Normal
Name Freq AC Damage Range Special Effect Contest
Acupressure EOT 2 - N.png Melee, 1 Target or Target Self Roll 1d6. On a result of 1, raise the target’s Attack 2 Combat Stages. On a result of 2, raise the target’s Defense 2 Combat Stages. On a result of 3, raise the target’s Special Attack 2 Combat Stages. On a result of 4, raise the target’s Special Defense 2 Combat Stages. On a result of 5, raise the target’s Speed 2 Combat Stages. On a result of 6, the target needs -2 to hit during Accuracy Checks. Cool - None - Get Ready!
After You Center - - N.png Self , 1 Target The target goes first during the next round of combat, ignoring Speed stats. They may not be Interrupted by any Moves that round. Smart - 2d4 - Slow Set
Assist Battle - - N.png Self, No Target Randomly select another pokemon on the user’s roster and then randomly select a Move that Pokemon knows. Assist’s user uses that Move immediatley. Cute - 2d4 - Scrambler
Attract EOT 2 - N.png Ranged (10), 1 Target Attract Infatuates the target. Attract may not affect something that is the same gender as the user or something that is genderless. Cute - 2d4 - Excitement
Barrage EOT 4 1d6+3 A.png Ranged (8), 1 Target, Scatter Barrage can hit up to 5 times. Once the user misses, they cannot attempt to make another Barrage attack on that turn. Tough - 2d4 - Reliable
Baton Pass At-Will - - N.png Self, No Target The user is replaced with another pokemon from their trainer’s roster. All Combat Stages and Coats on Baton Pass’ user are transferred to the replacement. Baton Pass can ignore Traps, but the replacement is then Trapped. Cute - None - Inversed Appeal
Belly Drum Battle - - N.png Self, 1 Target Belly Drum’s user loses HP equal to half of its full HP. Do not appliy the user’s stats to the HP lost. Belly Drum sets the user’s Attack to +6 Combat Stages. Cute - None - Get Ready!
Bestow Battle 2 - N.png Ranged (4), 1 Target The user gives its held item to the target, unless the target is already holding an item. Cute - None - Attention Grabber
Bide Battle - - N.png Ranged (15), 1 Target, Intercept You may use Bide as an Intercept upon being targeted by a Move. After declaring the use of Bide, the user ends their turn. At the start of their next turn, end their turn. On the turn after that, add up all of the damage the user has taken in the past 2 turns, call that total X. Bide’s Target loses HP equal to twice the value of X. Do not apply weakness or resistance to the HP lost as a result of Bide. Do not apply stats to the HP lost as a result of Bide. Bide cannot miss. Tough - 2d4 - Final Appeal
Bind EOT 4 1d6+3 A.png Melee, 1 Target, Trap Bind Traps the target and the user for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Bind may not trap more then one target at a time unless the User is Huge or Gigantic. Tough - None - Torrential Appeal
Block Battle 2 - N.png Melee, 1 Target, Trap Both the user and the target are Trapped. Cute - 2d4 - Hold That Thought
Body Slam EOT 2 3d12+14 A.png Melee, 1 Target Body Slam Paralyzes the target on 15-20 during Accuracy Check. Tough - 3d4 - No Effect
Camouflage EOT - - N.png Self, 1 Target The user changes their Type to match the field. Forests and grassy areas change the user into Grass-Type. Watery areas change the user into Water-Type. Caves and Mountains could change the user into Rock-Type or Ground-Type. An icy terrain would turn the user into Ice- Type. A building may change the user into Steel-Type or Normal-Type. Weather affects what Type the user becomes. Use common sense, if you are having difficult determining what type the user should become, consult the GM. *Grants: Blender Smart - 2d4 - Hold That Thought
Captivate EOT 2 - N.png Ranged (10), 1 Target Captivate lowers the target’s Special Attack 2 Combat Stages. Captivate may not affect something that is the same gender as the user or something that is genderless. Beauty - 2d4 - Excitement
Charm EOT 2 - N.png Ranged (10), 1 Target Charm lowers the target’s Attack 2 Combat Stages. Cute - 2d4 - Excitement
