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POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ

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Attack & Ability Masterlist

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SpectralEternity

Crew

Angelic Guardian

43,250 Points
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PostPosted: Sun Feb 08, 2015 10:51 pm
Attacks here are sorted into types and then alphabetized. Scroll to the type of move you are looking for and look through the list, or simply use the Command F function to type in the move you wish to find.

Any attack with in the front means that it is a physical attack which can be applied to many different things.

Any attack with ç in the front means that it is a move that makes physical contact with the opposing pokemon.

An attack with a ~ in front means that it can hit more than one target at once. Please refer to this list for specific details.

*Camouflage Guidelines: Please refer to This page for information on how your current environment affects this move.

**Natural Gift: Please refer to This page for information on what berries are needed to do what kind of damage, and what type of attack that berry will make it.

***Nature Power: Please refer to This page for information on how your current environment affects Nature Power's attunement to moves.

****Trap Moves: Moves listed here, including the moves in the Binding Moves subcategory

*****Grass Knot and Low Kick Damage chart:

0.1 - 21.8 lbs - 20 damage
21.9 - 54.9 lbs - 40 damage
55.1 - 110.0 lbs - 60 damage
110.2 - 220.2 lbs - 80 damage
220.4 - 440.7 lbs - 100 damage
440.9 lbs or more - 120 damage

Please refer to this chart to determine the opponent's weight.

Legendary exclusive moves and abilities are highlighted in red, and while the moves can be learned by normal pokemon via a balm mushroom, when not being used by their respective legendary are significantly weaker. The changes that occur when being used by a normal pokemon are highlighted in blue.

1 -
Normal Type - 157
1 - Acupressure: Generate two numbers between 1 and 5, the two numbers you roll take the corresponding stat and raise it two stages for the rest of the battle. (This move can only be used once per battle)

1- Attack
2- Special Attack
3- Defense
4- Special Defense
5- Speed

After You: forces target to strike first next round
Assist: Generate a number equal to your active party pokemon minus your current pokemon, then generate a number 1-4 to pick a move on the generated pokemon's moveset. That is the attack you use.
2 - Attract: Opposing gender opponents become infatuated.
3 - •Barrage: 15: hits 2-5 times
4 - Baton Pass: User swaps with another active party pokemon, passing on all status alterations and effects such as Aqua ring, ingrain, substitute, as well as negative effects such as Leech seed. (with the exception of infatuation or ability changes.)
5 - Belly Drum: Users physical attacks gain +60 damage, but user's Max HP is cut by 1/4 for the rest of the battle.
Bestow: The user passes its held item to the target. Fails if the target is already holding an item.
6 - ç•Bide: The user waits for two rounds and deals double the damage taken during those two rounds. Freeze, partial trap duration, and flinching will pause but not disrupt the duration of Bide. (Priority +1)
7 - ç•Bind: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - Block: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
9 - ç•Body Slam: 85: 7/10 chance to paralyze. If a pokemon has used minimize, the base power is doubled.
10 - ~Boomburst: 140:
11 - Camouflage: Alters users type based on the area it is used in*
12 - ~Captivate: If target pokemon is the opposite gender, lower targets special attack two stages, fails if used on a pokemon with Oblivious or if the target has no gender.
13 - ç•Chip away: 70: ignores any changes to the target's physical Defense or evasion.
14 - ç•Comet Punch: 18: hits 2-5 times
15 - Confide: Lower targets special attack one stage
16 - ç•Constrict: 10: 1/2 chance to reduce targets speed one stage
17 - Conversion: Changes the user's current type to match the type of the first of the user's moves.
18 - Conversion 2: Changes the user's current type to a type that either resists or is immune to the type of the move last used by the target.
Copycat: Copies the last move used
ç•Covet: 60: Steals targets hold item (Item is returned at the end of the battle)
19 - Court Change: Swaps barriers, veils and other effects between each side of the battlefield.
20 - ç•Crush Claw: 75: 9/10 Chance to lowering targets physical defense one stage
21 - ç•Crush Grip: The higher the user's current HP, the higher damage caused. (121 x Current HP / MaxHP) (100 x Current HP / MaxHP)
22 - ç•Cut: 50:
23 - Defense Curl: Raise user's physical defense one stage, doubles the power of rollout & ice ball as long as the user remains in battle
24 - Disable: Prevents target from using it's last move for 4 rounds. Can only disable one of the target's moves at a time.
25 - ç•Dizzy Punch: 70: 4/10 chance to confuse
26 - ç•Double Hit: 35: per hit, hits twice (70 damage total)
27 - Double Team: Raise evasiveness one stage
28 - ç•Double-Edge: 120: user takes recoil damage equal to 1/3 of the damage dealt.
29 - ç•Doubleslap: 15: hits 2-5 times
30 - Echoed Voice: 40: power doubles upon each consecutive use up to 200 damage.
31 - •Egg Bomb: 100:
32 - Encore: Target pokemon repeats their last used move for the next 3 rounds
33 - ç•Endeavor: Cuts the targets HP to equal user's
Endure: Survive any attack in one round with 1 HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +3)
34 - Entrainment: Gives target pokemon the same ability as user
35 - ~•Explosion: 250: Causes user to faint
36 - ç•Extreme Speed: 80: (Priority +2)
37 - ç•Facade: 70: does double damage if user is poisoned, paralyzed, or burned
38 - ç•Fake Out: 40: Causes the target to flinch if it hits. It is only successful on the first round the user is in battle, but reset each time the Pokemon switches out and back in. (Priority +3)
39 - ç•False Swipe: 40: Always leaves at least 1 HP
•Feint: 30: can hit opponents using guard moves (Priority +2)
40 - ç•Flail: Power Varies based on the percentage of HP remaining on user:

100-71% HP: 20-dmg,
70-36% HP: 40-dmg,
35-21% HP: 80-dmg,
20-11% HP: 100-dmg,
10-5% HP: 150-dmg,
4%-1HP: 200-dmg,

41 - Flash: Lower targets accuracy one stage
42 - Focus Energy: All attacks have a 1/10 of a critical hit. The chance to critically hit increases by 1/10 up to 5 times, with max at 5/10.
Follow Me: Forces opponents to target the user for one round (Priority +2)
43 - Foresight: Allows fighting and normal attacks to hit a targeted Ghost
44 - ç•Frustration: 100: -20 per FP
45 - ç•Fury Attack: 15: hits 2-5 times
46 - ç•Fury Swipes: 18: hits 2-5 times
47 - ç•Giga Impact: 150: user must recharge next round unless the attack misses.
48 - Glare: Paralyzes target pokemon
49 - ~Growl: Lower targets physical attack one stage
50 - Growth: Raise user's physical & special attack one stage
51 - •Guillotine: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
52 - Harden: Raise users physical defense one stage
53 - ç•Head Charge: 120: User takes recoil damage equal to 1/4 the damage done
54 - ç•Headbutt: 70: 4/10 Chance of causing target to flinch
55 - ~Heal Bell: Cures all party's status ailments, including the user's
Helping Hand: If used in a double battle, boosts 1 adjacent ally pokemon's physical & special attack by x1.5. (Priority +5)
56 - Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )

1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

57 - ç•Horn Attack: 65:
58 - ç•Horn Drill: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
59 - Howl: Raise user's physical attack one stage
60 - Hyper Beam: 150: user must recharge next round unless the attack misses.
61 - ç•Hyper Fang: 80: 2/10 Chance of causing target to flinch
62 - ~Hyper Voice: 90:
63 - Judgement: 100: type varies according to what type of plate the user is holding 80: type varies according to what type of plate the user is holding
64 - Laser Focus: Ensures that the next attack will critically hit
65 - ç•Last Resort: 140: can only be used after the user has used every other move in their moveset
66 - ~Leer: Lower targets physical defense one stage
67 - Lock-On: Ensures Next attack hits target pokemon, does not effect OHKO moves.
68 - Lovely Kiss: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

69 - ~Lucky Chant: Damage done to user is reduced by 30 for 5 rounds. Prevents Critical Hits.
Me First: Copies targets currently used move. (Priority +1)
70 - Mean Look: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
71 - ç•Mega Kick: 120:
72 - ç•Mega Punch: 80:
Metronome: Generate a number 1-18 for the type of move metronome will do. Then, generate the number beside the title for that type, for instance 31 for water. The attack corresponding to the number you generate will be the attack your pokemon does. [For instance, with the above example, if you had generated 28, your pokemon would use Water Spout]
73 - Milk Drink: Recovers half max HP. Can be used outside of battle by sacrificing 1/4 of the user's max HP to heal half max HP of a target party pokemon. Can only be used 5 times in battle
Mimic: Copies last move used and keeps in place of mimic until the battle ends
74 - Mind Reader: Ensures Next attack hits target pokemon, does not effect OHKO moves.
75 - Minimize: Raise users evasiveness two stages
76 - Morning Sun: Recovers half max Hp. Restore full hp in Sunny Day. Can only be use 5 times in battle
77 - ç•Multi-Attack: 120, Type changes based on which memory this pokemon is holding. 90, does not change type
78 - •Natural Gift: Berries=power **
Nature Power: Type of attack depends on the location***
79 - Noble Roar: Lower targets physical & special attack one stage
80 - Odor Sleuth: Allows fighting & normal attacks to hit a targeted Ghost pokemon
81 - Pain Split: Adds User and Target current HP together then divide it evenly between the two.
82 - •Pay Day: 40: this damage is doubled if the user is holding an Amulet Coin or Luck Incense.
83 - ~Perish Song: All pokemon that hear this song, faints in three rounds, user included
84 - Play Nice: Lower targets physical attack one stage
85 - ç•Pound: 40
86 - •Present: Roll a d4, a 1 heals the target for 1/4 of their max HP, a 2 deals 40 damage, a 3 deals 80 damage, and a 4 deals 120 damage.
Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
87 - Psych Up: Copies all stat changes of target pokemon, both positive and negative.
88 - ç•Quick Attack: 40: (Priority +1)
89 - ç•Rage: 20: if used in succession, each time the user is hit, this move does 10 more damage.
90 - ç•Rapid Spin: 50: Raises speed by one stage and eliminates Trap Moves****
91 - ~Razor Wind: 80: 1st turn to charge, 2nd turn attack, 1/10 chance to critically hit
92 - Recover: Recovers half max HP. Can only be use 5 times in battle
93 - Recycle: Restore consumed held item during battle.
94 - Reflect type: Copies the targets type(s)
95 - Refresh: Cures the user of poison, paralysis, or burn
~Relic Song: 75: 1/3 chance to inflict Sleep condition on all other pokemon. 65: 1/3 chance to inflict Sleep condition on all other pokemon.
96 - ç•Retaliate: 70: If a teammate has fainted the round prior to use, attack power is doubled
97 - ç•Return: 10: +20 per FP.
98 - Roar: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
99 - Revelation Dance: 90, The user's type determines the type of this move.
100 - ç•Rock Climb: 90: 4/10 chance to confuse target
101 - Round: 60: Power doubles if used consecutively in double battles. Including both friendly and opponents pokemon. Doesn't need to be the same pokemon.
102 - ~Safeguard: Prevent all status effects for five rounds
103 - Scary Face: Lower targets speed one stage
104 - ç•Scratch: 40:
105 - Screech: Lower targets defense two stages
106 - •Secret Power: 70: 1/2 chance of a secondary effect based on terrain of the battle
107 - ~•Self-Destruct: 200: User Faints
108 - Sharpen: Raise user's attack one stage
109 - Shell Smash: Reduces physical & special defense one stage, but raise physical & special attack, & speed two stages.
110 - Simple Beam: Changes target pokemons ability to Simple.
111 - Sing: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

Sketch: Copies targets last move permanently. Only Smeargle can know or use this move for any reason including the effects a Balm Mushroom. Can't copy legendary exclusive moves and only one move with a base power of 100 or more can be known as a time. Can copy moves by any method desired.
112 - ç•Skull Bash: 130: 1st turn charge, 2nd turn attack. Raise user's physical defense one stage when charging.
113 - Slack Off: Recovers half max HP. Can only be use 5 times in battle
114 - ç•Slam: 80:
115 - ç•Slash: 70: 1/10 chance to critically hit
Sleep Talk: Random attack while asleep, Generate 1-3. Can't use Rest.
116 - ç•Smellingsalt: 70: Inflicts double damage if target is parlayed. Cures the targets paralysis.
117 - Smokescreen: Lower targets accuracy one stage
Snore: 50: 4/10 Chance of causing target to flinch, Only works when the user is asleep
118 - Softboiled: Recovers half max HP. Can be used outside of battle. User give 25% Max Hp to heal half max Hp of target pokemon. Can only be used 5 times in battle
119 - Sonicboom: 20: Unaffected by weaknesses/resistance, does not ignore type immunity
120 - •Spike Cannon: 20: hits, 2-5 times
121 - Spit Up: Power varies depending on how many stockpiles are stored:

