Name |
Freq |
AC |
Damage |
Range |
Special Effect |
Contest |
Ancientpower |
Battle |
2 |
2d10+8 |
|
Ranged (8), 1 Target, Column, Spirit Surge |
Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower, 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 Ancientpower. |
Tough - 2d4 - Round Ender |
Head Smash |
Battle |
5 |
7d10+28 |
|
Melee, 1 Target, Dash, Push, Recoil 1/2 |
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 Smash deals damage, Recoil. |
Tough - 2d4 - Seen Nothing Yet |
Power Gem |
EOT |
2 |
3d8+10 |
|
Ranged (8), 1 Target |
- |
Beauty - 3d4 - No Effect |
Rock Blast |
EOT |
5 |
1d10+4 |
|
Ranged (6), 1 Target, Scatter |
Rock Blast can hit up to 5 times. Once the user misses, they cannot attempt to make another Rock Blast attack on that turn. *Grants: Materializer |
Tough - 2d4 - Reliable |
Rock Polish |
EOT |
- |
- |
|
Self, No Target |
Raise the user’s Speed 2 Combat Stages. |
Tough - 2d4 - Round Starter |
Rock Slide |
Battle |
4 |
3d10+12 |
|
Ranged (4), 1 Target, Column |
Rock Slide creates a Column 4-meters wide. Rock Slide Flinches all Legal Targets on 17-20 during Accuracy Check. |
Tough - 3d4 - No Effect |
Rock Throw |
EOT |
4 |
2d8+6 |
|
Ranged (8), 1 Target |
- |
Tough - 3d4 - No Effect |
Rock Tomb |
Battle |
5 |
2d8+6 |
|
Ranged (6), 1 Target, Blast |
Rock Tomb creates a 3-meter Blast. Rock Tomb lowers all Legal Targets Speed 1 Combat Stage. *Grants: Materializer |
Smart - 2d4 - Slow Set |
Rock Wrecker |
Center |
4 |
7d10+28 |
|
Melee, 1 Target, Pass, Exhaust |
On Miss, Rock Wrecker deals the user’s Attack instead to all possible targets. *Grants: Materializer |
Tough - 2d4 - Seen Nothing Yet |
Rollout |
EOT |
4 |
1d10+4 |
|
Melee, 1 Target, Pass |
The user must use Rollout until it misses, or fails to be able to shift enough to hit a target for their next 4 turns. On the second turn, Rollout uses 2d10+8 for its Damage Dice Roll. On the third turn, Rollout uses 2d10+12. On the fourth turn, Rollout uses 3d10+16. On the fifth and final turn, Rollout uses 4d10+20. |
Tough - 2d4 - Reliable |
Sandstorm |
Battle |
- |
- |
|
Field, Target Area, Weather |
For 1d4+1 rounds, the area is considered Sandstorming. At the beginning of each round, all non-Ground, Rock, or Steel Type Pokemon lose 1/16th of their full HP. Rock Type Pokemon are treated as if their Special Defense is raised 2 Combat Stages while Sandstorming. |
Tough - 2d4 - Hold That Thought |
Smack Down |
Battle |
2 |
2d8+6 |
|
Ranged (8), 1 Target |
If the target is Flying-type or is floating because of Magnet Rise, Telekenisis, or Levitate, then the target is no longer immune to Ground-type Moves for 1d4+1 turns. |
Tough - 3d4 - No Effect |
Stealth Rock |
Battle |
- |
- |
|
Field, No Target, Hazard |
Set 5 square meters of Stealth Rock, “Rocks.” All 5 Rocks must be adjacent with at least one other space of Rocks next to each other. If a foe moves within 10 meters of a space occupied by Rocks, move at most one Rock to the offender, then destory the Rock. When that happens, Stealth Rock causes a foe to lose 1/8th of their full HP. Stealth Rock is considered to be dealing damage. Apply Weakness and Resistance. Do not apply stats. A Pokemon who has been hit by a Stealth Rock Hazard cannot get hit by another in the same encounter until it is returned to a Poke Ball and then sent back out. *Grants: Materializer |
Cool - 2d4 - Hold That Thought |
Stone Edge |
Battle |
5 |
4d12+16 |
|
Ranged (8), 1 Target |
Stone Edge is a Critical Hit on 17-20 during Accuracy Check. |
Tough - 2d4 - Incentives |
Wide Guard |
Center |
- |
- |
|
Self, No Target, Intercept |
If a foe uses Move that hits multiple targets and Wide Guard’s user is one of the targets you may use Wide Guard as an Interrupt. If a Move would hit the user and one of the user’s allies, the Move only hits Wide Guard’s user. If the user is hit by a Move this way, the user does not take any damage and is not affected by any other effects the Move has. This Effect lasts for one turn. |
Tough - None - Inversed Appeal |