Chip Away EOT 2 3d8+10 A.png Melee, 1 Target Ignore any changes in the target’s Defense or Special Defense when calculating damage. Tough - 2d4 - Reliable
Comet Punch EOT 4 1d6+3 A.png Melee, 1 Target, Scatter Comet Punch can hit up to 5 times. Once the user misses, they cannot attempt to make another Comet Punch attack on that turn. Tough - 2d4 - Reliable
Constrict At-Will 2 1d6+1 A.png Melee, 1 Target Constrict lowers the target’s Speed 1 Combat Stage. Tough - None - Torrential Appeal
Conversion At-Will - - N.png Self, No Target The user becomes the elemental Type of their choice as long as they have a Move that is the same elemental Type until the end of the encounter. Replace all other Types. Beauty - 1d4 - Catching Up
Conversion2 At-Will - - N.png Self, 1 Target The user becomes the elemental Type of their choice as long as the Type resists the elemental Type of the Move it last took damage from until the end of the encounter. Replace all other Types. Beauty - 1d4 - Catching Up
Copycat Center - - N.png Ranged (15), 1 Target Use the Move the target has used on their last turn. You may choose new targets for the Move. Copycat cannot miss. Cool - None - Attention Grabber
Covet Battle 2 2d10+8 A.png Melee, 1 Target Covet takes the target’s held item and attaches it to Covet’s user, if the user is not holding anything. Cute - None - Attention Grabber
Crush Claw EOT 3 3d10+12 A.png Melee, 1 Target, Dash Crush Claw lowers the target’s Defense 1 Combat Stage on 11-20 during Accuracy Check. Cool - 3d4 - No Effect
Crush Grip Battle 2 5d12+18 A.png Melee, 1 Target For every 10% the target is below their full HP, Crush Grip’s Damage Dice Roll is reduced by 1d12 to a minimum of 18. Tough - 2d4 - Final Appeal
Cut At-Will 3 2d8+6 A.png Melee, 1 Target - Cool - 3d4 - No Effect
Defense Curl At-Will - - N.png Self, No Target Defense Curl raises the user’s Defense 1 Combat Stage. If the user uses the Move Ice Ball or Rollout later in the encounter without having been switched out, each hit deals an additional 1d12+4 during Damage Dice Roll. The extra damage bonus for Ice Ball or Rollout does not stack. Cute - 2d4 - Hold That Thought
Disable EOT 2 - N.png Ranged (10), 1 Target Name a Move. For the remainder of the encounter, the target may not use that Move; the Move is considered Disabled. A target may not have more then 1 Move Disabled, if a new move is Disabled, the last Disabled Move is no longer Disabled. Smart - 2d4 - Excitement
Dizzy Punch Battle 2 3d8+10 A.png Melee, 1 Target, Push The target is Pushed 2-meters. Dizzy Punch Confuses the target on 17-20 during Accuracy Check. Cool - None - Inversed Appeal
Double Hit EOT 3 1d12+6 A.png Melee, 1 Target, Scatter Double Hit can hit up to 2 times. If Double Hit misses its first target, you may still use it a second time. Smart - 2d4 - Reliable
Double Team Center - - N.png Self, No Target The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost. Cool - 2d4 - Reliable
Double-Edge 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 Double-Edge deals damage, Recoil. Tough - None - Big Show
Doubleslap EOT 4 1d6+1 A.png Melee, 1 Target, Scatter Doubleslap can hit up to 5 times. Once the user misses, they cannot attempt to make another Doubleslap attack on that turn. Tough - 2d4 - Reliable
Echoed Voice At-Will 2 1d12+6 S.png Ranged (10), 1 Target For every consecutive use of Echoed Voice, add 1d12 to its Damage Dice Roll to a maximum of 6d12+6. Consecutive uses of Echoed Voice can be used across different Pokemon. If Echoed Voice is not used at least once every turn, the “consecutive uses” of Echoed Voice are reset. Smart - 2d4 - Reliable
Egg Bomb Battle 6 4d12+16 A.png Ranged (8), 1 Target, Blast Egg Bomb creates a 2-meter Blast. Tough - 3d4 - No Effect
Encore Battle 2 - N.png Ranged (10), 1 Target The target must use the same Move that it most recently used for the next 1d2+1 turns. If the Frequency of the move doesn’t allow the Move to be used so often, the target instead cannot use a Move. Cute - 1d4 - Good Show!