One Stockpile = 100-dmg,
Two Stockpiles = 200-dmg,
Three Stockpiles = 300-dmg,

122 - Splash: no effect
123 - Spotlight: Directs all attacks to the target during the round it is used.
124 - Stockpile: Raise physical & special defense one stage. User can only have a maximum of three stockpiles at any given time. If the moves Spit Up or Swallow are used, the defense boosts gained from this move are lost.
125 - ç•Stomp: 65: 4/10 Chance of causing target to flinch, power is doubled if used on a pokemon who has used minimize.
126 - ç•Strength: 80:
127 - Stuff Cheeks: The user eats its held Berry, then raises its Defense stat by two stages.
128 - Substitute: User loses 1/4 of their max HP and creates a decoy with HP equal to the amount of HP taken. This substitute will receive all damage from attacks until its HP is depleted. The substitute counts as having all the same stat alterations as the user. Substitutes can't be effected by any conditions such as poison or burn. Please refer to this list for moves that hit past the substitute
129 - ç•Super Fang: Does damage equal to 1/2 the targets current HP
130 - Supersonic: Confuses target pokemon
131 - Swagger: Confuses target pokemon, and raise their physical attack two stages
132 - Swallow: Restores health depending on how many stockpiles are saved up
One Stockpile → 25% of the user's maximum HP
Two Stockpiles → 50% of the user's maximum HP
Three Stockpiles → 100% of the user's maximum HP
133 - ~Sweet Scent: Lower targets evasion two stages
134 - ~Swift: 60: Ignores accuracy & evasiveness
135 - Swords Dance: Raise user's physical attack two stages

136 - ç•Tackle: 40:
137 - ç•Tail Slap: 25: hits, 2-5 times
138 - ~Tail Whip: Lower targets physical defense one stage
139 - ç•Take Down: 90: user takes recoil damage equal to 1/4 of the damage dealt.
140 - Tearful Look: Lowers target's Attack & Special Attack stats by 1 stage
Techno Blast: 120: attack Type based on which Drive is currently being held 100: attack Type based on which Drive is currently being held
141 - ~Teatime: Causes all pokemon to eat their held berry.
142 - ~Teeter Dance: Confuses all Pokémon in battle
143 - ç•Thrash: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
144 - Tickle: Lower targets physical attack & defense each one stage
Transform: Change into opponent, copying their ability and moveset
145 - Tri Attack: 80: generate a number between 1-5, if a 1 is generated, generate another number between 1-3, a 1 inflicts burn, a 2 inflicts freeze, and a 3 inflicts paralysis.
146 - çTrump Card: Does damage based on how much HP this pokemon has left.

100-75% HP: 40-dmg,
74-50% HP: 60-dmg,
49-25% HP: 80-dmg,
24-5% HP: 100-dmg,
4%-1HP: 200-dmg,

147 - Uproar: 90: lasts 3 rounds, and all Pokemon on the field cannot sleep for the duration of the uproar
148 - ç•Vice Grip: 55:
149 - Weather Ball: 50: Type changes with the weather.

150 - Intense Sunlight: Fire Type
151 - Rain: Water Type
152 - Hail: Ice Type
153 - Sandstorm: Rock Type
154 - Foggy or Clear Skies: Normal

155 - Whirlwind: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
156 - Wish: The user makes a wish, and at the end of the next round, the currently active Pokemon recovers Hp equal to half of the Hp of the user. Not effected by Power herb. Can only be use 5 times in battle
157 - Work Up: Raise user's physical attack & special attack one stage
158 - ç•Wrap: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
159 - çWring Out: Does damage depending on how much HP the opponent has.

100-75% HP: 120-dmg,
74-50% HP: 80-dmg,
49-25% HP: 60-dmg,
24-5% HP: 40-dmg,
4%-1HP: 10-dmg,

160 - Yawn: Makes the target drowsy, at the end of the target's next turn, they are put to sleep. This move will fail if used on a sleeping target.


2 -
Grass Type - 40
1 - Absorb: 20: Restores HP to the user equal to 1/2 of damage dealt.
2 - Apple Acid: 80, lowers target’s sp. defense one stage.
3 - ~Aromatherapy: Heals all status problems of the user and the user's team
4 - ç•Branch Poke: 40
5 - •Bullet Seed: 25: hits 2-5 times
6 - Cotton Guard: Raise the users physical defense three stages
7 - Cotton Spore: Lower targets speed two stages
8 - •Drum Beating: 80, Lowers target's Speed one stage.
9 - Energy Ball: 90: 1/2 chance of lowering targets special defense one stage
10 - Forest's Curse: Adds Grass type to the targets type(s)
11 - Frenzy Plant: 150: user must recharge next round unless the attack misses.
12 - Giga Drain: 75: Restores HP to the user equal to 1/2 of damage dealt.
13 - çGrass Knot: Does damage depending on the targets weight*****
14 - Grass Pledge: 80: Can combine with Water Pledge to do double the damage and create a swamp, reducing speed of all opponents by three stages, or with Fire Pledge to do double the damage and burn non fire type opponents for 1/10 of their max HP for four rounds.
15 - Grassy Terrain: Grass-type moves increase by x1.3 and restores 1/16 of max HP to all grounded pokemon while active. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
16 - Grass Whistle: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

17 - •Grav Apple: 80, lowers target’s defense one stage.
18 - ç•Horn Leech: 75: Restores HP to the user equal to 1/2 of damage dealt.
Ingrain: Restores 1/16 HP every round, but the user becomes trapped. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
19 - •Leafage: 40
20 - ç•Leaf Blade: 90: has a 1/10 chance to critically hit
21 - Leaf Storm: 130: Lowers user's special attack by two stages
22 - Leaf Tornado: 65: 1/2 chance to lower targets accuracy one stage
23 - Leech Seed: Sprays seeds on the target that sap 1/8 of their HP every round and restores that amount of HP to the user.
24 - Magical Leaf: 60: unaffected by changes to accuracy stat and evasion stat.
25 - Mega Drain: 40: Restores HP to the user equal to 1/2 of damage dealt.
26 - ç•Needle Arm: 60: 4/10 Chance of causing target to flinch
27 - ~•Petal Blizzard: 90:
28 - çPetal Dance: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
29 - ç•Power Whip: 120:
30 - ~•Razor Leaf: 55: 1/10 chance to critically hit
31 - •Seed Bomb: 80:
32 - Seed Flare: 120: 8/10 chance of lowering targets special defense two stages 90: 8/10 chance of lowering targets special defense two stages
33 - Sleep Powder: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

34 - ç•Snap Trap: 35, Prevents switching or fleeing for 5 turns.
35 - Solarbeam: 120: 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
36 - ç•Solar Blade: 125, 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
37 - Spiky Shield: Protects the user, if hit with a physical attack, attacker takes damage equal to 1/10 of their max HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
38 - Spore: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

39 - Strength Sap: Heals user of Hit Points equal to target's Attack stat. Restores 60 HP if there are no stat changes, +10HP for each stage gained, capping at 120HP, -10HP for each stage lost, the lowest being 10HP restored. Lowers target's Attack by 1 stage.
40 - Stun Spore: Paralyzes opponent
41 - Synthesis: Recovers half max HP. Restore full HP when the weather is Intense Sunlight. Can only be use 5 times in battle
42 - ç•Trop Kick: 70, Lowers opponent's Attack one stage.
43 - ç•Vine Whip: 45:
44 - ç•Wood Hammer: 120: user takes recoil damage equal to 1/3 of the damage done
45 - Worry Seed: Changes target's ability to Insomnia. If the target was sleeping, they will wake. Worry Seed will fail if used against pokemon with the abilities Multitype, Stance Change, or Truant.


3 -
Water Type - 31
1 - ç•Aqua Jet: 40: (Priority +1)
2 - Aqua Ring: Restores 1/16 HP every round
3 - ç•Aqua Tail: 90:
4 - Brine: 65: Double Damage if targets HP is less than or equal to half max HP.
5 - ~Bubble: 40: 1/2 Chance to lowering targets speed one stage
6 - Bubble Beam: 65: 1/2 Chance to lower targets speed one Stage
7 - ç•Clamp: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - ç•Crabhammer: 100: 1/10 Chance to critically hit
9 - ç•Dive: 80: Dives underwater first turn, attacks on second. While underwater, the user is semi invulnerable.
10 - ç•Fishious Rend: 85, If the user attacks before the target, the base power becomes 110
11 - Hydro Cannon: 150: user must recharge next round unless the attack misses.
12 - Hydro Pump: 110
13 - ~Life Dew: Heals user and all allies by 1/4 of their max HP.
14 - ç•Liquidation: 85, 6/10 chance of lowering opponent's Defense one stage.
15 - ~Muddy Water: 90: 1/2 Chance to lowering targets accuracy one stage
16 - Octazooka: 65: 8/10 Chance to lowering targets accuracy one stage
17 - ~Origin Pulse: 110: Hits All Adjacent Opponents 90: Hits All Adjacent Opponents
18 - ~Rain Dance: Makes the weather change to Rain For 5 Rounds
19 - ç•Razor Shell: 75: 1/2 Chance to lowering targets physical defense one stage
20 - Scald: 80: 7/10 Chance to burn target
21 - Snipe Shot: 80, Ignores move redirection from abilities and moves (i.e. Follow Me, Storm Drain, etc.)
22 - Soak: Changes the targets Type to Water
23 - ~Sparkling Aria: 90, Heals targets from Burn
24 - Steam Eruption: 110: 7/10 Chance to burn target 90: 7/10 Chance to burn target
25 - ~Surf: 90: Hits All Adjacent Pokemon
26 - Water Gun: 40:
27 - Water Pledge: Damage Doubles and causes other effects if combined with Other Pledge Moves. Fire Pledge Combination doubles the chance of attacks having secondary effects. Grass Pledge Combination lower targets speed by three stages
28 - Water Pulse: 60: 4/10 Chance to Confuse
29 - Water Shuriken: 15: hits 2-5 times (Priority +1)
30 - ~Water Sport: Reduces base power of fire type moves by half for five rounds
31 - ~Water Spout: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
31 - ç•Waterfall: 80: 3/10 Chance of causing target to flinch
32 - Whirlpool: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
33 - Withdraw: Raise user's physical defense one stage


4 -
Fire Type - 32
1 - Blast Burn: 150: must recharge next round unless the attack misses.
2 - ç•Blaze Kick: 85: 1/10 Chance to critically hit, 4/10 Chance to burn target
3 - Blue Flare: 130: 6/10 Chance to burn target 100: 6/10 Chance to burn target
4 - Burn Up: 130, Removes Fire-type from user. If user was pure Fire-type, it is now normal type.
5 - Ember: 40: 4/10 Chance to burn target
6 - ~Eruption: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
7 - Fiery Dance: 80: 8/10 chance to raise user's special attack one stage
8 - Fire Blast: 110:, 4/10 Chance to burn target
9 - ç•Fire Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to burn target
10 - ç•Fire Lash: 80, lowers target's Defense one stage.
11 - Fire Pledge: 80: damage doubles and causes additional effects when combined with other pledge moves. grass pledge combination damages target for 1/10 of their Max HP for 4 rounds. water pledge combination doubles the chance of secondary effects of attacks.
12 - ç•Fire Punch: 75: 4/10 Chance to burn target
13 - Fire Spin: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
14 - Flame Burst: 70: also damages any pokemon adjacent to the target for 1/16 of it's Max HP
15 - ç•Flame Charge: 50: raise user's speed one stage
16 - ç•Flame Wheel: 60: 4/10 Chance to burn target
17 - Flamethrower: 90: 4/10 Chance to burn target
18 - ç•Flare Blitz: 120: 4/10 Chance to burn target, user takes recoil damage equal to 1/4 of the damage dealt.
19 - Fusion Flare: 100: Double damage if Fusion Bolt was used this round 80: Double damage if Fusion Bolt was used this round
20 - ç•Heat Crash: The heavier the user is compared to target, the stronger the attack.

120 base power, if targets weight is lower or equal to ⅕ (20%) of user's weight.
100 base power, if targets weight is greater than ⅕ (20%) of user's weight and lower or equal to ¼ (25%) of user's weight.
80 base power, if targets weight is greater than ¼ (25%) of user's weight and lower or equal to ⅓ (33.3%) of user's weight.
60 base power, if targets weight is greater than ⅓ (33.3%) of user's weight and lower or equal to ½ of user's weight (50%).
40 base power, if targets weight is greater than ½ (50%) of user's weight.

21 - ~Heat Wave: 95: 4/10 Chance to burn target
22 - ~Incinerate: 60: destroys the targets held berry
23 - Inferno: 100: Burns opponent
24 - ~Lava Plume: 80: 7/10 Chance to burn target
25 - Magma Storm: 100: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 100: Traps opponent, hits 4-5 rounds. Deals damage equal to 1/16 of the targets max HP for each round after the first
26 - ~Mind Blown: 150 - User loses half of its maximum HP.
27 - Mystical Fire: 75: Lower targets special attack one stage
28 - Overheat: 130: Lowers user's special attack two stages
29 - •Pyro Ball: 120, 4/10 chance to cause a burn
30 - •Sacred Fire: 100: 8/10 Chance to burn target 80: 8/10 Chance to burn target
31 - Searing Shot: 100: 7/10 Chance to burn target 80: 7/10 Chance to burn target
32 - ~Shell Trap: Sets a trap at the beginning of the round. If the user is hit by an opponent’s physical attack, the trap deals 150 damage.
33 - ~Sunny Day: Makes the weather Intense sunlight for 5 Rounds
ç•V-Create: 180: Lower physical & special defense and speed one stage 130: Lower physical & special defense and speed one stage
34 - Will-O-Wisp: Burns opponent


5 -
Electric Type - 28
1 - •Aura Wheel: 110, raises user’s speed one stage. Electric type when Morpeko is in full belly mode, and dark when Morpeko is in hangry mode.
2 - ç•Bolt Beak: 85, If the user attacks before the target, the base power becomes 110
3 - ç•Bolt Strike: 130: 6/10 Chance to paralyze target 100: 6/10 Chance to paralyze target
4 - Charge: Raise special defense one stage; Next electric-type attack does x2 damage
5 - Charge Beam: 50: Raise user’s special attack one stage
6 - ~ Discharge: 80: 7/10 chance to paralyze every target affected
7 - Eerie Impulse: Lower targets special attack two stages
8 - Electric Terrain: Boosts the power of Electric-type moves used by x1.3 and prevents pokemon from falling asleep. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
9 - Electrify: If used before opponent, the targets attack becomes Electric-type
10 - Electro Ball: 40: Deals more damage more damage depending on the difference in speed.

