Move Cards
Browse and search through all available moves in Pokémon: Seasons
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Showing 727 of 727 moves
Arm Thrust
1
Effect:
If the target's battle fatigue is 2 or higher: Attack strength is increased by 2.
Rock Tomb
1
Effect:
if the target's battle fatigue is 2 or higher: Attack strength is increased by 2.
Branch Poke
1
Effect:
if the user's battle fatigue is 2 or higher: Attack strength is increased by 2.
Bone Rush
1
Effect:
if the user's battle fatigue is 2 or higher: Attack strength is increased by 2.
Rock Blast
2
Effect:
Critical hits deal +1 damage. Status symbols deal -1 damage.
Whirlwind
2
Effect:
Deal 1 extra damage for every Flying-type move of the user.
2
Effect:
Deals 2 extra damage if the target can learn Flying-type moves.
Powder
2
Effect:
Deals 2 extra damage if the target can learn Fire-type moves.
Icy Wind
2
Effect:
Decrease the initiative of the target by 1 until the end of the battle.
Stored Power
1
Effect:
Double all (by move effects) added dice when using this move.
Rapid Spin
2
Effect:
Heal any status effects from the user.
Absorb
2
Effect:
Heal for half the damage dealt, rounded down.
Leafage
2
Effect:
If any critical hits are rolled: Heal 1 damage from a Pokémon in your party.
Flame Wheel
2
Effect:
If any critical hits are rolled: Inflict the Burned status on the target.
Double Kick
2
Effect:
If any regular hits are rolled: Deal 1 extra damage.
Gear Grind
2
Effect:
If any regular hits are rolled: Deal 1 extra damage.
Dragon Breath
2
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Ember
2
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Powder Snow
2
Effect:
If any status symbols are rolled: Inflict the Frozen status on the target.
Thief
2
Effect:
If the target has a held item: Deal 2 extra damage.
Incinerate
2
Effect:
If the target has a held item: Deal 2 extra damage.
Smelling Salts
2
Effect:
If the target has a status effect: Heal the status effect from the target and deal 3 extra damage.
Tail Slap
1
Effect:
If the user's battle fatigue is 3 or higher: Add 3 regular hits to the roll.
Fury Cutter
2
Effect:
If this move was used last turn: Attack strength is increased by 1.
Rollout
1
Effect:
If this move was used last turn: Attack strength is increased by 1.
Sweet Scent
2
Effect:
If you attempt to capture the target next turn: Add 1 regular hit to the capture roll.
Infestation
1
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out or flee the battle.
Clamp
1
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out or flee the battle.
Spider Web
2
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Fire Spin
2
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Sand Tomb
2
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Bind
2
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Whirlpool
2
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Will-O-Wisp
1
Effect:
Inflict the Burned status on the target.
Twister
2
Effect:
Inflict the Confused status on the target.
Confusion
2
Effect:
Inflict the Confused status on the target.
Sweet Kiss
1
Effect:
Inflict the Confused status on the target. If the target is Confused: Attack strength is increased by 2.
Lick
2
Effect:
Inflict the Drowsy status on the target.
Sing
1
Effect:
Inflict the Drowsy status on the target. If the target is Drowsy: Attack strength is increased by 2.
Hypnosis
1
Effect:
Inflict the Drowsy status on the target. If the target is Drowsy: Attack strength is increased by 2.
String Shot
2
Effect:
Inflict the Paralysed status on the target.
Thunder Shock
2
Effect:
Inflict the Paralysed status on the target.
Dragon Rage
1
Effect:
Inflict the Paralyzed status on the target. If the target is Paralyzed: Attack strength is increased by 2.
Nuzzle
1
Effect:
Inflict the Paralyzed status on the target. If the target is Paralyzed: Attack strength is increased by 2.
Poison Sting
2
Effect:
Inflict the Poisoned status on the target.
Pay Day
1
Effect:
Once per battle: Gain any (one) Tier 1 Apricorn.
Ice Shard
2
Effect:
Once per battle: The user may use a second move this turn.
Quick Attack
2
Effect:
Once per battle: The user may use a second move this turn.
Aqua Jet
2
Effect:
Once per battle: The user may use a second move this turn.
Splash
1
Effect:
Roll a status dice and inflict the result on the target.
Mimic
?
Effect:
Select a move from the target and attack with it. Attack strength of the move is fixed at 1.