Endeavor Center 2 - N.png Melee, 1 Target, Dash The target’s HP is set to equal the user’s HP if the user’s current HP is less then the target’s current HP. If the user’s HP is equal to or greater than the target’s HP nothing happens. Tough - 2d4 - Final Appeal
Endure Center - - N.png Self, No Target, Intercept If the user is being hit by a damaging Move, you may use Endure. If the Move would bring Endure’s user down to 0 HP or less, Endure’s user instead is set to 1 HP. Tough - 2d4 - Hold That Thought
Entrainment Battle 2 - N.png Ranged (10), 1 Target Entrainment changes one of the target’s abilities into one Ability that the user has for 1d4+1 turns. Cute - 1d4 - Catching Up
Explosion Center 2 6d20+55 A.png Ranged (7), No Target, Burst Explosion creates a 7-meter Burst. The user’s HP is set to -50% of their full HP. If the user is above Loyalty 1, their Loyalty is lowered at least 1 stage. Beauty - None - Big Show
Extremespeed Battle 2 3d10+12 A.png Melee, 1 Target, Dash, Interrupt If a foe wants to declare a Move, you may instead use Extremespeed on their turn before they can use their Move. Extremespeed may not be Interrupted. After the user finishes the damage step of their turn, they may shift again. Cool - 2d4 - Quick Set
Façade EOT 2 3d8+10 A.png Melee , 1 Target If the user is afflicted with a Status effect, use 5d12+22 instead for Damage Dice Roll. If the user is afflicted with a Status effect, Façade’s Frequency drops (EOT to Battle or At-Will to EOT). Cute - 2d4 - Final Appeal
Fake Out Battle 2 1d12+6 A.png Melee, 1 Target, Interrupt You may only use Fake Out at the beginning of an encounter, as an Interrupt. Fake Out Flinches the target. Cute - 2d4 - Round Starter
False Swipe At-Will 2 1d12+6 A.png Melee, 1 Target, Pass If False Swipe would lower the target to 0 HP or less, the target is instead set to 1 HP unless the target was already below 0 HP. Cool - None - Inversed Appeal
Feint Center 2 1d10+4 A.png Melee, 1 Target, Interrupt Feint may only Interrupt Intercepts. If used as an Interrupt, the target flips a coin, if they win the flip, they may retain the use of their Intercept for the encounter as if they did not use it during the encounter. If the target loses the flip, they use up their Intercept. Feint ignores all Intercept effects, dealing damage as if the Intercept was not used. Beauty - None - Inverse Appeal
Flail EOT 2 See Effect A.png 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 Cute - 2d4 - Final Appeal
Flash EOT 2 - N.png Ranged (4), No Target, Burst Flash creates a 4-meter Burst. Flash makes all Legal Targets need +1 to hit during Accuracy Checks. *Grants: Glow Beauty - 1d4 - Unsettling
Focus Energy At-Will - - N.png Self, No Target, Coat The user’s Moves are Critical Hits on 17-20. If a Move already has an extended Critical Hit range, Focus energy extends that range by -3. Focus Energy’s effect cannot be used more then once per encounter unless the user somehow loses the benefit of Focus Energy. Cool - None - Get Ready!
Follow Me Center - - N.png Self, No Target, Intercept All Foes may only target the user when using a Move until the user is knocked out or switched out. This Effect lasts for one round of combat. Cute - 2d4 - Scrambler
Foresight At-Will - - N.png Self, No Target The user’s Normal-Type and Fighting-Type Moves can now hit and affect Ghost-Type targets. Foresight’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Foresight’s user can identify the real target using Double Team. Smart - 1d4 - Good Show!
Frustration Battle 2 4d12+16 A.png Melee, 1 Target The user may only use Frustration if its Loyalty is level 0 or 1. Cute - 2d4 - Round Ender
Fury Attack EOT 4 1d6+3 A.png Melee, 1 Target, Scatter Fury Attack can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Attack attack on that turn. Cool - 2d4 - Reliable
Fury Swipes EOT 4 1d6+3 A.png Melee, 1 Target, Scatter Fury Swipes can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Swipes attack on that turn. Tough - 2d4 - Reliable
Giga Impact Center 4 7d10+28 A.png Melee, 1 Target, Dash, Burst, Exhaust Giga Impact creates a 3-meter Burst around the target. On Miss, Giga Impact deals the user’s Attack instead to all possible targets. Beauty - 2d4 - Seen Nothing Yet
Glare At-Will 3 - N.png Ranged (5), 1 Target Glare Paralyzes the target. Glare’s user may not successfully use Glare more then three times per encounter. Tough - 2d4 - Excitement
Growl At-Will 2 - N.png Ranged (5), No Target, Burst Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage. Cute - 2d4 - Excitement
Growth At-Will - - N.png Self, No Target Raise the user’s Attack 1 Combat Stage and raise the user’s Special Attack 1 Combat Stage. If it is Sunny, double the amount of Combat Stages gained. *Grants: Inflatable Beauty - None - Get Ready!
Guillotine Center 15 - N.png Melee, 1 Target The target is set to 0 HP. Cool - None - Big Show
Harden At-Will - - N.png Self, No Target Raise the user’s Defense 1 Combat Stage. Tough - 2d4 - Hold That Thought
Headbutt EOT 2 3d8+10 A.png Melee, 1 Target, Dash Headbutt Flinches the target on 15-20 during Accuracy Check. Tough - 3d4 - No Effect
Head Charge EOT 2 5d12+18 A.png Melee, 1 Target, Dash, Push, Recoil 1/4 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 Head Charge deals damage, Recoil. Tough - 3d4 - No Effect
Heal Bell Center - - N.png Ranged (3), No Target, Burst Heal Bell creates a 3-meter Burst. All targets are cured of any Status ailments. Heal Bell cannot miss. Beauty - None - Reflective Appeal
Helping Hand EOT - - N.png Melee, 1 Target The ally targeted with Helping Hand will have their next Move deal an additional 1d20 if the Move has a Damage Dice Roll. Helping Hand cannot miss. Smart - 1d4 - Good Show!