1 stage- 50 damage
2 stages- 60 damage
3 stages- 80 damage
4 stages- 100 damage
5 stages- 120 damage
6 stages- 150 damage

Keep in mind that this includes both stats and levels, because a difference of 10 levels is the equivalent to a one stage speed boost. (For instance a pokemon at level 30 using electro ball against a pokemon at level 20 would treat that ten level difference as one full speed stage raised, and if that level 30 pokemon used agility to raise it's speed another stage before using electro ball, it would do 60 damage).

11 - ~ Electroweb: 55: Lower targets Speed one stage
12 - •Fusion Bolt: 100: Double damage if the moves Fusion Flare was used this round 80: Double damage if the moves Fusion Flare was used this round
13 - Ion Deluge: Normal-type moves become Electric (+1 Priority)
14 - Magnet Rise: User becomes immune to Ground-type moves for five rounds
15 - Magnetic Flux: Raise the physical & special defense of ally Pokemon with the abilities Plus or Minus one stage
16 - Nuzzle: 20: Paralyze opponent
17 - ~Overdrive: 80
18 - ~ Parabolic Charge: 65: Restores HP to the user equal to 1/2 of damage dealt.
19 - Plasma Fists: 100 - Using this move changes the user's Normal-type moves to Electric-type moves. Plasma Fists: 80 - Using this move changes the user's Normal-type moves to Electric-type moves for 5 rounds.
20 - Shock Wave: 60: Always hits, does not hit Pokemon using Fly, Dig, or Dive
21 - ç•Spark: 65: 7/10 Chance to paralyze target
22 - Thunder: 110: 7/10 Chance to paralyze target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
23 - ç•Thunder Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to paralyze target
24 - Thunder Wave: Paralyze opponent
25 - Thunderbolt: 90: 4/10 Chance to paralyze target
26 - ç•Thunder Punch: 75: 4/10 Chance to paralyze target
27 - Thundershock: 40: 4/10 Chance to paralyze target
28 - Volt Switch: 70: Switches with a Pokémon in active party; If Pursuit is used on the same round as Volt Switch, deals normal damage if the opponent is faster than the user, double damage if opponent is slower than the user
29 - ç•Volt Tackle: 120: 4/10 Chance to paralyze target, user takes recoil damage equal to 1/3 of the damage dealt.
30 - ç•Wild Charge: 90: user takes recoil damage equal to 1/4 of the damage dealt.
31 - Zap Cannon: 120: Paralyzes target
32 - ç•Zing Zap: 80, 3/10 Chance of causing target to flinch


6 -
Bug Type - 27
1 - •Attack Order: 90: 1/10 Chance to critically hit
2 - ç•Bug Bite: 60: Receives the effect from the targets held berry
3 - Bug Buzz: 90: 1/2 chance of lowering targets special defense one Stage
4 - Defense order: Raise user's physical & special defense one Stage
5 - ç•Fell Stinger: 50: Raise user's physical attack two stages if target is KO'd.
6 - ç•First Impression: 90, Only works on first rounc user is in battle
7 - ç•Fury Cutter: 40: Damage doubles after each successful Hit, If not used consecutively, or misses, damage resets
8 - Heal Order: Recover half max HP. Can only be use 5 times in battle
9 - çInfestation: 20: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
10 - ç•Leech Life: 80: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Lunge: 80, Lowers opponent's Attack one stage.
12 - ç•Megahorn: 120:
13 - •Pin Missile: 25: hits 2-5 times
14 - Pollen Puff: 90, If the target is an ally, it restores half the target's HP instead. Can only be used on allies five times.
15 - Powder: Damages pokemon using Fire-Type moves for 1/4th their max HP and the attack fails. Pokémon with Magic Guard will fail to execute the move but take no damage. Natural Gift doing Fire-type damage will not consumed berrys. Grass-type Pokémon with Overcoat, or holding Safety Goggles are immune to Powder. Powder doesn't prevent thawing while frozen. (Priority +1)
16 - Quiver Dance: Raise user's special. attack & defense, and speed one stage
Rage Powder: Forces attacks to hit user, not teammates (Priority +2)
17 - Signal Beam: 75: 4/10 Chance to confuse target
18 - Silver Wind: 60: 3/10 Chance of raising all of user's stats one stage
19 - Spider Web: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
20 - ç•Steamroller: 65: 4/10 Chance of causing target to flinch
21 - ~Sticky Web: Lower targets speed one stage when switching Into battle
22 - ~String Shot: Lower targets speed two stages
23 - ~Struggle Bug: 50: Lower targets special attack one stage
24 - Tail Glow: Raise user's special attack three stages
25 - •Twineedle: 25: per hit, hits twice (50 damage total) 4/10 Chance to poison target (Per Hit)
26 - ç•U-Turn: 70: Switches with a Pokémon in active party.
27 - ç•X-Scissor: 80:


7 -
Flying Type - 23
1 - ç• Acrobatics: 55: deals double damage if user isn’t holding an item. Damage still doubles if the item was used mid attack.
2 - ç•Aerial Ace: 60: Ignores accuracy & evasiveness
3 - Aeroblast: 100: 1/10 chance to critically hit 80: 1/10 chance to critically hit
4 - ~Air Cutter: 60:1/10 chance to critically hit
5 - Air Slash: 75: 3/10 Chance of causing target to flinch
6 - •Beak Blast: 100, Starts charging at the begining of the round, and then attacks later in the same round (Priority -3). If opponent makes physical contact before Beak Blast hits, the opponent is Burned
7 - ç•Bounce: 85: First turn bounces into the air, strikes on second turn. Semi invulnerable while in the air. 7/10 chance to paralyze target
8 - ç•Brave Bird: 120: user takes recoil damage equal to 1/3 of the damage dealt.
Chatter: 65: Causes confusion
9 - Defog: Removes effects of Light Screen and/or Reflect and all entry hazards, targets evasiveness drops one stage
10 - ç•Dragon Ascent: 120: Lowers users’ physical & special defense one stage. When this move is known by Rayquaza, allows it to take on it's Mega Evolved form. 100: Lowers users’ physical & special defense one stage
11 - ç• Drill Peck: 80:
12 - Feather Dance: Lower targets physical attack by two stages
13 - ç•Fly: 90: Flies up into air for first turn, strikes on second turn. The user is semi invulnerable while in the air.
14 - Gust: 40: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
15 - Hurricane: 110: 7/10 Chance to confuse target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
Mirror Move: Uses the last move targeted at or including the user by a Pokémon still on the field. The following moves cannot be copied/used by mirror move even though they have the ability to target/include the user:

All Z-Moves
Fairy Lock
Magic Room
Metal Burst
Outrage
Petal Dance
Thrash
Trick Room
Uproar
Wonder Room
Acupressure
After You
Aromatic Mist
Beak Blast
Belch
Bide
Conversion 2
Counter
Curse
Doom Desire
Final Gambit
Floral Healing
Focus Punch
Future Sight
Guard Split
Heal Pulse
Helping Hand
Hold Hands
Instruct
Me First
Mimic
Mirror Coat
Mirror Move
Nature Power
Power Split
Psych Up
Purify
Reflect Type
Role Play
Shell Trap
Sketch
Spikes
Spit Up
Spotlight
Stealth Rock
Sticky Web
Struggle
Toxic Spikes
Transform


16 - Oblivion Wing: 80: Restores HP to the user equal to 3/4 of damage dealt. 70: Restores HP to the user equal to 1/2 of damage dealt.
17 - ç•Peck: 35:
18 - ç•Pluck: 60: User gains effect of targets held Berry
19 - Roost: Restores half max HP, User loses Flying-type until next turn. Can only be used 5 times in battle
20 - •Sky Attack: 140: Charges on first turn, strikes the next turn; 4/10 Chance of causing target to flinch, 1/10 chance to critically hit
21 - ç•Sky Drop: 60: Target is taken into the air the 1st turn, then dropped on the 2nd; target cannot attack whilst in the air, does not work on Pokémon weighing more than 440.9 lbs.
22 - Tailwind: Speed of all active party Pokémon increases two stage for 4 rounds
23 - ç•Wing Attack: 60


8 -
Fighting Type - 37
1 - ç•Arm Thrust: 15: hits 2-5 times
2 - Aura Sphere: 80: Ignores accuracy & evasiveness
3 - ç•Body Press: 80, Uses defense stat increases to calculate damage instead of attack.
4 - ç•Brick Break: 75: Ends the effects of Reflect and Light Screen Barriers, Even on pokemon with fighting Immunity
5 - Bulk Up: Raise user's physical attack & defense one stage
6 - ç•Circle Throw: 60: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
7 - ç•Close Combat: 120: Lower physical & special defense one stage
ç•Counter: If the user was last hit by a physical attack, using this move will counter back with 2x the damage taken (Priority -5) [Note: If hit with Triple Kick, it only counts the last of the tree attacks]
8 - ç•Cross Chop: 100: 1/10 Chance to critically hit
Detect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
9 - ç•Double Kick: 30: per hit, hits twice (60 damage total)
10 - ç•Drain Punch: 75: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Dynamic Punch: 100: Confuses target pokemon
12 - çFinal Gambit: Inflicts damage equal to the user's remaining HP. User Faints.
13 - ç•Flying Press: 100: Deals fighting and flying-type damage
14 - Focus Blast: 120: 1/2 chance of lowering targets special defense one stage
ç•Focus Punch: 150: 1st turn charges (Priority -1), 2nd turn attack (Priority +2), If the user is hit before the attack lands, it flinches instead.
15 - ç•Force Palm: 60: 7/10 Chance to paralyze target
16 - ç•Hammer Arm: 100: lowers user's speed one stage
17 - ç•High Jump Kick: 130: 2/10 chance to miss. If It Misses, user loses half max HP
18 - ç•Jump Kick: 100: 1/10 chance to miss. If It misses, user loses half max HP
19 - ç•Karate Chop: 50: 1/10 Chance to critically hit
20 - ç•Low Kick: The Heavier the Opponent, the Stronger the Attack *****
21 - ç•Low Sweep: 65: Lower targets speed one stage
22 - ç•Mach Punch: 40: (Priority +2)
23 - Mat Block: Protects teammates from damaging moves
24 - No Retreat: Increases each stat by 1 stage. Prevents user from switching out or fleeing.
25 - Octolock: Lowers target's Defense and Special Defense by 1 stage at the end of each turn. Prevents target from retreating.
26 - ç•Power-Up Punch: 40: Raise physical attack one stage
~Quick Guard: Protects the User and Teammates Against Priority Moves (Priority +3)
27 - ç•Revenge: 60: Power doubles if the user was hit first (Priority -3)
28 - ç•Reversal: The lower the user's HP, the higher the damage

71% - 100% HP remaining: 20 damage
36% - 70% HP remaining: 40 damage
21% - 35% HP remaining: 80 damage
11% - 20% HP remaining: 100 damage
5% - 10% HP remaining: 150 damage
0% - 4% HP remaining: 200 damage

29 - ç•Rock Smash: 40: 8/10 chance of lowering targets physical defense one stage
30 - ç•Rolling Kick: 60: 4/10 Chance of causing target to flinch
31 - ç•Sacred Sword: 90: Ignores targets stat changes
Secret Sword: 85: Inflicts damage based on the targets physical defense, not special defense 75: Inflicts damage based on the targets physical defense, not special defense
32 - ç•Seismic Toss: Inflicts Damage equal to user's level. Type Effectiveness Not Included
33 - ç•Sky Uppercut: 85: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
34 - ç•Storm Throw: 60: Always critically hits unless opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant
35 - ç•Submission: 80: user takes recoil damage equal to 1/4 of the damage dealt
36 - ç•Superpower: 120: Lower physical attack & defense one stage
37 - ç•Triple Kick: Hits three times for 10, 20, and then 30 power. (60 damage total)
38 - Vacuum Wave: 40: (Priority +2)
39 - ç•Vital Throw: 70: Ignores Accuracy and Evasiveness (Priority -1)
40 - ç•Wake-Up Slap: 70: Inflicts double damage if target is asleep. wakes the target.


