A Move is anything a pokemon can do on its turn after shifting on the battlefield. Once a Pokemon uses a Move, they end their turn.
A Move has a Name, a Type, a Frequency, an Accuracy Check, a Range, a Damage Dice Roll, an Area of Effect, and an Effect.
It’s ordered as such:
|Attack Order||Battle||2||3d12+14||Ranged (10), 1 Target||Attack Order is a Critical Hit on 18-20 during Accuracy Check.||Smart - 2d4 - Incentives|
The Name of the Move is what you use to keep track of what your attack is, list the Names of your Moves on your Pokemon’s attack list.
The Type is one of the elemental types of attacks in the Pokemon world. There is Bug, Dark, Dragon, Electric, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Psychic, Rock, Steel and Water. On this wiki, the Type is not listed in the attack since Moves are broken up by their respective Type.
The Frequency is the rate of use. There is four levels of Frequency for attacks. At-Will means your Pokemon can perform the attack as often as it’d like, with no rest needed to perform the attack again. EOT is an abbreviation for Every Other Turn, and it means your Pokemon can perform the move once every other turn. If your Pokemon would like to use a move with the EOT frequency outside of battle, it would need ten seconds of rest before performing the move again. The Battle Frequency means that your Pokemon can only perform the move once per Battle. The Battle move exerts so much power that your Pokemon needs a rest about five minutes long before they can perform such a straining move again. The final Frequency is Center. Center moves require intense focus and strain on your Pokemon’s mental and physical state of being. A move with the Center Frequency can only be performed once per Pokemon Center visit. A Pokemon may not perform that move again until they have been healed or rested at a Pokemon center.
The Accuracy Check is used when a Pokemon uses a Move as an Attack. You need to roll a d20 equal to or higher then the Accuracy Check in order for the Attack to connect to your target. There is several ways for the Accuracy Check to be modified so be aware of these modifiers, as they may be able to increase your likelihood of a successful attack or conversely hinder your success. If there is no Accuracy Check, the Move never misses. If you roll a 1 during the check, it is a critical miss and the move fails to hit unless an effect says otherwise. If you roll a 20 during the check, it is a Critical Hit add the Damage Dice Roll an additional time, including any base amount in the damage.
Damage Dice Roll
Damage Dice Roll lists what dice to roll for additional damage if the Move deals damage. The Damage Dice Roll includes any ‘base’ value (the “10” in 1d8+10). If there is no Damage Dice Roll, the Move isn’t an attack that deals damage or the Move deals a set amount of damage detailed in the Effect.
The Stat which will be added to your Damage Dice Roll is either Attack or Special Attack. On this wiki, the stat is represented by the graphical image the video games use for distinguishing Attack and Special Attack. It is mentioned right before…
Range is used to let you know if your Move is to be used as an Attack while next to your foe or from a distance. These are sorted into Self, Melee, Ranged and Field. A Move with the Self Range targets the Pokemon using the Move. The Melee Range is used to target foes or allies adjacent to you, and you may also target the Pokemon using the Move with a Melee ranged attack. The Ranged Range targets foes or allies that are not adjacent to the Pokemon using the Move. The range of the Ranged attacks are specified in the parenthesis, use them as spaces or meters, whatever your campaign uses. The Field Range drops an effect on the entire area where the battle is taking place.
Target / Keyword
The Target/Keyword line is next to the Effect. It defines what target or targets can be targeted, while showing Keywords, which help to condense the Effect area.
The Effect lists what the attack does in addition to the Move’s damage. Within the Effect description, an Area of Effect is detailed to show if the attack hits more then one target. The Effect also lists any status effects the Move may have caused during the Accuracy Check. The Effect also will list requirements to make the attack, knock back caused by the Move and anything else related to what the Move does. Effects do not activate unless the Move hits.
The Contest field describes what the Move does during a contest. It lists the Move's Contest Type, its Appeal Roll, and sometimes an Effect. A Contest Move’s Type is different from its Elemental Type. There are only 5 different Contest Types: Beauty, Cool, Cute, Smart, and Tough. You can discourage judges during Contests if you use an opposing Type during a Contest or excite them by using a same type Contest Move during a Contest. The Appeal Roll is what you roll during your appeal to see how well your Pokemon performs for the judge. The Effects specify what special effects the Move has. This is discussed in more detail in the articles on Contests.