Disarming Voice
2
Effect:
Status symbols deal +1 damage.
Torment
1
Effect:
The target may not use the same move twice in a row, if possible.
Teleport
1
Effect:
The user may switch out if possible. When the target next attacks, remove 1 regular hit from the roll.
Trick-Or-Treat
2
Effect:
This move ignores resistances.
Water Sport
2
Effect:
Until the user switches out: (all) Water-type moves deal 1 extra damage.
Clear Smog
2
Effect:
Until the user switches out: Remove all status symbols from (all) attack rolls.
Ominous Wind
2
Effect:
Until the user switches out: When the user attacks, add 1 status symbol to the roll.
Bite
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Fairy Wind
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Rock Smash
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Astonish
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Pound
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Acid Spray
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Heart Stamp
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Smack Down
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Bubble
2
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Cut
2
Effect:
When the target is next attacked, add 1 status symbol to the roll.
Snarl
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Electroweb
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Baby-Doll Eyes
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Night Shade
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Vine Whip
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Mud-Slap
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Tackle
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Toxic Thread
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Rock Throw
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Mirror Shot
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Water Gun
2
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Sticky Web
2
Effect:
When the target next attacks, status symbols deal -1 damage.
Taunt
2
Effect:
When the target next attacks, status symbols deal -1 damage.
Smog
2
Effect:
When the target next attacks, status symbols deal -1 damage.
Psybeam
2
Effect:
When the target next attacks, status symbols deal -1 damage.
Struggle Bug
2
Effect:
When the user is next attacked, remove 1 regular hit to the roll.
Flower Shield
2
Effect:
When the user is next attacked, remove 1 regular hit to the roll.
Metal Burst
2
Effect:
When the user is next attacked, remove 1 regular hit to the roll.
Until the user switches out: When the user attacks, add 1 status symbol to the roll.
Dragon Cheer
1
Effect:
When the user next attacks, add 1 critical hit to the roll.
Sand Attack
2
Effect:
When the user next attacks, add 1 regular hit to the roll.
Scratch
2
Effect:
When the user next attacks, add 1 regular hit to the roll.
Acid
2
Effect:
When the user next attacks, add 1 regular hit to the roll.
Conversion
1
Effect:
When the user next attacks: Add 1 regular hit or 1 status symbol to the roll.
Gunk Shot
3
Effect:
If exactly 2 regular hits are rolled: Inflict the Poisoned status on the target and if do you: Heal 2 damage.
Vital Throw
3
Effect:
Add 1 regular hit to the roll. If any status symbols are rolled: The user takes 1 damage.
Destiny Bond
1
Effect:
Attack strength is increased equal to the amount of damage taken last turn (max. 4).
Pin Missile
1
Effect:
Attack strength is increased equal to the user's battle fatigue.
Scale Shot
1
Effect:
Attack strength is increased equal to the user's battle fatigue.
Bullet Seed
1
Effect:
Attack strength is increased equal to the user's battle fatigue.
Icicle Spear
1
Effect:
Attack strength is increased equal to the user's battle fatigue.
Fury Attack
1
Effect:
Attack strength is increased equal to the user's battle fatigue.
Population Bomb
1
Effect:
Deal extra damage equal to the user's battle fatigue (after the roll).
Hidden Power
3
Effect:
Choose any learnable type of the user as the type of this attack.
Doodle
2
Effect:
Copy the effect of a move the target knows.
Kinesis
2
Effect:
Copy the effect of a move the user or target knows. The user may not switch out this turn.
Razor Leaf
3
Effect:
Critical hits deal +1 damage.
Slam
3
Effect:
Critical hits deal +1 damage.
Poison Tail
3
Effect:
Critical hits deal +1 damage.
Psycho Cut
3
Effect:
Critical hits deal +1 damage.
Razor Shell
3
Effect:
Critical hits deal +1 damage.
Volt Tackle
3
Effect:
Critical hits deal +2 damage but for each critical hit rolled: The user takes 2 damage.
Floral Healing
3
Effect:
Damage is instead applied as healing to the user. If the target knows a Grass-type or Bug-type move, healing is increased by 1.
Grav Apple
3
Effect:
Deals 2 extra damage if the target knows a Dragon-type or Poison-type move.
Salt Cure
3
Effect:
Deals 2 extra damage if the target can learn Water-type or Steel-type moves.