9 -
Ground Type - 25
1 - •Bone Club: 65: 3/10 Chance of causing target to flinch
2 - • Bone Rush: 25: hits 2-5 times
3 - • Bonemerang: 50: per hit, hits twice (100 damage total)
4 - • ~Bulldoze: 60: Lower targets Speed one stage, deals only half damage if Grassy Terrain is in effect
5 - ç• Dig: 80: User digs underground on first turn, strikes the next turn. The user is semi invulnerable while underground.
6 - ç• Drill Run: 80: 1/10 chance to critically hit
7 - Earth Power: 90: 1/2 chance to lower targets special defense
8 - • ~Earthquake: 100: Deals double damage to pokemon using Dig and dive. Deals half damage if Grassy Terrain is in effect
9 - • Fissure: Instant KO ; 3/10 chance; Unaffected by accuracy/evasion
10 - ç•High Horsepower: 95
11 - • ~Land's Wrath: 90 80
12 - • ~Magnitude: Generate a number between 4 and 10, the number generated determines strength of magnitude and damage dealt; Deals double damage to digging opponents, deals only half damage if Grassy Terrain is in effect:

4- 10 damage
5- 30 damage
6- 50 damage
7- 70 damage
8- 90 damage
9- 110 damage
10- 150 damage

13 - Mud Bomb: 65: 7/10 chance of lowering targets accuracy one stage
14 - Mud Shot: 55: Lower targets speed one stage
15 - ~Mud Sport: Reduces base power of Electric-type moves by half for five rounds
16 - Mud-Slap: 20: Lower targets accuracy one stage
17 - •~Precipice Blades: 120 100
18 - Rototiller: Raise the physical special attack of all Grass-type pokemon on the field one stage. Fails if there are no Grass-types present
19 - Sand Attack: Lower targets accuracy one stage
20 - •Sand Tomb: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
21 - Shore Up: Heals up to half of maximum HP, but heals max HP in a Sandstorm. Can only be used 5 times in battle.
22 - ~Spikes: Damages Pokémon switched into battle; deals damage based on layers set up, up to 3 layers can be set up maximum. Does not affect Flying-types or Pokemon with Levitate:

1 Layer- 1/16 of targets maximum HP dealt in damage
2 Layers- 1/10 of targets maximum HP dealt in damage
3 Layers- 1/6 of targets maximum HP dealt in damage

23 - ç•Stomping Tantrum: 75, Doubles damage if last move failed
24 - •Thousand Arrows: 90: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them. 80: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them.
25 - •Thousand Waves: 90: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 80: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
 
PostPosted: Sat Feb 28, 2015 1:13 pm
10 -
Rock Type - 16
1 - ç•Accelerock: 40, +1 Priority
2 - Ancient Power: 60: 3/10 Chance of raising all of user's stats one stage
3 - •~Diamond Storm: 100: 8/10 chance of raising user's physical defense one stage 80: 8/10 chance of raising user's physical defense one stage
4 - ç•Head Smash: 150: user takes recoil damage equal to 1/2 of the damage dealt.
5 - Power Gem: 80:
6 - •Rock Blast: 25: hits 2-5 times
7 - Rock Polish: Raise user's speed two stages
8 - •~Rock Slide: 75: 4/10 Chance to Flinch target
9 - •Rock Throw: 50:
10 - •Rock Tomb: 60: Lower targets speed one stage
11 - •Rock Wrecker: 150: User Must Recharge Next round
12 - ç•Rollout: Does damage over five rounds (10, 20, 40, 80, 100), If Defense Curl was used any time prior to using Rollout, damage at each interval is twice the base amount.
13 - ~Sandstorm: Creates a Sandstorm for 5 Rounds
14 - •Smack Down: 50: Makes flying-type pokemon vulnerable to ground-type moves. Hits Pokemon in the air during semi invulnerable stage of an attack for double damage
15 - •~Stealth Rock: Damages Opponent Switching into Battle. Damage is Based on Weakness to Rock;

Effective 1/4x = 1/32 Max Hp
Effective 1/2x = 1/16 Max Hp
Effective 1x = 1/8 Max Hp
Effective 2x =1/4 Max Hp
Effective 4x = 1/2 Max Hp

16 - •Stone Edge: 100: 1/10 chance for critical hit
~Wide Guard: Protects self and teammates from multi-target attacks (Priority +3)
17 - Tar Shot: Lowers target's Speed stat by 1 stage. Fire-type moves used against this target are now super effective for five turns



11 -
Steel Type - 23
1 - ç•Anchor Shot: 80, Traps target as long as the user remains in battle. Ghost Types cannot be trapped. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
2 - Autotomize: Halves weight and raise speed two stages
3 - ç•Behemoth Bash: 100, base attack power is doubled if the target is dynamaxed. 80, base attack power is doubled if the target is dynamaxed.
4 - ç•Behemoth Blade: 100, base attack power is doubled if the target is dynamaxed. 80, base attack power is doubled if the target is dynamaxed.
5 - ç•Bullet Punch: 40: (Priority +1)
6 - Doom Desire: 140: Damage occurs 2 rounds later 110: Damage occurs 2 rounds later
7 - Flash Cannon: 80: 1/2 chance of lowering targets special defense one stage
8 - ç•Gear Grind: 50: per hit, hits twice (100 damage total)
9 - Gear Up: Raises Attack and Special Attack of ally Pokémon with the Plus or Minus ability by 1 stage
10 - ç•Gyro Ball: For every decrease in the users speed, the Stronger the Attack.

0 stages- 25 damage
-1 stage- 50 damage
-2 stages- 60 damage
-3 stages- 80 damage
-4 stages- 100 damage
-5 stages- 120 damage
-6 stages- 150 damage

11 - ç•Heavy Slam: The heavier the user is compared to the target, the stronger the attack. Refer to this chart to determine the user and targets weight.

120 base power, if targets weight is less than or equal to ⅕ (20%) of user's weight.
100 base power, if targets weight is greater than ⅕ (20%) of user's weight and less than or equal to ¼ (25%) of user's weight.
80 base power, if targets weight is greater than ¼ (25%) of user's weight and less than or equal to ⅓ (33.3%) of user's weight.
60 base power, if targets weight is greater than ⅓ (33.3%) of user's weight and less than or equal to ½ of user's weight (50%).
40 base power, if targets weight is greater than ½ (50%) of user's weight.

12 - Iron Defense: Raise user's physical defense two Stages
13 - ç•Iron Head: 80: 4/10 Chance to Flinch target
14 - ç•Iron Tail: 100: 7/10 Chance of lowering targets physical defense one stage
15 - King's Shield: Protects against attacks, and lower targets physical attack two stage if the attack made physical contact. The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)

16 - •Magnet Bomb: 60: Ignores accuracy & evasiveness
17 - •Metal Burst: Takes the damage of the targets last attack and counters back with x1.3 damage.
18 - ç•Metal Claw: 50: 1/2 chance of raising user's physical attack one stage
19 - Metal Sound: Lower targets special defense two stages
20 - ç•Meteor Mash: 90: 7/10 chance of raising physical attack One Stage
21 - Mirror Shot: 65: Lower targets accuracy One Stage
22 - Shift Gear: Raise physical attack one stage and speed two stages
23 - Smart Strike: 70, Never Misses
24 - Steel Beam: 140, the user takes recoil damage equal to half their max HP (this effect is ignored by magic guard).
25 - ç•Steel Wing: 70: 1/2 chance to raise physical defense one stage
26 - ç•Sunsteel Strike: 100, Disregards the target’s Ability 80, Disregards the target’s Ability



12 -
Dark Type - 31
1 - ç•Assurance: 60: Damage doubles if target already took damage in the same round
2 - •Aura Wheel: 110, raises user’s speed one stage. Electric type when user is in full belly mode, and dark when user is in hangry mode.
3 - •Beat Up: 20: +10 For every party pokemon that isn't fainted, or has a Status Ailment
4 - ç•Bite: 60: 4/10 Chance to Flinch target
5 - ~ç•Brutal Swing: 60
6 - ç•Crunch: 80: 7/10 chance to Lower targets physical defense one stage
7 - ç•Darkest Lariat: 85, The target's stat changes don't affect this attack's damage.
8 - Dark Pulse: 80: 3/10 Chance to Flinch target
9 - ~Dark Void: Can only be used by Darkrai, puts all adjacent opponents to sleep, however if used on the same targets multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

10 - Embargo: Opponents cannot use Items
11 - Fake Tears: Lower targets special defense two stages
12 - ç•False Surrender: 80, this attack never misses.
13 - ç•Feint Attack: 60: Ignores accuracy & evasiveness
14 - Flatter: Confuses target pokemon, and raise their special attack two stages
15 - •Fling: Power depends on held Item. Refer to this page for Power and Effects
16 - ç•Foul Play: 95: Inflicts damage using the targets physical attack increases and level attack bonuses instead of the user's.
17 - Hone Claws: Raise physical attack & accuracy one stage
18 - Hyperspace Fury: 100: lower physical defense one stage. unaffected by changes to accuracy stat and evasion stat. can hit opponents using guard moves 80: lower physical defense one stage. unaffected by changes to accuracy stat and evasion stat. can hit opponents using guard moves
19 - ç•Jaw Lock: 80, Prevents both the user and the target from escaping
20 - ç•Knock Off: 65: Removes targets held Item for the rest of the battle. Increase power by 1.3 if removing an item this way. The item cannot be recovered with Recycle or harvest. Can not remove legendary items, or mega stones. If the target has the Sticky Hold ability, the damage will be increased, but the opponent will not lose the hold item.
21 - Memento: User Faints and lower targets physical & special attack three stages
22 - •Meteor Assault: 150, the user must recharge next turn.
23 - Nasty Plot: Raise special attack two stages
24 - Night Daze: 85: Lower targets accuracy one stage
25 - ç•Night Slash: 70: 1/10 Chance to critically hit
26 - Obstruct: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. If the user is attacked with a move that makes contact, the attacker’s defense stat is lowered two stages. (Priority +4)
27 - Parting Shot: 20: Lower targets physical & special attack one stage then switches out.
28 - ç•Payback: 50: Damage doubles if attacking second.
29 - ç•Power Trip: 20, Increases damage by 20 for each stage a stat has been increased by the user
30 - ç•Punishment: 60: Power Increases if targets stats have been raised. +20 for each each stage of increase. Max 200 Damage
31 - ç•Pursuit: 40: Deals double damage if the opponent is switching out. Pursuit has no altered priority, but it will always sucessfully attack a pokemon switching out before the swap happens.
Quash: Makes the target attack second next round
~Snarl: 55: Lower targets special attack one stage
Snatch: Steals the effects of the targets next move (Priority +4)
32 - ç•Sucker Punch: 70: (Priority +1)
Switcheroo: Swaps held Items with target
33 - Taunt: Opponent can only use moves that deal damage. Lasts three rounds if the user acts before the target, four rounds if the target acted before the user. Will not prevent the target from using a status Z-Move.
ç•Thief: 60: Steals targets held Item (Item is returned at the end of the battle)
34 - ç• Throat Chop: 80, Prevents target from using Sound moves for 2 rounds
35 - Topsy-Turvy: Reverses stat changes of target
36 - Torment: Target cannot use the same move In a row



13 -
Poison Type - 26
1 - ~Acid: 40: 1/2 chance to lower targets special defense one stage
2 - Acid Armor: Raise physical defense two stages
3 - Acid Spray: 40: Lower targets special defense two stages
4 - Baneful Bunker: Protects the user from all effects of moves that target the user during the round it is used, including damage. This does not include damage afflicted by weather conditions it is susceptible to, or damage from a status ailment that it obtained during a previous round. If an attack is blocked, the effects of the user's Rocky Helmet, Rough Skin, and Iron Barbs will not activate. Cannot defend against certain moves (see list for details) Poisons any pokemon that makes physical contact with the user during this round. If used in succession however, it has a 1/5 chance of working the second consecutive time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
5 - Belch: 120: Requires a held berry be consumed to attack
6 - Clear Smog: 50: Removes all of target's stat changes
7 - Coil: Raise physical attack & defense, and accuracy one stage
8 - ç•Cross Poison: 70: 1/10 Chance to critically hit, 4/10 Chance to Poison
9 - Gastro Acid: Negate targets ability.
10 - •Gunk Shot: 120: 7/10 Chance to Poison
11 - ç•Poison Fang: 50: 1/2 Chance to Badly Poison
12 - ~Poison Gas: Poisons Opponent
13 - ç•Poison Jab: 80: 7/10 Chance to Poison
14 - Poison Powder: Poisons Opponent
15 - •Poison Sting: 15: 7/10 Chance to Poison
16 - ç•Poison Tail: 50: 1/10 Chance to critically hit, 4/10 Chance to Poison
17 - Purify: The user heals the target's non-volatile status condition. If the move succeeds, it also restores the user by 1/2 of their max HP. This move fails if the target does not have a status condition.
18 - Sludge: 65: 7/10 Chance to Poison
19 - Sludge Bomb: 90: 7/10 Chance to Poison
20 - ~Sludge Wave: 95: 4/10 Chance to Poison
21 - Smog: 30: 8/10 Chance to Poison
22 - Toxic: Badly Poisons Opponent
23 - ~Toxic Spikes: Poisons Pokémon switched into battle. Severity changes based on layers set up, up to 2 layers can be set up maximum. Does not affect Flying-types or Pokemon with Levitate:

1 Layer- Poisons Opponent
2 Layers- Badly Poisons Opponent

24 - Toxic Thread: Inflicts Poison. Lowers opponent's Speed by 1 stage.
25 - Venom Drench: Lower targets physical & special attack, and speed one stage if poisoned
26 - Venoshock: 65: Inflicts double damage if target is poisoned