Hidden Power EOT 2 See Effect S.png Ranged (3), No Target, Burst Hidden Power makes a 3-meter Burst. When a pokemon first obtains the Move Hidden Power, roll 1d4 and 1d20. For the 1d4 roll, a result of 1 makes Hidden Power’s Damage Dice Roll 1d12+6; a result of 2 makes the Damage Dice Roll 2d8+6; a result of 3 makes the Damage Dice Roll 2d10+8; a result of 4 makes the Damage Dice Roll 3d8+10. For the 1d20 roll, Hidden Power’s Elemental Type will be changed from Normal to Bug on a result of 1; Dark on 2; Dragon on 3; Electric on 4; Fighting on 5; Fire on 6; Flying on 7; Ghost on 8; Grass on 9; Ground on 10; Ice on 11; Normal on 12; Poison on 13; Psychic on 14; Rock on 15; Steel on 16; Water on 17; and on a result of 18-20, reroll the d20. Those become the Hidden Power’s permanent stats for that user. Smart - 1d4 - Catching Up
Horn Attack At-Will 2 3d8+10 A.png Melee, 1 Target, Dash - Cool - 3d4 - No Effect
Horn Drill Center 15 - N.png Melee, 1 Target The target is set to 0 HP. Cool - None - Big Show
Howl At-Will - - N.png Self, No Target Raise the user’s Attack 1 Combat stage. Cool - None - Get Ready!
Hyper Beam Center 4 7d10+28 S.png Ranged (15), 1 Target, Column, Exhaust Hyper Beam creates a Column 1 meter wide. On Miss, Hyper Beam deals the user’s Special Attack instead to all possible targets. Cool - 2d4 - Seen Nothing Yet
Hyper Fang EOT 4 3d10+12 A.png Melee, 1 Target Hyper Fang Flinches the target on 19-20 during Accuracy Check. Cool - 2d4 - Round Ender
Hyper Voice Battle 2 3d12+14 S.png Ranged (4), 1 Target, Column, Push Hyper Voice creates a Column 4-meters wide. All Legal Targets are Pushed back 3-meters. Cool - 3d4 - No Effect
Judgement Center 2 4d12+16 S.png Ranged (25), 1 Target, Blast Judgement makes a 5-meter Blast. Judgment’s Type can be whatever Elemental Type the user wants it to be. Smart - 2d4 - Scrambler
Last Resort Battle 2 6d12+22 A.png Melee, 1 Target, Dash Last Resort can only be used after the user has performed 6 other different Moves during the same encounter. Cute - 2d4 - Torrential Appeal
Leer At-Will 2 - N.png Ranged (5), 1 Target The target’s Defense is lowered 1 Combat Stage. Cool - 2d4 - Excitement
Lock-On Center - - N.png Ranged (25), 1 Target The target is Locked-On. The next Move that the User uses against the Target that requires an Accuracy Check cannot miss. Lock-On's effect, on both the User and Target, can be affected by Baton Pass. Smart - 1d4 - Good Show!
Lovely Kiss Battle 2 - N.png Melee, 1 Target The target falls Asleep. Beauty - 2d4 - Excitement
Lucky Chant At-Will - - N.png Ranged (4), No Target, Burst Lucky Chant creates a 4-meter Burst. All allies in the Burst, including the user, take damage from Critical Hits as if they are not Critical Hits for 1d4+1 turns. Cute - 2d4 - Hold That Thought
Me First Center - - N.png Self, 1 Target, Interrupt If the target declares a Move that has a Damage Dice Roll and Me First’s user has a higher Speed stat then the target, you may Interrupt with Me First. Me First will use the same Move the target was about to use on that target. Cute - 2d4 - Quick Set
Mean Look Battle - - N.png Ranged (6), 1 Target The target may not flee or be switched until it is knocked out, for the remainder of the encounter. Beauty - 2d4 - Unsettling
Mega Kick Center 6 5d12+18 A.png Melee, 1 Target, Dash, Push The target is Pushed 6-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. Cool - 2d4 - Round Ender
Mega Punch EOT 4 3d10+12 A.png Melee, 1 Target - Tough - 2d4 - Round Ender
Metronome Battle - - N.png Self, No Target Metronome randomly uses any other Move except for After You, Assist, Bestow, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Metronome, Me First, Mimic, Mirror Coat, Mirror Move, Protect, Quash, Quick Guard, Rage Powder, Sketch, Sleep Talk, Snatch, Snore, Switcheroo, Thief, Transform, Trick, Wide Guard. The GM helps to pick the random Move. Cute - 2d4 - Scrambler
Milk Drink Center - - N.png Melee, 1 Target The target regains HP equal to half of its full HP. The user may target themselves with Milk Drink. Cute - None - Reflective Appeal
Mimic Battle - - N.png Ranged (15), 1 Target Choose a Move that the target has used during the encounter. For the remainder of the encounter, that Move replaces Mimic on the user’s Move List. Mimic cannot miss. Cute - None - Attention Grabber
Mind Reader Center - - N.png Ranged (10), 1 Target The target is Locked-On. The next Move that the User uses against the Target that requires an Accuracy Check cannot miss. Mind Reader's effect, on both the User and Target, can be affected by Baton Pass. Smart - 1d4 - Good Show!