Anchor Shot
3
Effect:
Deals 2 extra damage if the target can learn Ice-type moves. The target may no longer switch out.
Bug Trap
3
Effect:
Deals 2 extra damage if the target can learn Bug-type moves. The target may no longer switch out.
Calm Mind
3
Effect:
Decrease the battle fatigue of the user by 2.
Apple Acid
3
Effect:
Discard the held consumable of the target and if you do: Deal 2 extra damage.
Beat Up
1
Effect:
For every (other) non-fainted (max. 3) Pokémon in your party: Add 1 regular hit to the roll.
Revenge
1
Effect:
For every fainted (max. 3) Pokémon in your party: Attack strength is increased by 1.
Last Respects
2
Effect:
For every fainted (max. 2) Pokémon in your party: Attack strength is increased by 1.
Weather Ball
3
Effect:
Heal 1 damage. Change to Sunny Form, Rainy Form or Snowy Form, if possible.
Draining Kiss
2
Effect:
Heal 1 damage. If any status symbols are rolled: Inflict the Drowsy status on the target.
Heal Order
3
Effect:
Heal 2 damage. If the user has a status effect: Heal 1 more damage.
Spit Up
3
Effect:
Heal 2 damage. If this move was used last turn, attack strength is decreased by 2.
Milk Drink
1
Effect:
Heal 4 damage. If the user is inflicted with a status effect, only heal 2 damage instead.
Soft-Boiled
1
Effect:
Heal 4 damage. If this move was used last turn, attack strength is increased to 3 but only heal 1 damage.
Innards Out
2
Effect:
Heal any status effect from the user. If the user faints from being attacked next turn: Deal 3 damage to the target.
Parabolic Charge
3
Effect:
Heal for half the damage dealt, rounded down.
Mega Drain
3
Effect:
Heal for half the damage dealt, rounded down.
V-Sappy Seed
2
Effect:
Heal for half the damage dealt, rounded down. If the target has a status effect, attack strength is increased by 2.
V-Bouncy Bubble
2
Effect:
Heal for half the damage dealt, rounded down. If the target has a status effect, attack strength is increased by 2.
Iron Head
3
Effect:
If 2 or more status symbols are rolled: Increases the battle fatigue of the target by 3.
Play Rough
3
Effect:
If a critical hit, a regular hit and a status symbol are rolled: Deal 2 extra damage.
Fire Punch
3
Effect:
If any critical hits are rolled: Inflict the Burned status on the target.
Flame Burst
3
Effect:
If any critical hits are rolled: Inflict the Burned status on the target.
Signal Beam
3
Effect:
If any critical hits are rolled: Inflict the Confused status on the target.
Confide
3
Effect:
If any critical hits are rolled: Inflict the Drowsy status on the target.
Ice Punch
3
Effect:
If any critical hits are rolled: Inflict the Frozen status on the target.
Spark
3
Effect:
If any critical hits are rolled: Inflict the Paralyzed status on the target.
Dual Chop
2
Effect:
If any regular hits are rolled: Deal 1 extra damage.
Triple Kick
3
Effect:
If any regular hits are rolled: Deal 1 extra damage.
Bonemerang
3
Effect:
If any regular hits are rolled: Deal 1 extra damage.
False Surrender
3
Effect:
If any status symbols are rolled: Add 1 regular hit to the roll.
Power Trip
3
Effect:
If any status symbols are rolled: Add 1 regular hit to the roll.
Fire Fang
3
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Strange Steam
3
Effect:
If any status symbols are rolled: Inflict the Confused status on the target.
Water Pulse
3
Effect:
If any status symbols are rolled: Inflict the Confused status on the target.
Hyper Fang
3
Effect:
If any status symbols are rolled: Inflict the Drowsy status on the target.
Ice Fang
3
Effect:
If any status symbols are rolled: Inflict the Frozen status on the target.
Electro Wheel
3
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target and change to Hangry Form if possible.
Thunder Fang
3
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Thunder Punch
3
Effect:
If any critical hits are rolled: Inflict the Paralysed status on the target.
Headbutt
3
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Power Gem
3
Effect:
If any status symbols are rolled: Roll a status dice and inflict the result on the target.
Tri Attack
3
Effect:
If any status symbols are rolled: Roll a status dice and inflict the result on the target.
Bug Bite
3
Effect:
If any status symbols are rolled: Use (bypassing requirements) and discard the held berry of your target.