14 -
Ghost Type - 21
1 - ç•Astonish: 30: 4/10 Chance to Flinch target
2 - Confuse Ray: Confuses target pokemon
3 - Curse: Ghosts lose half max HP and curses opponent. Cursed pokemon lose 1/16 max HP per round. Non-ghosts pokemon raise physical attack & defense one stage, then lower speed one stage.
Destiny Bond: If the user faints target effected pokemon faints too. Doesn't effect pokemon switched into battle unless switched in by the effect of baton pass.
4 - Grudge: If the user faints after using this move, the attack that is used to knock the user out can no longer be used for the rest of the battle.
5 - Hex: 65: Inflicts double damage if target has a status affliction
6 - ç•Lick: 30: 7/10 Chance to Paralyze
7 - Moongeist Beam: 100, disregards the target’s Ability 80, Disregards the target’s Ability
8 - Night Shade: Inflicts damage equal to user's level. Type Effectiveness Not Included
9 - Nightmare: Sleeping target looses 1/8 max HP each round spent Asleep
10 - Ominous Wind: 60: 3/10 Chance of raising all of user's stats one stage
11 - ç•Phantom Force: 90, user disappears first turn and becomes semi invulnerable, then attacks the second. Can Strike Through Protect/Detect
12 - Shadow Ball: 80: 8/10 Chance to Lower targets special defense One Stage
13 - •Shadow Bone: 85, 6/10 chance of lowering opponent's Defense one stage.
14 - ç•Shadow Claw: 70: 1/10 Chance to critically hit
15 - ç•Shadow Force: 120: User disappears first turn and becomes semi invulnerable, then attacks the second. Can Strike Through Protect/Detect 90: User disappears first turn and becomes semi invulnerable, then attacks the second. Can Strike Through Protect/Detect
16 - ç•Shadow Punch: 60: Ignored accuracy & evasiveness
17 - ç•Shadow Sneak: 40: (Priority +1)
18 - Spectral Thief: 90, copies target's stat boosts before attacking 75, generate a number between 1 and 5 before attacking, the number RNGed is the stat that is copied from the target. 1 - Attack, 2 - Special Attack, 3 - Defense, 4 - Special Defense, 5 - Speed
19 - •Spirit Shackle: 80, Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
20 - Spite: The targets Last Move is limited to five more uses, and then cannot be used again for the rest of the battle. Spite can only limit one move per pokemon.
21 - Trick-or-Treat: Adds Ghost-type to the targets type(s)



15 -
Psychic Type - 57
1 - Agility: Raise speed two stages
2 - Ally Switch: User switches with opposite teammate in double battles (Priority +1)
3 - Amnesia: Raise special defense two stages
4 - Barrier: Raise physical defense two stages
5 - Calm Mind: Raise special attack & defense one stage
6 - Confusion: 50: 4/10 Chance to cause confusion
7 - Cosmic Power: Raise physical defense and special defense one stage
8 - Dream Eater: 100: Restores HP to the user equal to 1/2 of damage dealt.Only Works on Sleeping Pokemon
9 - Extrasensory: 80: 3/10 Chance of causing target to flinch
10 - Future Sight: 120: Damage occurs 2 rounds later
11 - ~Gravity: Causes all pokemon to become Grounded for five turns. Grounded prevents Pokémon from using the moves Bounce, Fly, Splash, Jump Kick, High Jump Kick, Magnet Rise, Telekinesis, Sky Drop, and Flying Press. If a Pokémon is in the semi-invulnerable turn of Fly or Bounce when Gravity is used, that move is canceled immediately. Negates Ground-type immunity for pokemon that have flying type, Levitate, under the effects of Magnet Rise or Telekinesis, or held Air Balloon. Grounded Pokémon are now also vulnerable to Arena Trap and entry hazards, and also become affected by terrains.
12 - Guard Split: Averages the user's physical defense & special defense stats with target.
13 - Guard Swap: User and opponent swap defense and special defense stat boosts. Note this does not include their base stats.
14 - ~Heal Block: Prevents the opponent from restoring HP for 5 Rounds
15 - Heal Pulse: Restores half the max HP of any single target other than the user.
16 - Healing Wish: User faints and the next pokemon released is fully healed and cured of all conditions.
17 - ç•Heart Stamp: 60: 4/10 Chance of causing target to flinch
18 - Heart Swap: User's stat changes are swapped with the targets N/A
19 - Hyperspace Hole: 80: Ignored accuracy & evasiveness. Can Strike Through Protect/Detect and other protection moves. 70: Ignored accuracy & evasiveness. Can Strike Through Protect/Detect and other protection moves.
20 - Hypnosis: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;

1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance

21 - ~Imprison: Opponent is unable to use moves that the user also knows
22 - Instruct: Forces selected target use its most recent move again immediately.
23 - Kinesis: Lower targets accuracy one stage
24 - ~Light Screen: Reduces damage from special attacks by 1/2 for 5 rounds
25 - Lunar Dance: User faints and the next pokemon released is fully Healed N/A
26 - Luster Purge: 70: 8/10 chance to lower targets special defense one stage 60: 8/10 chance to lower targets special defense one stage
27 - Magic Coat: Reflects status condition afflicting moves back at the opponent (Priority +4)
28 - Magic Powder: Changes the target's type to pure Psychic type.
29 - ~Magic Room: Suppresses the effects of held Items for 5 rounds
30 - Meditate: Raises physical attack by one stage
31 - Miracle Eye: Resets targets evasiveness, removes dark's psychic Immunity
Mirror Coat: If the user was last hit by a special attack, using this move will counter back with 2x the damage taken (Priority -5)
32 - Mist Ball: 70: 8/10 chance to lower targets special attack one stage 60: 8/10 chance to lower targets special attack one stage
33 - Photon Geyser: 100 - Compares the user's Attack and Special Attack stats, dealing damage to the target using the higher stat. 80 - Compares the user's Attack and Special Attack stats, dealing damage to the target using the higher stat.
34 - Power Split: Averages physical attack & special attack with the target
35 - Power Swap: User and opponent swap physical attack and special attack stat boosts. Note this does not include their base stats.
36 - Power Trick: User's own physical attack & defense alterations Switch
37 - Prismatic Laser: 160, user must recharge next round 120, user must recharge next round
38 - Psybeam: 65: 4/10 Chance to Confuse
39 - Psychic: 90: 1/2 chance to lower targets special defense one stage
40 - Psycho Boost: 140 damage, Lowers user's special attack two stages 110 damage, Lowers user's special attack two stages
41 - •Psycho Cut: 70: 1/10 chance to critically hit
42 - ç•Psychic Fangs: 85, This can also destroy Light Screen and Reflect.
43 - Psycho Shift: Gives target the user's status conditions. (with the exception of infatuation)
44 - Psychic Terrain: Boosts the base power of any Psychic-type moves used by grounded Pokémon by x1.3 and prevents them from being hit by priority moves.
45 - Psyshock: 80: This attack does physical damage even though it is classified as a special move. Stat boosts are based upon user's speical attack and opponent's physical defense stat
46 - Psystrike: 100: This attack does physical damage. Does damage based upon user's speical attack and opponent's physical defense stat 80: This attack does physical damage. Does damage based upon user's speical attack and opponent's physical defense stat
47 - Psywave: Inflicts damage equal to 1.5x the user's level, damage is not affected by type, but Dark types are still immune
48 - ~Reflect: Reduces damage from physical attacks by 1/2 for 5 Rounds
49 - Rest: Restore full hp and cure of all conditions, then sleeps for 4 Rounds
50 - Role Play: User copies targets ability
51 - Skill Swap: User swaps abilities with target
52 - Speed Swap: Exchanges speed with target, includes both base level speed plus any stat changes.
53 - Stored Power: 20: Does damage based on the number of positive status increases the user has. +20 for each each stage of increase. Max 200 Damage
54 - ~Synchronoise: 120: Hits any pokemon that shares a type with the user. ( Ignores type immunity )
55 - Telekinesis: Ignores targets evasiveness and allows attackers to ignore accuracy for Three Rounds, Adds Ground Immunity
56 - Teleport: Allows User to Flee Wild Battles; Also warps player to the last pokemon center they visited.
Trick: Swaps held Items with target
57 - ~Trick Room: Slower pokemon move first in the round for 5 rounds (Priority -7)
58 - ~Wonder Room: Swaps every pokemon's physical & special defense for 5 rounds
59 - ç•Zen Headbutt: 80: 3/10 Chance to Flinch target.



16 -
Ice Type - 21
1 - Aurora Beam: 65: 1/2 chance to lower targets physical attack one stage
2 - Aurora Veil: This move halves damage from physical and special moves for five rounds, even if the user is switched out. This can be used only in a hailstorm.
3 - ç•Avalanche: 60: Damage doubles if attacking second. (Priority -4)
4 - ~Blizzard: 110: 3/10 Chance to Freeze
•Freeze Shock: 140: 1st turn charges, 2nd turn attacks 7/10 chance to paralyze target 110: 1st turn charges, 2nd turn attacks 7/10 chance to paralyze target
5 - Freeze-Dry: 70: 3/10 Chance to Freeze. This move has it's own special type affinity. Refer to this list for further information
6 - Frost Breath: 60: Always critically hits unless opponent has Battle Armor, Shell Armor, or is Under the Effects of Lucky Chant
7 - ~Glaciate: 65: Lower targets speed one stage 60: Lower targets speed one stage
8 - ~Hail: Changes the weather to Hail for 5 Rounds
9 - ~Haze: Resets any and all stat changes
10 - ç•Ice Ball: Does damage over five rounds (10, 20, 40, 80, 100), If Defense Curl was used any time prior to using Ice Ball, damage at each interval is twice the base amount.
11 - Ice Beam: 90: 3/10 Chance to Freeze
Ice Burn: 140: 1st Turn Charge, 2nd Turn attack, 7/10 chance of Burn 110: 1st Turn Charge, 2nd Turn attack, 7/10 chance of Burn
12 - ç•Ice Fang: 65: 3/10 Chance to Flinch target, 3/10 Chance to freeze
13 - ç•Ice Hammer: 100, Lowers user's Speed one stage.
14 - ç•Ice Punch: 75: 3/10 Chance to Freeze
15 - •Ice Shard: 40: (Priority +1)
16 - •Icicle Crash: 85: 4/10 Chance to Flinch target
17 - •Icicle Spear: 25: hits 2-5 times
18 - ~Icy Wind: 55: Lower targets speed one stage
19 - ~Mist: Negates any negative stat changes for five rounds
20 - ~Powder Snow: 40: 3/10 Chance to Freeze
21 - Sheer Cold: 3/10 Chance to Instant KO, Does not effect Ice Types



17 -
Dragon Type - 16
1 - ~ç•Breaking Swipe: 60, lowers all opponent’s attack by one stage.
2 - ~Clanging Scales: 110, Lowers user's defense 1 stage
3 - Clangorous Soul: The user takes damage equal to 1/3 of their HP and raises each stat by 1 stage
4 - ~Core Enforcer: 100, If used after the target Attacks, the target's ability is removed. 80, If used after the target Attacks, the target's ability is removed.
5 - Draco Meteor: 130: Lower special attack two stages
6 - Dragonbreath: 60: 7/10 Chance to Paralyze
7 - ç•Dragon Claw: 80:
8 - Dragon Dance: Raise physical attack & speed one stage
9 - •Dragon Darts: 50, attacks twice If there are two targets, this move hits each target once. If one of the two opponents protects or is a Fairy-type Pokemon, hits the opponent that doesn't protect twice.
10 - ç•Dragon Hammer: 90
11 - Dragon Pulse: 85:
12 - Dragon Rage: 40: Unaffected by weaknesses/resistance, does not ignore type immunity
13 - ç•Dragon Rush: 100: 3/10 Chance of Flinching
14 - ç•Dragon Tail: 60: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
15 - ç•Dual Chop: 40: per hit, hits twice (80 damage total)
16 - Dynamax Cannon: 100, base attack power is doubled if the target is dynamaxed. 80, base attack power is doubled if the target is dynamaxed.
17 - Eternabeam: 160, the user must recharge next turn. 120, the user must recharge next turn.
18 - ç•Outrage: 120: Inflicts damage for 2-3 rounds attacking, then user is confused. ( Generate a number between 2-3 for round count )
19 - Roar of Time: 150: User must recharge next round 130: User must recharge next round
20 - Spacial Rend: 100: 1/10 chance to critically hit 80: 1/10 chance to critically hit
21 - ~Twister: 40: 3/10 Chance to flinch. Hits Pokemon in the air during semi invulnerable stage of an attack for double damage



18 -
Fairy Type - 19
1 - Aromatic Mist: Raise the special defense of ally pokemon one stage
2 - Baby-Doll Eyes: Lower targets physical attack one stage (Priority +1)
3 - Charm: Lower targets physical attack two stages
Crafty Shield: Protects user & teammates from status changes, can be used consecutively without fail (Priority +3)
4 - ~Dazzling Gleam: 80:
5 - Decorate: Raises target's Attack and Sp. Atk by 2 stages (cannot be used on self).
6 - Disarming Voice: 40: Ignores accuracy & evasiveness
7 - çDraining Kiss: 50: Restores HP to the user equal to 3/4 of damage dealt.
8 - Fairy Lock: Traps pokemon in the next round. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
9 - Fairy Wind: 40:
Fleur Cannon: 130, Lowers user's Special Attack two stages. 100, Lowers user's Special Attack two stages.
10 - Floral Healing: Heals target up to half of maximum Hit Points. Cannot be used on self. Heals 100% of maximum Hit Points in Grassy Terrain. Can only be used 5 times in battle.
11 - Flower Shield: Raise the physical defense of all Grass-type pokemon on field one stage
12 - Geomancy: 1st turn charge, 2nd turn raises attack special attack, defense, and speed two stages. N/A
Light of Ruin: 140: User takes recoil damage equal to 1/3 of the damage dealt. 100: User takes recoil damage equal to 1/3 of the damage dealt.
13 - Misty Terrain: Protect from major status afflictions and confusion, halves damage from Dragon-type moves for all grounded pokemon while active. Lasts for five rounds.
14 - Moonblast: 95: 8/10 chance to lower targets special attack one stage
15 - Moonlight: Restore half max HP, fully restores HP at night ( 6pm - 6am CT ). Can only be use 5 times in battle
16 - Nature’s Madness: Reduces target’s HP by half Reduces target's HP by 1/4
16 - ç•Play Rough: 90: 1/2 chance to lower targets physical attack one stage
18 - ç•Spirit Break: 75, lowers target’s sp. attack one stage.
19 - Strange Steam: 90, 4/10 chance to confuse target.
20 - Sweet Kiss: Confuses target pokemon
 

JadeRabbitEmperor

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JadeRabbitEmperor

High-functioning Garbage

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PostPosted: Tue Sep 01, 2015 7:50 pm
Dynamax and Gigantamax Exclusive Moves


When pokemon undergo Dynamax, their moves are converted into Max Moves (Or G-Max Moves for certain Gigantamax move types).

