legal Targets have their Speed lowered 2 Combat Stages. Beauty - 2d4 - Quick Set
Energy Ball EOT 2 3d10+12 S.png Ranged (8), 1 Target Energy Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. Beauty - 2d4 - Round Starter
Frenzy Plant Center 4 7d10+28 S.png Ranged (15), Target Area, Blast, Exhaust Frenzy Plant creates a 3-meter Blast. On Miss, Frenzy Plant deals the user’s Special Attack instead to all possible targets. Cool - 2d4 - Seen Nothing Yet
Giga Drain Battle 2 3d10+12 S.png Ranged (4), 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!
Grass Knot Battle 2 See Effect S.png Ranged (5), 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. Smart - 2d4 - Incentives
Grass Pledge EOT 2 2d8+6 S.png Ranged (6), 1 Target, Pledge If used on the same turn as Water Pledge, all foes are treated as if at -2 Speed Combat Stages for 1d4+1 turns, if any foe has additional Speed Combat Stages, apply them as usual. If used on the same turn as Fire Pledge, all foes within 20 meters of the user lose 1/8th of their max HP at the end of each round of combat for 1d4+1 turns. Beauty - None - Torrential Appeal
Grasswhistle EOT 11 - N.png Ranged (6), No Target, Burst Grasswhistle creates a 5-meter Burst. All Legal Targets fall Asleep. Smart - 2d4 - Excitement
Horn Leech Battle 2 3d10+12 A.png Melee, 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!
Ingrain Battle - - N.png Self, No Target, Coat Ingrain is a Coat with the following abilities: The user cannot be forced to switch out or flee but they can still be willingly switched out. At the beginning of each of the user’s turns, the user gains 1/16th of its full HP. *Grants: Sprouter Smart - None - Torrential Appeal
Leaf Blade Battle 2 3d12+14 A.png Melee, 1 Target, Pass Leaf Blade is a Critical Hit on 18-20 during Accuracy Check. Cool - 2d4 - Round Starter
Leaf Storm Center 4 6d12+22 S.png Ranged (3), Target Area, Column Leaf Storm creates a 2-meter Column. Lower the user’s Special Attack 2 Combat Stages after damage. Cute - 2d4 - Seen Nothing Yet
Leaf Tornado Battle 4 3d8+10 S.png Ranged (6), No Target, Burst Leaf Tornado creates a 2-meter Burst. On 15-20 during Accuracy Check, all Legal Targets must roll 1 higher on Accuracy Checks for the remainder of the combat. Beauty - 1d4 - Good Show!
Leech Seed Center 4 - N.png Ranged (6), 1 Target At the beginning of each of the target’s turns, Leech Seed’s target loses 1/8th of their full HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed lasts until the target faints or is returned to a Poke Ball. Leech Seed cannot hit a Grass type Pokemon. Smart - None - Torrential Appeal
Magical Leaf EOT - 2d10+8 S.png Ranged (10), 1 Target Magical Leaf cannot miss. Beauty - 2d4 - Round Starter
Mega Drain EOT 2 1d12+6 S.png Melee, 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!
Needle Arm EOT 2 2d10+8 A.png Melee, 1 Target Needle Arm Flinches the target on 15-20 during Accuracy Check. Smart - 3d4 - No Effect
Petal Dance Center 3 5d12+18 S.png Ranged (3), No Target, Burst Petal Dance’s user must make another Ranged attack for 1d2 more turns. The attack is identical to Petal Dance except for Petal Dance’s effect. Petal Dance creates a 3-meter Burst, but only on the first round of its use. After the first use is declared, Petal Dance targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Petal Dance’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished. Beauty - None - Torrential Appeal
Power Whip Battle 5 5d12+18 A.png Ranged (10), 1 Target *Grants: Threaded Beauty - 3d4 - No Effect
Razor Leaf At-Will 4 2d10+8 A.png Ranged (10), 1 Target Razor Leaf is a Critical Hit on 18-20 during Accuracy Check. Cool - 3d4 - No Effect
Seed Bomb EOT 2 3d10+12 A.png Ranged (8), 1 Target, Blast Seed Bomb creates a 2-meter Blast. Smart - 3d4 - No Effect
Seed Flare Center 5 5d12+18 S.png Ranged (15), 1 Target, Blast Seed Flare creates a 3-meter Blast. All Legal Targets have their Special Defense lowered 1 Combat Stage. Cool - 2d4 - Seen Nothing Yet
Sleep Powder Center 6 - N.png Ranged (6), 1 Target, Blast Sleep Powder creates a 1-meter Blast. All Legal Targets fall Asleep. Smart - None - Inversed Appeal
Solarbeam Battle 2 5d12+18 S.png Ranged (10), 1 Target, Column Once you declare the use of Solarbeam, the user’s turn ends. On its next turn, the user may shift and use Solarbeam’s damage. If it is Sunny, Solarbeam uses its damage on the turn you declare its use. If it is Rainy or Sand Storming Solarbeam’s user must end their turn immediately at the start of their second turn after declaring Solarbeam’s use, only getting to use Solarbeam’s damage on the third turn. If it is Hailing, Solarbeam’s damage is 3d10. Solarbeam creates a Column 1 meter wide. 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 Solarbeam. Cool - 1d4 - Special Attention
Spore Center - - N.png Ranged (6), 1 Target The target falls Asleep. Beauty - 2d4 - Get Ready!
Stun Spore At-Will 11 - N.png Ranged (6), 1 Target, Blast Stun Spore creates a 1-meter Blast. Stun Spore paralyzes al Legal Targets. Smart - 2d4 - Excitement
Synthesis Center - - N.png Self, No Target The user regains HP equal to half of its full HP. If it is Sunny, the user gains 2/3 of its full HP. If it is Rainy, Sand Storming or Hailing the user gains ¼ of their full HP. *Grants: Sprouter Smart - None - Reflective Appeal
Vine Whip At-Will 2 1d12+6 A.png Ranged (10), 1 Target *Grants: Threaded Cool - 3d4 - No Effect
Wood Hammer EOT 2 5d12+18 A.png 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. After Wood Hammer deals damage, Recoil. Tough - 2d4 - Round Ender
Worry Seed Battle 2 - N.png Ranged (8), 1 Target The target’s Ability is replaced with Insomnia. If the target has multiple Abilities, Worry Seed only replaces one. Beauty - 2d4 - Excitement
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