Focus Blast
3
Effect:
If any status symbols are rolled: When the target next attacks, remove 1 critical hit from the roll.
Bone Club
3
Effect:
If any status symbols are rolled: When the target next attacks, remove 1 critical hit from the roll.
Extrasensory
3
Effect:
If any status symbols are rolled: When the target next attacks, remove 1 critical hit from the roll.
Rolling Kick
3
Effect:
If only regular hits are rolled: Inflict the Drowsy status on the target.
Knock Off
2
Effect:
If the target has a held item and any critical hits are rolled: Disable the held item and if you do, deal 2 extra damage.
3
Effect:
If the target has a held item: Deal 2 extra damage.
Assurance
2
Effect:
If the target has a status effect, attack strength is increased by 1.
Wake-Up Slap
2
Effect:
If the target has a status effect, attack strength is increased by 2.
Hex
3
Effect:
If the target has a status effect, attack strength is increased by 1.
Venoshock
3
Effect:
If the target has a status effect, attack strength is increased by 1.
Snowscape
3
Effect:
If the target is a Cold Pokémon, attack strength is increased by 1.
Rain Dance
3
Effect:
If the target is a Temperate Pokémon, attack strength is increased by 1.
Sunny Day
3
Effect:
If the target is a Warm Pokémon, attack strength is increased by 1.
Cross Poison
2
Effect:
If the target is Poisoned, attack strength is increased by 2 and heal 1 damage.
Brine
3
Effect:
If the target's health is equal to or less than half its base value, attack strength is increased by 1.
Shell Trap
2
Effect:
If the user is attacked next turn: Deal 2 damage to the target.
Defend Order
1
Effect:
If the user is attacked next turn: The user takes -2 damage.
Spicy Extract
3
Effect:
If the user next attacks with a Fire-type move: Add 2 regular hits to the roll.
Last Resort
2
Effect:
If the user used a different move last turn: Attack strength is increased by 2.
Dragon Tail
3
Effect:
If this move was not used last turn: The target must switch out if possible.
Circle Throw
3
Effect:
If this move was not used last turn: The target must switch out if possible.
3
Effect:
If this move was not used last turn: The target must switch out if possible.
Dig
2
Effect:
If this move was used last turn, attack strength is increased by 2.
Ice Ball
2
Effect:
If this move was used last turn, attack strength is increased by 2.
Slash
3
Effect:
If three or more regular hits are rolled: Deal 2 extra damage.
Memento
1
Effect:
Increase the battle fatigue of the target by 3.
Fire Lash
1
Effect:
Inflict both the Burned and Poisoned statuses on the target simultaneously.
V-Sparkly Swirl
1
Effect:
Inflict both the Confused and Drowsy statuses on the target simultaneously.
Avalanche
1
Effect:
Inflict both the Frozen and Paralysed statuses on the target simultaneously.
Ion Deluge
1
Effect:
Inflict both the Paralysed and Poisoned statuses on the target simultaneously.
V-Sizzly Slide
2
Effect:
Inflict the Burned status on the target. When the target is next attacked, add 1 regular hit to the roll.
Teeter Dance
1
Effect:
Inflict the Confused status on the target and another Pokémon in the opponent's party.
3
Effect:
Inflict the Confused status on the target.
Aromatic Mist
2
Effect:
Inflict the Confused status on the target. When the target next attacks, remove 1 regular hit from the roll.
Spore
3
Effect:
Inflict the Drowsy status on the target.
V-Freezy Frost
2
Effect:
Inflict the Frozen status on the target. When the target is next attacked, add 1 regular hit to the roll.
V-Buzzy Buzz
2
Effect:
Inflict the Paralysed status on the target. When the target is next attacked, add 1 regular hit to the roll.
Toxic
2
Effect:
Inflict the Poisoned status on the target. If the target is Poisoned: Attack strength is increased by 2.
Zing Zap
3
Effect:
Inflicts the Drowsy status on the target.
Icicle Missile
3
Effect:
May be treated as Water-type move. Change to Ice Face Form, if possible.
Mach Punch
2
Effect:
Once until the user switches out: The user may use a second move this turn.
Shadow Sneak
2
Effect:
Once until the user switches out: The user may use a second move this turn.
Teleportation Burst
2
Effect:
Once until the user switches out: The user may use a second move this turn.
2
Effect:
Regular hits deal +1 damage.