When using a Max Move that does damage, the Max Move will do +30 more damage than the regular move's base damage. For instance, Absorb has a base damage of 20. When Absorb is turns into Max Overgrowth, it will have a base damage of 50. However, energy ball has a base damage of 90, and when used as Max Overgrowth, it will have a base damage of 120.

Alternatively, when a Gigantamax pokemon uses it's G-Max move, the damage done by this move will have a base damage of 130 unless the base damage of the converted move is already 130 or higher, in which case the G-Max move will do 150 base damage instead. For more information on Dynamax and Gigantamax, visit the Rules, Guidelines, and Tips page.

Max Moves
Max Guard - All status moves turn into this when a Pokemon is Dynamaxed. This move acts similar to Protect and Detect but with a few changes. It does not receive reduced damage from Max Moves but blocks them entirely. It resists moves that would bypass Protect such as Phantom Force and Shadow Force. Feint damages beyond the Max Guard but does not break the guard for future uses.

Max Flare - This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.


Max Flutterby - This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat by one stage. +30 damage to base attack damage.

Max Lightning - This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. +30 damage to base attack damage.

Max Strike - This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat by one stage.

Max Knuckle - This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats by one stage.

Max Phantasm - This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat by one stage.

Max Hailstorm - This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.

Max Ooze - This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats by one stage.

Max Geyser - This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.

Max Airstream - This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats by one stage.

Max Starfall - This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.

Max Wyrmwind - This is a Dragon-type attack Dynamax Pokémon use. This lowers the target's Attack stat by one stage.

Max Mindstorm - This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.

Max Rockfall - This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.

Max Quake - This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats by one stage.

Max Darkness - This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat by one stage.

Max Overgrowth - This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.

Max Steelspike - This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats by one stage.




G-Max Moves
G-Max Wildfire - A Fire-type attack that Gigantamax Charizard use. This move continues to deal damage equal to 1/6th of max health to opponents for four turns.

G-Max Befuddle - A Bug-type attack that Gigantamax Butterfree use. This move inflicts the poisoned, paralyzed, or asleep status condition on opponents. Generate a number from 1 to 3 to figure out which status condition is inflicted.

G-Max Volt Crash - An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.

G-Max Gold Rush - A Normal-type attack that Gigantamax Meowth use. This move confuses opponents.

G-Max Chi Strike - A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits by one stage.

G-Max Terror - A Ghost-type attack that Gigantamax Gengar use. This Pokémon steps on the opposing Pokémon's shadow to prevent them from escaping.

G-Max Resonance - An Ice-type attack that Gigantamax Lapras use. This move lowers damage from Physical & Special moves for 5 turns.

G-Max Cuddle - A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents of opposite gender. Base damage of 130. If base move does 130 on it's own already, then the base damage becomes 150.

G-Max Replenish - A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.

G-Max Malodor - A Poison-type attack that Gigantamax Garbodor use. This move poisons opponents.

G-Max Stonesurge - A Water-type attack that Gigantamax Drednaw use. This move scatters sharp rocks around the field.

G-Max Wind Rage - A Flying-type attack that Gigantamax Corviknight use. This attack also removes the effect of Reflect, Light Screen, Aurora Veil, Safeguard, Mist, Spikes, Toxic Spikes and Stealth Rock on the target Pokémon's side of battle. It also removes the effects of all Terrains on the battlefield if it has been set up by a Pokémon using moves or abilities.

G-Max Stun Shock - An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. Generate a number between 1 and 2 to determine the status effect.

G-Max Finale - A Fairy-type attack that Gigantamax Alcremie use. This move heals the HP of allies. Restores the Hit Points of ally Pokemon by 1/6th their Max Hit Points.

G-Max Depletion - A Dragon-type attack that Gigantamax Duraludon use. Causes the last move used by the opponent to be disabled for 2 turns. Only one move can be disabled at a time.

G-Max Gravitas - A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. Removes Ground-type resistance. Prevents certain moves from being used. Lowers all Pokemon's Evasion two stages.

G-Max Volcalith - A Rock-type attack that Gigantamax Coalossal use. Damages opponents by 1/6th maximum HP each turn for four turns.

G-Max Sandblast - A Ground-type attack that Gigantamax Sandaconda use. Opponents are trapped in a raging sandstorm for four to five turns.

G-Max Snooze - A Dark-type attack that Gigantamax Grimmsnarl use. The user lets loose a huge yawn that lulls the targets into falling asleep on the next turn.

G-Max Tartness - A Grass-type attack that Gigantamax Flapple use. This move reduces the opponents' evasiveness by one stage.

G-Max Sweetness - A Grass-type attack that Gigantamax Appletun use. This move heals the status conditions of allies.

G-Max Smite - A Fairy-type attack that Gigantamax Hatterene use. This move confuses opponents.

G-Max Steelsurge - A Steel-type attack that Gigantamax Copperajah use. This move scatters sharp spikes around the field.

G-Max Meltdown - A Steel-type attack that Gigantamax Melmetal use. This move makes opponents incapable of using the same move twice in a row. Halves Attack damage inflicted on the user's side of the field.

G-Max Foam Burst - A Water-type attack that Gigantamax Kingler use. This move harshly lowers the Speed of opponents by two stages.

G-Max Centiferno - A Fire-type attack that Gigantamax Centiskorch use. This move traps opponents in flames for four to five turns.
 
PostPosted: Tue Jun 28, 2016 3:27 pm
All of the abilities and their function in the guild are listed here in alphabetical order. Scroll down to the letter you need or use the Command F function and type in the name of the ability you're looking for.

A-B-C

Adaptability: If this Pokémon uses an attack that has the same type as it, then the move's power does x1.5 base damage
Aerilate: Normal-type moves become Flying-type moves and do x1.2 damage
Aftermath: When a Pokémon with this Ability faints by damage from a physical attack, the attacker will lose ¼ of its maximum HP.
Air Lock: All weather effects are nulled while this Pokémon is on the field
Analytic: Attacks do x1.3 damage when moving last
Anger Point: When hit critically, this pokemon's attack stat will raise a full 6 stages
Anticipation: Super Effective Moves and OHKO moves all have a 1/10 chance to miss when used on a pokemon with this ability.
Arena Trap: The opponent can niether run or switch. Flying type Pokémon and those with the Levitate Ability are unaffected. If this Pokémon switches out, the opponent is still trapped for that round. The opponent can still switch using Baton Pass
Aroma Veil: Prevents the Pokémon with this Ability and its allies from being afflicted by Taunt, Torment, Encore, Disable, Heal Block and Attract.
Aura Break: The effects of Aura Abilities are reversed

Bad Dreams: If the opponent is asleep, it loses 1/8 of max HP every round
Ball Fetch: If the Pokémon is not holding an item, it will fetch any type of pokéball from the first failed throw of the battle.
Battery: Raises the power of allies' special moves by x1.3
Battle Armor: Prevents Critical Hits and reduces damage from Physical Attacks by 1/10 of the total damage.
Beast Boost: The Pokémon boosts its most proficient stat each time it knocks out a Pokémon. Nihilego - Sp. Def, Buzzwole - Attack, Pheromosa - Speed, Xurkitree - Sp. Attack, Celesteela - Sp. Attack, Kartana - Attack, Guzzlord - Attack, Poipole and Naganadel - Sp. Attack, Stakataka - Defense, Blacephalon - Sp. Attack
Berserk: When the HP of this Pokémon drops below half, its Special Attack is raised by one stage.
Big Pecks: Big Pecks prevents the Defense stat from being reduced (except self-inflicted reductions). However, the stat can be changed by Guard Swap, Heart Swap, or Guard Split. This Ability can be ignored with Mold Breaker, Teravolt, and Turboblaze.
Blaze: When HP is below 1/3rd, fire type attacks do x1.5 damage
Bulletproof: Protects the Pokémon from ball and bomb moves

Cheek Pouch: Restores 33% of the Pokémon's maximum HP when it consumes a Berry, after the effect of the Berry is applied.
Chlorophyll: When the weather is Intense Sunlight, the Pokémon's Speed goes up two stages. However it's Speed will not double on the round that the weather changes
Clear Body: Opponent's moves which lower this Pokémon's stats have no effect. However this Pokémon may lower its own stats with its own moves
Cloud Nine: All weather effects are nulled while this Pokémon is on the field
Color Change: This Pokémon's type becomes the type of the last damaging move which hit it
Comatose: Prevents the Pokémon with this Ability from being afflicted by any status condition except sleep. Can attack while sleeping.
Competitive: Boosts the Sp. Atk stat two stages each time a stat is lowered (does not activate from self or ally inflicted stat lowering).
Compoundeyes: This pokemon's accuracy cannot be lowered
Contrary: Inverts stat modifiers, causes all effects that would lower a stat to increase it instead, and vice versa.
Corrosion: Allows the user to inflict poison on any Pokémon regardless of type.
Cotton Down: When the Pokémon is hit by an attack, it lowers the Speed stat of all Pokémon except itself by one stage.
Cursed Body: 3/10 chance of Disabling any move that makes contact with this Pokémon
Cute Charm: The opponent has a 3/10 chance of being Attracted when using an attack that requires physical contact against this Pokémon if it is the opposite gender


D-E-F

Damp: Explosion and Selfdestruct will not work while the Pokémon is on the field
Dancer: When another Pokémon uses a dancing move, this pokemon will immediately use that move as well. See this list for applicable moves.
Dark Aura: Powers up each Pokémon's Dark-type moves x1.3 (type effectiveness included)
Dauntless Shield: Boosts the Pokémon's Defense stat by one stage when the Pokémon enters a battle.
Dazzling: Prevents opposing Pokémon from using moves with increased priority.
Defeatist: Attacks do x1.5 damage (type effectiveness included) until HP is below 50%
Defiant: Raises user's attack by two stages each time any of their stats are lowered. Defiant does not activate for self inflicted status lowering moves such as Overheat or Leaf Storm.
Delta Stream: Changes the weather to Strong Winds.
Desolate Land: Changes the weather to Extremely Harsh Sunlight.
Disguise: The first time this pokemon is hit by an attack, it will take damage equal to 1/8 of it's max HP regardless of how much damage the attack does, afterwards the disguise will break.
Download: Raises either the Attack stat or Special Attack stat by one stage depending on the foe's lowest current defensive stat (i.e. it will raise Special Attack if the foe's current Special Defense is at a lower stage than its current Defense stat). If the foe's Defense and Special Defense are equal, the Special Attack stat is increased.
Drizzle: Weather changes to Rain for five rounds when the Pokémon enters the battle
Drought: Weather changes to Sunshine for five rounds when the Pokémon enters the battle
Dry Skin: If the weather is Intense Sunlight, this Pokémon loses 1/10 HP per round. If Rain Dance is in effect, this Pokémon gains 1/10 HP per round

Early Bird: Sleep condition lasts for half as long as normal, rounding down if half the amount is a decimal. When the counter gets down to 1 round left, the Pokémon instantly awakes
Effect Spore: The opponent has a 1/10 chance of being induced by Paralysis, Poison or Sleep when using an attack that requires physical contact against this Pokémon. If a Pokémon with this Ability is hit by a multi-strike move that makes contact (such as Fury Swipes), each hit has an independent chance to activate this Ability. Generate 1-3; 1=Paralysis, 2=Poison, 3=Sleep
Electric Surge: Changes the field to Electric Terrain
Emergency Exit: Switches out when its HP becomes half or less.