Minimize Center - - N.png Self, No Target Foes need an additional +4 during Accuracy Check to hit Minimize’s user and the user’s size is Small for the remainder of the encounter. *Grants: Shrinkable Cute - 2d4 - Hold That Thought
Moonlight 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. Beauty - None - Reflective Appeal
Morning Sun 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. Beauty - None - Reflective Appeal
Natural Gift Battle 2 See Effect S.png Ranged (10), 1 Target, Berry Refer to the Move Keywords Berry list. Natural Gift deals damage according to the Berry list and Natural Gift’s Type is also defined there. The user’s Berry is destroyed and is not consumed. *Grants: Sprouter Cool - 2d4 - Round Ender
Nature Power EOT See Effect Nature Power uses a Move defined by Environ. If the Move’s Frequency is Battle or Center, Nature Power may not be used for the remainder of the encounter. Beauty - 2d4 - Scrambler
Odor Sleuth At-Will - - N.png Ranged, 1 Target The user’s Normal-Type and Fighting-Type Moves can now hit and affect Ghost-Type targets. Odor Sleuth’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Odor Sleuth’s user can identify the real target using Double Team. *Grants: Tracker Smart - 1d4 - Good Show!
Pain Split Battle - - N.png Ranged (4), 1 Target Add the user’s and the target’s current HP together and divide the value by 2, calling the result X. The user and target’s HP are set to X. If X exceeds a target’s or user’s full HP, the excess is ignored and they are set to full HP. Smart - 2d4 - Unsettling
Pay Day Center 2 1d12+6 A.png Ranged (8), 1 Target Pay Day scatters metal coins equal in value to 1d8 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins. Smart - 1d4 - Catching Up
Perish Song Center - - N.png Ranged (15), No Target, Burst Perish Song creates a 15-meter Burst. Perish Song cannot miss. Perish Song can affect only pokemon. All targets, including the user, receive a Perish Count of 3. At the beginning of each of the target’s turns, their Perish count is lowered by 1. Once a Perish Count reaches 0, set the pokemon’s HP to 0. A Perish Count disspears if a Pokemon returns to their Poke Ball or is knocked out. Beauty - 2d4 - Unsettling
Pound At-Will 2 1d12+6 A.png Melee, 1 Target - Tough - 3d4 - No Effect
Present EOT 3 See Effect A.png Ranged (8), 1 Target Roll 1d4. On a result of 1, use 1d10+10 for Present’s Damage Dice Roll; on a result of 2, use 2d10+10; on a result of 3, use 3d10+10; on a result of 4 the target is healed 65 HP. Cute - None - Inversed Appeal
Protect Center - - N.png 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. Cute - None - Inversed Appeal
Psych Up Battle - - N.png Ranged (10), 1 Target The user’s Combat Stages are changed to match the target’s Combat Stages. Psych Up cannot miss. Smart - None - Get Ready!
Quick Attack At-Will 2 1d12+6 A.png Melee, 1 Target, Interrupt If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move. Cool - 2d4 - Quick Set
Rage At-Will 2 1d6+3 A.png Melee, 1 Target, Spirit Surge The user’s Attack is raised 1 Combat Stage as long as they used Rage on their previous turn. If the user is damaged by an attack before it’s next turn, its Attack is raised 1 Combat Stage. Cool - None - Get Ready!