Fairy Aura: Powers up each Pokémon's Fairy-type moves x1.3 (type effectiveness included)
Filter: If the opponent attacks this Pokémon with an attack that does x2 damage, it will do do x1.5 damage, likewise damage of x4 will do x3 damage
Flame Body: The opponent has a 3/10 chance of being Burned when using an attack that requires physical contact against this Pokémon. If a pokemon with flame body is in the active party, eggs will take 10 less posts to hatch. This ability does not stack with itself or other similar abilities.
Flare Boost: Special attack is raised three stages when burned
Flash Fire: This pokemon is immune to fire type attacks. Activates when user is hit by a damaging Fire-type move. Once activated, user's Fire-type moves deal x1.5 more damage with type effectiveness for five rounds. If a Pokémon with this ability is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has a fire type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter a fire type. If you successfully rolled to encounter a fire type, and there is only one fire type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Flower Gift: When the weather is Intense Sunlight, Flower Gift increases all allied Pokémon's Attack and Special Defense stats by two stages (including the Pokémon with Flower Gift).
Flower Veil: Flower Veil prevents the user (if it is Grass-type) and its Grass-type allies from having their stats lowered, or from being afflicted by non-volatile status conditions or Yawn. Self-inflicted stat reductions, such as from moves like Leaf Storm or Close Combat, are not prevented.
Fluffy: Takes half damage from moves that make contact, but also takes double damage from Fire-type moves. Fire moves that make contact do neutral damage.
Forecast: This Pokémon's type and form both change with the weather
Forewarn: Super Effective Moves and OHKO moves all have a 1/10 chance to miss when used on a pokemon with this ability.
Friend Guard: Reduces the damage done to an ally by 25% in multi pokemon battles (Double battle, triple battles, hoard battles, etc).
Frisk: Searches opponent for an item and knocks it away, preventing them from using it or gaining is effects. (Item will be returned at the end of the battle)
Full Metal Body: Prevents stat reduction caused by another Pokémon's move or Ability.
Fur Coat: Halves damage from all physical attacks, Psyshock, Psystrike, and Secret Sword.


G-H-I

Gale Wings: Increases the priority of Flying-type moves by one
Galvanize: Normal-type moves become electric type, and their power is boosted by x1.2
Gluttony: Doubles the effects of berries when eaten by this pokemon
Gooey: Contact with the Pokémon lowers the attacker's Speed stat by one stage
Gorilla Tactics: Boosts the Pokémon's Attack stat by one stage, but only allows the use of the first selected move.
Grass Pelt: Boosts the Defense stat by three stages when the Grassy Terrain is in effect.
Grassy Surge: Changes the field to Grassy Terrain
Gulp Missile: When using Surf or Dive, it will change into Gulping Form if it has over 50% max HP or Gorging Form if it has less than 50% max HP. If hit afterwards, form reverts and it shoots out its prey to attack, doing 1/4th of opponent's maximum HP in damage. If the Cramorant was in Gulping Form, the opponent's Defense is lowered 1 stage. If the Cramorant was in Gorging Form, the opponent is paralyzed.
Guts: Attack stat is increased by three stages when induced with a status condition (Burn, Paralyze, Sleep, Poison, Freeze)

Harvest: Restores any held Berry after the round on which it is used. If a Pokémon with this ability is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has a grass type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter a grass type. If you successfully rolled to encounter a grass type, and there is only one grass type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Healer: Has a 3/10 chance of curing each adjacent ally of any major status ailment after each round.
Heat Proof: Fire Attacks and burn status effects against this Pokémon do 1/2 the normal damage
Heavy Metal: Doubles the Pokémon's weight
Honey Gather: 3/10 chance of finding honey when moving to a new place (if no held item is currently being held). The pokemon must be in your active party for this to take effect.
Huge Power: All physical attacks used by this pokemon will do x1.3 damage
Hunger Switch: The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode after the end of each turn.
Hustle: All physical attacks damage is increased by x1.5, however all physical attacks have a 1/5 chance to miss. If a pokemon with Hustle is in the active party, the RPer may activate this ability before encountering a wild pokemon to increase the chances of getting one of the two strongest wild pokemon levels by 50%. In general, this means rolling a six sided dice for pokemon levels so that 1 and 2 are the lower levels, and 3, 4, 5, and 6 are half the highest level and half the second highest. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Magnet Pull or Illuminate.
Hydration: When the weather is raining, All Status Effects on this Pokémon are Cured
Hyper Cutter: Opponent cannot lower this Pokémon's Attack value. This Pokémon may still lower its own Attack value using a move of by itself

Ice Body: This Pokémon regains 1/16 of it's max HP per round during hail
Ice Face: Has a protective barrier that protects against Physical Attacks once and will change form to No-ice Face after breaking. Damage from confusion also breaks the barrier. Using the move Hail or being sent out during hail will restore the Ice Face and change form to Ice Face Form.
Ice Scales: The Pokémon is protected by ice scales, which halve the total damage taken from special moves.
Illuminate: If a pokemon with Illuminate is in the active party, the RPer may activate this ability to reduce the number of posts it takes to encounter wild pokemon by three. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Magnet Pull or Hustle.
Illusion: Takes the appearance of a conscious Pokemon in the party (user chooses the pokemon) upon being sent out. Type does not change. Appearance returns to normal when attacked.
Immunity: The Pokémon cannot be Poisoned while having this ability
Imposter: As soon as the user comes into battle, it transforms into its opponent, copying the opponent's ability, moves, stat changes, mega evolution or form, and weight. Imposter will not activate if the opponent is transformed, disguised with Illusion, or behind a substitute. In Double and Triple Battles, Imposter will copy the opponent in the position directly opposite it. If there is no opponent directly opposite to it, it will not transform.
Infiltrator: Ignores Light Screen, Reflect, Mist, and Safeguard
Innards Out: When this pokemon faints, it deals damage to its opponent equal to the amount of HP it had left before last being hit.
Inner Focus: This Pokémon will not flinch. Intimidate will not lower this pokemon's attack.
Insomnia: The Pokémon cannot fall asleep while having this ability
Intimidate: Upon entering battle, the opponent's attack is lowered one stage. In a Double Battle, both opponents' Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected
Intrepid Sword: Boosts the Pokémon's Attack stat one stage when the Pokémon enters a battle.
Iron Barbs: Damages attacking Pokémon for 1/8 their max HP when attacks make contact
Iron Fist: This Pokémon's Punching Attacks do x1.2 damage


J-K-L

Justified: When a pokemon with this ability is hit by a dark type move, it's attack is raised by one stage.

Keen Eye: Prevents pokemon with this ability from losing accuracy
Klutz: This Pokémon can’t use any held items

Leaf Guard: Prevents Status Conditions from being inflicted on this pokemon when the weather is Intense Sunlight
Levitate: Renders the user immune to Ground-type moves (except Sand Attack), Entry Hazards, the effects of Terrain, Arena Trap, and damage from Sky Drop.
Libero: Changes the Pokémon's type to the type of the move it's about to use.
Light Metal: Halves the Pokémon's weight
Lightning Rod: Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's Special Attack is raised one stage. If the Pokémon is Ground-type, moves are drawn to it, but it gets no boost. If a Pokémon with this ability is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has an electric type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter an electric type. If you successfully rolled to encounter an electric type, and there is only one electric type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Limber: The Pokémon cannot be Paralyzed while having this ability
Liquid Ooze: When the opponent absorbs HP from this Pokémon, the opponent instead loses HP equal to the amount it would have gained
Liquid Voice: Turns this pokemon's sound-based moves into Water-type
Long Reach: Can use moves without making contact with the target.


M-N-O

Magic Bounce: Reflects the effect of all stat lowering status moves (excluding Memento), non-damaging status condition-inducing moves, entry hazard moves, moves like Taunt and Torment, and so on back to the user.
Magic Guard: Prevents indirect damage from weather conditions, status ailments such as burn and poison, and attacks such as curse, leech seed, and fire spin, but it does not stop them from being induced. Damage caused by entry hazards, such as Spikes, recoil and crash damage is prevented. Magic Guard will also prevent Life Orb's HP deduction without negating its power boost. Damage from confusion still occurs. Magic Guard does not prevent a Pokémon from cutting its own HP, such as with Belly Drum, Substitute, or Curse when used by a Ghost type. Destiny Bond and Perish Song can still cause a Pokémon with Magic Guard to faint.
Magician: If this pokemon is not holding an item, when it attacks an opponent holding an item, it will steal the opponents held item. (Item will be returned at the end of the battle)
Magma Armor: This Pokémon cannot be Frozen while having this ability. If a pokemon with Magma Armor is in the active party, eggs will take 10 less posts to hatch. This ability does not stack with itself or with other similar abilities.
Magnet Pull: Steel types cannot run nor switch while this Pokémon is in battle. Because the opponent's switching is blocked, the opponent cannot switch on the round this Pokémon switches out of battle. The opponent may still switch with Baton Pass. Ghost types (even with a steel dual typing) are immune to Magnet Pull. If a pokemon with Magnet Pull is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has an steel type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter a steel type. If you successfully rolled to encounter a steel type, and there is only one steel type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Marvel Scale: When induced with a status (Burn, Paralyze, Sleep, Poison, Freeze), this pokemon's defense is raised by 3 stages.
Mega Launcher: Powers up aura and pulse moves by x1.3 damage, heals targets for 75% of their Max HP for Heal Pulse instead of 50%
Merciless: When attacking a poisoned pokemon, this pokemon's attacks will always hit critically.
Mimicry: Changes to Electric-type in Electric Terrain, Psychic-type in Psychic Terrain, Grass-type in Grassy Terrain and Fairy type in Fairy-terrain. The type reverts to normal when the terrain ends.
Minus: Special attack is raised 3 stages when sent out into battle with a pokemon who has Plus.
Mirror Armor: Bounces back only the stat-lowering effects that the Pokémon receives.
Misty Surge: Changes the field to Misty Terrain
Mold Breaker: The Opponent's Ability has no effect
Moody: Raises one stat by two stages, and lowers another by one stage at random every round. Roll using the sheet below in spoilers, the first roll will always be the stat that is raised, the second roll will always be the stat that is lowered. When rolling for which stage to be boosted/lowered, if the selected stat has already been raised/lowered by six stages, roll again.

1 - Attack
2 - Special Attack
3 - Defense
4 - Special Defense
5 - Speed

Motor Drive: Raises Speed by one stage if hit by an Electric-type move
Moxie: This Pokemon's attack is raised by one stage upon KOing a Pokémon
Multiscale: When at full HP, this Pokemon will only take 1/2 damage dealt
Multitype: Changes type to match the held Plate
Mummy: Contact with this Pokémon spreads this Ability

Natural Cure: The Pokémon's status ailments are healed when withdrawn from battle
Neuroforce: Increases the base power of moves which would be super effective by 25%.
Neutralizing Gas: If the Pokémon with Neutralizing Gas is in the battle, the effects of all Pokémon's Abilities will be nullified or will not be triggered.
No Guard: All moves used by or against a Pokémon with this Ability cannot miss. It also allows Pokémon to be hit during the semi-invulnerable round of Fly, Bounce, Dive, Dig, Shadow Force, Sky Drop, and Phantom Force.
Normalize: All the Pokémon’s moves become the Normal type

Oblivious: This Pokémon is protected from the effect Infatuation, and the moves Captivate and Taunt. Intimidate will not lower this pokemon's attack.
Overcoat: Protects against damage from weather conditions, as well as powder or spore moves.
Overgrow: When HP is below 1/3rd Grass type attacks do x1.5 damage
Own Tempo: The Pokémon cannot be Confused while having this ability. Intimidate will not lower this pokemon's attack.


P-Q-R

Parental Bond: Non multi-strike attacks will hit twice, the second attack dealing a fourth of the damage of the first
Pastel Veil: Protects the Pokémon and its ally Pokémon from being poisoned.
Perish Body: When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle.
Pickpocket: Steals attacking Pokémon's held item on contact (Item will be returned at the end of the battle)
Pickup: If a pokemon with this ability is in your active party, the post count for item bumps is reduced by 10. This reduction does not affect items that are already 10 posts to obtain, and having multiple pokemon with Pickup in the active party does not decrease the number of posts for an item more than 10.
Pixilate: Normal-type moves become Fairy-type and do x1.2 damage when used by a pokemon with this ability
Plus: Special attack is raised 3 stages when sent out into battle with a pokemon who has Minus
Poison Heal: If the Pokémon is poisoned or badly poisoned, it will gain 1/8 of its maximum HP at the end of each round instead of taking damage.
Poison Point: The opponent has a 3/10 chance of being induced with Poison when using an attack that requires physical contact against this Pokémon
Poison Touch: When this pokemon attacks using a move that makes contact, the target has a 3/10 chance of being poisoned.
Power Construct: Zygarde will be able to shift between 10% or 50% form at will. If a trainer has collected all five Zygarde Cores using a Zygarde Cube (see Pokemart for more details), a Zygarde with this ability will be able to change into its Complete Forme during battle if its HP drops below 50%. In changing to it's Complete Form, Zygarde's Max HP is doubled, and it's current HP becomes the new max HP minus the damage it's taken. If Zygarde is healed over 75% of the new max, it will revert back to it's old form.
Power of Alchemy: The Pokémon copies the Ability of a defeated ally.
Power Spot: Increases the base power of Ally Pokémon's attacks by 30%
Prankster: Increases the priority of status moves by +1. When targeting a Dark-type opponent, the move with priority now fails.
Pressure: Intimidates the opponent to not use the same move consecutively. If a pokemon with Pressure is in the active party, the RPer may activate this ability before encountering a wild pokemon to increase the chances of getting one of the two strongest wild pokemon levels by 50%. In general, this means rolling a six sided dice for pokemon levels so that 1 and 2 are the lower levels, and 3, 4, 5, and 6 are half the highest level and half the second highest. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Magnet Pull or Illuminate.
Primordial Sea: Changes the weather to Heavy Rain.
Prism Armor: Reduces the power of Super Effective moves used against this Pokémon by 1/4
Propeller Tail: Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves (i.e. follow me, storm drain, etc).
Protean: Changes the Pokémon's type to the type of the move it is going to use
Psychic Surge: Changes the field to Psychic Terrain.
Punk Rock: Increases the base damage of Sound based moves by 30%. Reduces the total damage taken by this Pokémon by Sound based moves by 50%.
Pure Power: All physical attacks used by this pokemon will do x1.3 damage

Queenly Majesty: Prevents opponents from using priority moves.
Quick Feet: Increases the pokemon's speed stat by three stages when they are inflicted with a status condition.