Rapid Spin At-Will 2 1d6+3 A.png Melee, 1 Target On hit, Rapid Spin destroys Hazards within 5 meters, removes Leech Seeds, and removes the user’s Trapped status. Cool - 2d4 - Round Starter
Razor Wind Battle 2 3d10+12 S.png Ranged (15), 1 Target Once you declare the use of Razor Wind, the user’s turn ends. On its next turn, the user may shift and use Razor Wind’s damage. Razor Wind is a Critical Hit on 18-20 during Accuracy Check. Cool - 1d4 - Special Attention
Recover Center - - N.png Self, No Target The user regains HP equal to half of its full HP. Smart - None - Reflective Appeal
Recycle Center - - N.png Self, No Target The effect of a consumable item used earlier in the encounter is used again as if it had not been destroyed. The item is still gone. Smart - None - Attention Grabber
Reflect Type Battle 2 - N.png Ranged (10), 1 Target Reflect Type changes one of the user’s Types into one Type of your choice that the target has for 1d4+1 turns. Beauty - None - Attention Grabber
Refresh Battle - - N.png Self, No Target The user is cured of all Status ailments. Cute - None - Reflective Appeal
Relic Song Battle 2 3d10+12 S.png Ranged (4), No Target, Burst Relic Song creates a 4-meter Burst. All Legal Targets fall Asleep on 16-20 during Accuracy Check. Beauty - 2d4 - Excitement
Retaliate Center 2 3d8+10 A.png Melee, 1 Target Retaliate deals an additional 5d12during Damage Dice Roll if an ally has been lowered to 0 HP or less by the target’s Moves or Features during the last 2 rounds of combat. Cool - 3d4 - No Effect
Return EOT 2 4d12+16 A.png Melee, 1 Target The user may only use Return if its Loyalty is 3 or 4. Cute - 1d4 - Round Starter
Roar Battle 11 - N.png Ranged (6), 1 Target The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them. Cool - 2d4 - Excitement
Rock Climb Battle 5 3d12+14 A.png Melee, 1 Target, Dash Rock Climb Confuses the target on 17-20 during Accuracy Checks. Cool - 2d4 - Round Ender
Round EOT 2 2d10+8 S.png Ranged (3), No Target, Burst Round creates a 3-meter Burst. The next Pokemon who uses Round during this round of Combat uses 3d10+16 for Round’s Damage Dice Roll. The third or any use after the third use of Round during this round of Combat uses 4d10+24 for Round’s Damage Dice Roll. Tough - 2d4 - Reliable
Safeguard At-Will - - N.png Ranged (2), No Target, Wall Place 10-meters of Wall. If the effect of a Move that targets through any Walls of Safeguard cause a Status Affliction, they cannot cause a Status Affliction. The Walls sustain for 5 rounds. Beauty - 2d4 - Hold That Thought
Scary Face EOT 2 - N.png Ranged (6), 1 Target The target’s Speed is lowered 2 Combat Stages. Tough - 2d4 - Slow Set
Scratch At-Will 2 1d12+6 A.png Melee, 1 Target, Pass - Tough - 3d4 - No Effect
Screech EOT 4 - N.png Ranged (4), No Target, Burst Screech creates a 4-meter Burst. All Legal Targets have their Defense lowered 2 Combat Stages. Smart - 2d4 - Unsettling
Secret Power EOT 2 3d8+10 S.png Ranged (8), 1 Target, Environ Secret Power’s effect depends on Environ. Secret Power’s effect activates on 17-20 during Accuracy Check. *Grants: Sprouter Smart - 2d4 - Scrambler
Selfdestruct Center 2 10d10+46 A.png Ranged (4), No Target, Burst Selfdestruct creates a 4-meter Burst. The user’s HP is set to -50% of their full HP. If the user is above Loyalty 1, their Loyalty is lowered at least 1 stage. Beauty - None - Big Show
Sharpen At-Will - - N.png Self, 1 Target Raise the user’s Attack 1 Combat Stage. Cute - None - Get Ready!
Shell Smash Center - - N.png Self, No Target Raise the user’s Attack 2 Combat Stages, raise the user’s Special Attack 2 Combat Stages and raise the user’s Speed 2 Combat Stages Lower the user’s Defense 1 Combat Stage and lower the user’s Special Defense 1 Combat Stage. Tough - None - Get Ready!
Simple Beam Battle 2 - N.png Ranged (7), 1 Target Simple Beam changes one of the target’s abilities to Simple for the remainder of the encounter. Beauty - 3d4 - No Effect
Sing Battle 11 - N.png Ranged (4), No Target, Burst Sing creates a 4-meter Burst. All Legal Targets fall Asleep. Cute - 2d4 - Excitement
Sketch Center - - N.png Ranged (25), 1 Target Sketch cannot miss. Once Sketch has been used, remove Sketch from the user’s Move list. The last Move that the target used is added to the user’s Move list permanently. Sketch may not be Interrupted or Intercepted. Smart - 1d4 - Catching Up
Skull Bash Battle 2 4d12+16 A.png Melee, 1 Target, Dash, Push Once you declare the use of Skull Bash, the user’s turn ends. On its next turn, the user may shift and use Skull Bash’s damage and effect. The target is Pushed 4-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. Tough - 1d4 - Special Attention
Slack Off Center - - N.png Self, No Target The user regains HP equal to half of its full HP. Cute - None - Reflective Appeal
Slam EOT 6 3d10+12 A.png Melee, 1 Target, Dash - Tough - 3d4 - No Effect
Slash EOT 2 3d8+10 A.png Melee, 1 Target, Pass Slash is a Critical Hit on 18-20 during Accuracy Check. Cool - 3d4 - No Effect
Sleep Talk Battle - - N.png Self, No Target The user randomly uses one of their other Moves, ignoring Frequencies. Sleep Talk can only be used while the user is Asleep. Cute - 3d4 - No Effect
SmellingSalt Battle 2 2d10+8 A.png Melee, 1 Target If the target is Paralyzed, SmellingSalt does 4d12+16 instead for Damage Dice Roll and cures the target of Paralysis. Smart - None - Unsettling
Smokescreen EOT - - N.png Ranged (3), No Target, Wall Place 5-meters of Wall. Smokescreen’s Walls must be placed within 3-meters of the user. If anyone’s Move tries to target through a Smokescreen wall, they must roll +3 during Accuracy Check to hit. The walls remain for 10 rounds. Brick Break cannot break Smokescreen’s Walls. Smart - 2d4 - Unsettling
Snore EOT 2 1d12+6 S.png Ranged (5), No Target, Burst Snore creates a 5-meter Burst. Snore Flinches all legal targets on 15-20 during Accuracy Check. Snore can only be used by a Sleeping pokemon. Cute - 3d4 - No Effect
Softboiled Center - - N.png Melee, 1 Target The target regains HP equal to half of its full HP. The user may target themselves with Softboiled. Beauty - None - Reflective Appeal
Sonicboom EOT 6 15 N.png Ranged (4), 1 Target, Column Sonicboom creates a Column 1 meter wide. Sonicboom always deals 15 points of Damage. Do not apply weakness or resistance. Do not apply stats. Cool - 3d4 - No Effect
Spike Cannon EOT 4 1d6+3 A.png Ranged (6), 1 Target, Scatter Spike Cannon can hit up to 5 times. Once the user misses, they cannot attempt to make another Spike Cannon attack on that turn. Cool - 2d4 - Reliable
Spit Up Battle 2 See Effect S.png Ranged (8), 1 Target If the user is Stockpiled 1, use 3d10+12 for Spit Up’s Damage Dice Roll; if the user is Stockpiled 2, use 4d12+16; if the user is Stockpiled 3, use 5d12+18. After using Spit Up, the user’s Stockpiled count is set to 0. If the user has no Stockpiled count, Spit Up does nothing. Tough - 2d4 - Round Ender
Splash At-Will - - N.png Self, No Target - Cute - None - Inversed Appeal
Stockpile At-Will - - N.png Self, No Target The user adds 1 to their Stockpiled count to a maximum of 3. For each number a Stockpiled count is above 0, raise the user’s Defense 1 Combat Stage and raise the user’s Special Defense 1 Combat Stage. If a Stockpiled count is set to 0, the Combat Stages gained from the Stockpiled count are removed. Stockpile may not be used unless the user knows Spit Up or Swallow. *Grants: Inflatable Tough - None - Get Ready!
Stomp EOT 2 3d8+10 A.png Melee, 1 Target, Dash Stomp Flinches the target on 15-20 during Accuracy Check. If the target is Small, Stomp deals an additional 1d10. Tough - 3d4 - No Effect
Strength EOT 4 3d10+12 A.png Melee, 1 Target, Push The target is Pushed 8-meters. *Grants: +1 Power Tough - 3d4 - No Effect
Substitute Battle - - N.png Self, No Target, Coat The user loses ¼ of their full HP. A Coat is made which has HP equal to the HP lost when using this Move +1. If the user would be hit by a Move, instead the Coat gets hit. Apply weakness, resistance and stats to the Coat. The Coat is immune to Status Afflictions. Substitute cannot be used if the user has less then ¼ of their full HP. Smart - 1d4 - Catching Up
Super Fang Battle 4 - N.png Melee, 1 Target The target’s HP is halved. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. When halving the target’s HP with Super Fang, round up. Tough - 3d4 - No Effect
Supersonic EOT 11 - N.png Ranged (6), 1 Target, Column Supersonic creates a Column 1 meter wide. Supersonic Confuses all Legal Targets. Smart - 2d4 - Excitement
Swagger EOT 4 - N.png Ranged (8), 1 Target The target’s Attack is raised 2 Combat Stages. Swagger Confuses the target. Cute - 2d4 - Excitement
Swallow Center - - N.png Self, No Target If the user is Stockpiled 1, they are healed 25% of their full HP; if the user is Stockpiled 2, they are healed half of their full HP; if the user is Stockpiled 3, they are healed back to full HP. After using Swallow, the user’s Stockpiled count is set to 0. If the user has no Stockpiled count, Swallow does nothing. Tough - None - Reflective Appeal
Sweet Kiss Battle 6 - N.png Ranged (8), 1 Target Sweet Kiss Confuses the target. Cute - 2d4 - Excitement
Sweet Scent Battle 2 - N.png Ranged (5), No Target, Burst Sweet Scent creates a 5-meter Burst. For the remainder of the encounter, when targeting any Legal Targets that were hit by Sweet Scent, you need -2 to hit that target during Accuracy Check. *Grants: Alluring Cute - 2d4 - Excitement
Swift EOT - 2d10+8 S.png Ranged (10), 1 Target Swift cannot Miss. Cool - 2d4 - Round Starter
Swords Dance EOT - - N.png Self, No Target The user’s Attack is raised 2 Combat Stages. Beauty - None - Get Ready!