Rain Dish: When the weather is Rain, this pokemon gains 1/16 of its HP every round.
Rattled: Raises Speed one stage upon being affected by the ability intimidate, or hit by a Dark, Ghost, or Bug move
Receiver: When an allied Pokémon faints in battle, a Pokémon with Receiver as its Ability will gain the fainted Pokémon's Ability in place of its own. When this happens, the new Ability activates immediately, as if it had just entered the battle.
Reckless: All moves that cause recoil or crash damage to the user do x1.2 base damage
Refrigerate: Normal-type moves become Ice-type moves and do x1.2 damage
Regenerator: Heals 1/3 max HP upon switching out or leaving battle
Ripen: Ripens Berries and doubles their effect.
Rivalry: If the target is of the same Gender as this Pokémon, then this Pokémon's attacks do x1.25 damage, but if the target is the opposite gender, attacks do 3/4 damage.
RKS System: Changes the type of the Pokémon with this Ability depending on the Memory attached.
Rock Head: Prevents recoil damage from attacks.
Rough Skin: When a Pokémon with Rough Skin is hit with a move that makes contact, the attacker loses 1/8 of its own maximum HP.
Run Away: Allows this pokemon to switch out in spite of attacks or abilities that would prevent it otherwise.


S-T-U

Sand Force: Strengthens Rock, Ground, and Steel moves, doing x1.3 damage during a sandstorm
Sand Rush: Raises speed by two stages during a sandstorm
Sand Spit: The Pokémon creates a sandstorm for five turns when it's hit by an attack.
Sand Stream: The weather becomes Sandstorm for five rounds when this Pokémon enters a battle
Sand Veil: Raises the Pokémon's evasion during a sandstorm by one stage
Sap Sipper: When a Pokémon with Sap Sipper is hit by a Grass-type move, its Attack is increased by one stage, and the move will have no effect on that Pokémon.
Schooling: At level 20 this pokemon changes from solo form to school form when sent into battle. In it's Schooling form, Attack and Sp. Attack will be boosted by 1.3 and Defense and Sp. Defense by 1.2, however if the pokemon's health falls below 25% of the max HP, this pokemon reverts back to solo form and loses these stat boosts. Regardless of the form, HP is reduced to x0.75 of what it would normally be, rounded down (for example, a pokemon at level 30 would have HP of 225).
Scrappy: Allows this Pokémon to hit Ghost Type Pokémon with Normal & Fighting type moves. Intimidate will not lower this pokemon's attack.
Screen Cleaner: When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon.
Serene Grace: Moves that have a side effect get a second roll if the first fails. This ability does not effect OHKO move success chances.
Shadow Shield: Halves damage taken from damage-dealing moves when at maximum HP.
Shadow Tag: The opponent cannot run nor switch. If this Pokémon switches, the opponent will remain trapped. The opponent may still switch by using Baton Pass
Shed Skin: Every round, this Pokémon has a 3/10 chance of healing from a status condition
Sheer Force: Sheer Force raises the base power of all attacking moves that have an additional effect by x1.3, but the additional effects are ignored. (List of Affected Moves)
Shell Armor: Prevents attacks from critically hitting and reduces damage from Physical Attacks by 1/10 of the total damage.
Shield Dust: Damaging moves used by the opponent will not have an additional effect
Shields Down: Reduces opponents attacks by 1/10 of the total damage and is protected from status conditions. When the Pokémon's HP drops below half, it loses its shell and it's effects, and does an extra x1.1 damage to all Attacks, Physical and Special.
Simple: Doubles the number of stages in a stat change effecting this pokemon
Skill Link: Enables multi-strike moves that hit 2-5 times per use to always strike five times.
Slow Start: After three rounds, this Pokemon's attack and speed are raised three stages. If this Ability is replaced due to a move like Skill Swap or Worry Seed or suppressed by Gastro Acid, this Pokemon's attack and speed are raised three stages immediately.
Slush Rush: Doubles this Pokémon's Speed when Hail is in effect.
Sniper: Critical Hits by this pokemon do x3 damage instead of x2
Snow Cloak: This Pokémon's Evasion Rises by one stage in a Hailstorm
Snow Warning: When this Pokémon is brought into battle, the weather is changed to Hail for five rounds
Solar Power: When the weather is Intense Sunlight, this Pokémon's Special Attack increases three stages, but they lose 1/16 of their maximum HP at the end of each round.
Solid Rock: Any Attacks that do x2 damage will only do x1.5 damage, and attacks that do x4 damage will only do x3 damage
Soul-Heart: Raises the user's Special Attack by one stage every time a Pokémon in the area faints.
Soundproof: This pokemon is unaffected by sound moves
Speed Boost: The Pokémon’s Speed stat is raised by one stage at the end of every round
Stakeout: Doubles the amount of damage inflicted on any Pokémon that switch in or enter the field mid-battle.
Stall: This pokemon will always be the last to attack.
Stalwart: Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves (i.e follow me, storm drain, etc).
Stamina: When this pokemon is hit by an attack, its Defense raises by one stage.
Stance Change: The Pokemon changes Stance depending on how it battles. Takes on Shield Forme when using non attack moves or out of battle, reduces opponents attacks by 1/10 of the total damage while in Shield Forme. Takes on Sword Forme when using attack moves in battle, doing an extra x1.1 damage to all Attacks, Physical and Special, while in Sword Forme.
Static: Contact with this Pokémon has a 3/10 chance of inducing Paralysis. Can effect ground type pokemon. If a pokemon with Static is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has an electric type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter an electric type. If you successfully rolled to encounter an electric type, and there is only one electric type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Steadfast: Raises Speed by one stage each time this Pokémon flinches
Steam Engine: When this Pokémon is hit by a Fire-type or Water-type move, its Speed is increased by 6 stages. If thos pokemon is in the active party, eggs will take 10 less posts to hatch. This ability does not stack with itself or other similar abilities.
Steelworker: Increases the power of Steel-type moves used by this Pokémon by x1.5
Steely Spirit: Increases the base power of Steel-type moves used by the user or any Ally Pokémon by 50%
Stench: Contact with this Pokémon has a 1/10 chance of making the attacker flinch. Stench does not stack with King's Rock or Razor Fang.
Sticky Hold: This Pokémon's item cannot be taken
Storm Drain: All Water-type attacks target this Pokemon. Grants immunity to Water-type moves and boosts Special Attack by 1 stage when hit by a Water-type move. If a Pokémon with this ability is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has a water type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter a water type. If you successfully rolled to encounter a water type, and there is only one water type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.
Strong Jaw: All biting attacks used by this pokemon do x1.3 damage
Sturdy: Attacks that would knock out this pokemon in one hit will leave 1 HP instead.
Suction Cups: Negates moves that force switching out
Super Luck: All attacks used by this pokemon have a 1/10 chance to critically hit. This ability can combine with attacks that can already critically hit and increase the chance of a critical hit even more.
Surge Surfer: When the battlefield is under the effects of Electric Terrain, this pokemon's speed is raised three stages.
Swarm: When HP is below 1/3rd, Bug type attacks do x1.5 damage. If a pokemon with Swarm is in the active party, the RPer may activate this ability to reduce the number of posts it takes to encounter wild pokemon by three. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Magnet Pull or Hustle.
Sweet Veil: Prevents ally Pokémon from falling asleep
Swift Swim: Boosts the Pokémon’s Speed by two stages in Rain
Symbiosis: This Pokémon will pass its item to an ally when the ally consumes or loses it's item.
Synchronize: When this Pokémon becomes poisoned, paralyzed or burned, so does the opponent. However Fire Type Pokémon and those with Water Veil cannot be Burned. Poison & Steel Type Pokémon and those with Immunity cannot be Poisoned, and Electric type pokemon and those with the Limber Ability cannot be Paralyzed. If a Pokémon with this ability is in the active party, the RPer may activate this ability when rolling for a wild pokemon encounter that has a psychic type pokemon available to roll an extra die before generating a wild pokemon. If you generate an even number, you will encounter a psychic type. If you successfully rolled to encounter a psychic type, and there is only one psychic type available, you will encounter it. If there is more than one, list them in the order they are given in the wild pokemon list, including repeats of the same pokemon, and roll to see which one you will encounter. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Illuminate or Hustle.

Tangled Feet: Raises evasion by one stage if the Pokémon is confused
Tangling Hair: When this pokemon is hit with a move that makes direct contact, their Speed will be lowered 1 stage.
Technician: When this pokemon uses attacks that do 60 damage or lower, the power will do x1.5 damage instead.
Telepathy: Protects against damaging moves from allied Pokémon
Teravolt: Ignores the effects of Abilities that could potentially affect the damage or effects of a move that this pokemon executes.
Thick Fat: Fire and Ice-type moves deal 1/2 damage
Tinted Lens: Doubles the power of any moves that the Pokémon uses that are "not very effective" against its targets. If a move is regularly not very effective, and thus normally does half damage, it would therefore do normal damage, while a doubly-resisted move (such as a Bug-type move against the Steel/Flying Skarmory) will do half damage rather than one quarter damage.
Torrent: When HP is below 1/3rd, Water type attacks will do x1.5 damage
Tough Claws: All moves that make contact do x1.3 damage
Toxic Boost: When this pokemon is poisoned, its attack is raised three stages
Trace: Ability becomes the same as that of the opponent. Switching this Pokémon out of battle restores its original ability.
Triage: HP-restoring moves used by this pokemon are boosted to the highest priority.
Truant: This pokemon's attacks do x1.5 damage, but every other round this pokemon will "loaf around" and not attack.
Turboblaze: Ignores the effects of Abilities that could potentially affect the damage or effects of a move that this pokemon executes.

Unaware: If the pokemon with this ability is targeted by a damaging move, the attacker's accuracy and attack stat boosts are ignored. If the pokemon with this ability is attacking with a damaging move, the opponent's evasion and defense stat boosts are ignored.
Unburden: Raises Speed by one stage if a held item is used
Unnerve: Prevents opposing Pokémon from eating held Berries


V-W-X-Y-Z

Victory Star: This pokemon and it's allies moves will hit regardless of changes to accuracy and evasion.
Vital Spirit: The Pokémon cannot fall Asleep while having this ability. If a pokemon with Vital Spirit is in the active party, the RPer may activate this ability before encountering a wild pokemon to increase the chances of getting one of the two strongest wild pokemon levels by 50%. In general, this means rolling a six sided dice for pokemon levels so that 1 and 2 are the lower levels, and 3, 4, 5, and 6 are half the highest level and half the second highest. This ability does not stack with similar abilities, or combine with other abilities that affect wild pokemon encounters such as Magnet Pull or Illuminate.
Volt Absorb: The Pokémon heals up to 1/4 of it's maximum HP when hit with Electric-type moves

Wandering Spirit: The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact.
Water Absorb: The Pokémon heals up to 1/4 of it's maximum HP when hit with Water-type moves
Water Bubble: Decreases the power of fire type moves used against this Pokémon by half. Doubles the power of Water-type moves used by this Pokémon. Prevents this pokemon from being burned.
Water Compaction: When this pokemon is hit by a Water-type move, its Defense rises by two stages.
Water Veil: This Pokémon cannot be burned while having this ability
Weak Armor: This Pokemon's Defense will decrease by one stage and its Speed will increase by two stages each time it is struck by a physical attack.
White Smoke: Opponents' moves which would lower this Pokémon's stat values have no effect. However this Pokémon may lower its own stats with its own moves
Wimp Out: When this pokemon drops below half of its full HP in battle, it will flee in wild battles, or switch out in Trainer battles.
Wonder Guard: The Pokémon is only harmed by attacks that do x2 or x4 damage on type effectiveness
Wonder Skin: When an opponent uses a status effect move, it has a 1/2 chance to miss.

Zen Mode: Changes form when HP drops to 50% or lower.
 

Loonamist
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SpectralEternity

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PostPosted: Wed May 24, 2017 11:30 pm
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POKEMON: Eᴛᴇʀɴᴀʟ Rᴇᴠᴏʟᴜᴛɪᴏɴ

 
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