Tackle At-Will 3 2d8+6 A.png Melee, 1 Target, Dash - Tough - 3d4 - No Effect
Tail Slap EOT 4 1d10+4 A.png Melee, 1 Target, Scatter Tail Slap can hit up to 5 times. Once the user misses, they cannot attempt to make another Tail Slap attack on that turn. Cute - 2d4 - Reliable
Tail Whip At-Will 2 - N.png Ranged (4), 1 Target The target’s Defense is lowered 1 Combat Stage. Cute - 2d4 - Excitement
Take Down EOT 5 3d12+14 A.png Melee, 1 Target, Dash, Recoil 1/4 After Take Down deals damage, Recoil. Tough - 3d4 - No Effect
Techno Blast Center 2 3d12+18 S.png Ranged (10), 1 Target Techno Blast’s Type can be any Type while holding the appropriate Drive item or Plate item. Smart - 2d4 - Seen Nothing Yet
Teeter Dance Battle 2 - N.png Ranged (7), No target, Burst Teeter Dance creates a 7-meter Burst. Teeter Dance Confuses all Legal Targets. Cute - 2d4 - Scrambler
Thrash Center 3 5d12+18 A.png Melee, 1 target Thrash’s user must make another Melee attack for 1d2 more turns. The attack is identical to Thrash except for Thrash’s effect. After the first target is declared, Thrash 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 Thrash’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. Tough - 2d4 - Reliable
Tickle EOT 2 - N.png Melee, 1 Target Lower the target’s Attack 1 Combat Stage and lower the target’s Defense 1 Combat Stage. Cute - 2d4 - Excitement
Transform Battle - - N.png Ranged (25), No Target The user assumes the form of the Pokemon-target gaining its type(s) and learns all of that specific target’s Moves, gains its Abilitys, copies its weight and height and Capabilties for the remainder of the encounter, or until the user chooses to revert to its original form, or until the user uses Transform to change into something else. The user’s Stats do not change. Transform cannot miss. Smart - 1d4 - Catching Up
Tri Attack Battle 2 3d10+12 S.png Ranged (8), 1 target Tri Attack gives the target a Status ailment on 17-20 during Accuracy Check. If you rolled 17-20, roll 1d4; on 2 the target is Paralyzed; on 3 the target is Burned; on 4 the target is Frozen; on 1 reroll the die. Beauty - 3d4 - No Effect
Trump Card EOT 2 See Effect S.png Ranged (10), 1 Target If the user has only used Trump Card once this encounter, use 1d10+4 for Trump Card’s Damage Dice Roll. If it is the second time the user is using Trump Card, use 1d10+4. If it is the third or fourth time the user is using Trump Card, use 1d12+6. If it is the fifth time the user is using Trump Card, use 2d10+8. If it is the sixth time the user is using Trump Card, use 7d10+28 and Trump Card’s Frequency changes to Center for the rest of the encounter. Cool - None - Round Starter
Uproar Battle 2 3d12+14 S.png Ranged (5), No Target, Burst Uproar creates a 5-meter Burst that continues for 1d4+1 turns. At the beginning of the user’s turn where Uproar is continuing, they may shift then must immediately use Uproar again. If the user does not continue using Uproar during the next round of combat, Uproar ends. Anyone in Uproar’s Burst on any turn Uproar is continuing is cured of Sleep. Cute - 2d4 - Unsettling
Vicegrip At-Will 2 2d10+8 A.png Melee, 1 Target - Tough - 3d4 - No Effect
Weather Ball Battle 2 2d8+6 S.png Ranged (10), 1 Target If it is Sunny, Weather Ball is Fire-Type. If it is Rainy, Weather Ball is Water-Type. If it is Hailing, Weather Ball is Ice-Type. If it is Sandstorming, Weather Ball is Rock-Type. When a weather effect is on the field, Weather Ball’s Damage Dice Roll is 4d12+16. If there are multiple Weather Effects on the field, choose one type for Weather Ball to be that corresponds with an existing Weather Effect. Smart - 2d4 - Incentives
Whirlwind Center 2 - N.png Ranged (6), 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. Smart - None - Big Show
Wish Center - - N.png Ranged (15), 1 Target At the end of the target’s next turn, the target regains HP equal to half of its full HP. If the user targets themselves and are replaced in battle, the replacement is healed. Cute - None - Reflective Appeal
Work Up EOT - - N.png Self, No Target Raise the user’s Attack 1 Combat Stage and raise the user’s Special Attack 1 Combat Stage. Tough - None - Get Ready!
Wrap EOT 4 1d6+3 A.png Melee, 1 Target, Trap Wrap Traps the target and the user for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Wrap may not trap more then one target at a time unless the user is Huge or Gigantic. Tough - None - Torrential Appeal
Wring Out Battle 2 5d12+18 S.png Melee, 1 Target For every 10% the target is below their full HP, Wring Out’s Damage Dice Roll is reduced by 1d12 to a minimum of 18. Smart - 2d4 - Seen Nothing Yet
Yawn Battle - - N.png Ranged (4), No Target, Burst Yawn creates a 4-meter Burst. All targets fall Asleep at the end of their next turn. Yawn cannot miss. Cute - 2d4 - Excitement
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