Double Hit
2
Effect:
Regular hits deal +1 damage.
Twin Beam
2
Effect:
Regular hits deal +1 damage.
Sketch
?
Effect:
Select a move from the target and attack with it. Attack strength is decreased by 1. If no move can be copied, attack strength is set to 3.
Feint Attack
3
Effect:
Status symbols deal +1 damage.
Shock Wave
3
Effect:
Status symbols deal +1 damage.
3
Effect:
Status symbols deal +1 damage.
Shadow Punch
3
Effect:
Status symbols deal +1 damage.
Magical Leaf
3
Effect:
Status symbols deal +1 damage.
Smart Strike
3
Effect:
Status symbols deal +1 damage.
Uproar
2
Effect:
Status symbols deal +2 damage. Heal any Drowsy and Confused status effects from the user and the target and if you do: Heal 2 damage.
Shell Side Arm
2
Effect:
Status symbols deal +2 damage. If any status symbols are rolled: Roll a status dice and inflict the result on the target.
Present
4
Effect:
Critical hits deal -2 damage.
U-Turn
3
Effect:
The user may switch out if possible.
Volt Switch
3
Effect:
The user may switch out if possible.
Phantom Force
2
Effect:
The user may switch out if possible. This move is unaffected by any effects of moves, abilties or items.
Shelter
1
Effect:
The user may switch out if possible. When the target next attacks, remove 2 regular hits from the roll.
Revelation Dance
3
Effect:
Is treated as the primary type of the user.
Forest's Curse
3
Effect:
This move ignores resistances.
Soak
3
Effect:
This move ignores resistances.
Copycat
?
Effect:
This move is treated as the signature move of the target. If the move cannot be copied, attack strength is set to 3.
Dragon Dance
2
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Charge Beam
2
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Bulk Up
2
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Ancient Power
2
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Silver Wind
2
Effect:
Until the user switches out: Add 1 status symbol to your attack rolls.
Moonlight
2
Effect:
Until the user switches out: Heal 2 damage at the end of your turns.
Shore Up
2
Effect:
Until the user switches out: Heal 2 damage at the end of your turns.
Fairy Lock
3
Effect:
Until the user switches out: The abilities of the user and the target are disabled.
Octolock
3
Effect:
Until the user switches out: The user and the target cannot switch out from move and item effects.
V-Baddy Bad
2
Effect:
Until the user switches out: When the user is attacked, remove 1 regular hit from the roll.
V-Glitzy Glow
2
Effect:
Until the user switches out: When the user is attacked, remove 1 regular hit from the roll.
Magnet Bomb
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Seed Bomb
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Syrup Bomb
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Stomp
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Rock Slide
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Steel Wing
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Aqua Tail
3
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Bulldoze
3
Effect:
When the target is next attacked, add 1 status symbol to the roll.
Sludge
3
Effect:
When the target is next attacked, add 1 status symbol to the roll.
Breaking Swipe
3
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Low Sweep
3
Effect:
When the target next attacks, remove 1 regular hit from the roll.
3
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Mud Shot
3
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Leaf Tornado
3
Effect:
When the target next attacks, status symbols deal -1 damage.
Mud Bomb
3
Effect:
When the target next attacks, status symbols deal -1 damage.
Aurora Beam
3
Effect:
When the target next attacks, status symbols deal -1 damage.
Bubble Beam
3
Effect:
When the target next attacks, status symbols deal -1 damage.
Harden
1
Effect:
When the user is next attacked, remove 3 regular hits from the roll.
Block Face
2
Effect:
When the user is next attacked: Remove 2 regular hits from the roll. Change to Noice Form, if possible.
Flame Charge
3
Effect:
When the user next attacks, add 1 regular hit to the roll.
Rage
3
Effect:
When the user next attacks, add 1 regular hit to the roll.
No Retreat
1
Effect:
When the user next attacks, add all 3 possible dice results to the roll. The target may no longer switch out.
Storm Throw
2
Effect:
When the user next attacks, add any (one) attack dice to the roll.
Quiver Dance
2
Effect:
When the user next attacks: Add 1 regular hit and 1 status symbol to the roll.
Berry Mold
3
Effect:
You may consume (and trigger the effect of) a held berry, then heal 2 damage.
Hangry Wheel
3
Effect:
You may consume any 1 Apricorn to increase attack strength by 1, then change to Full Belly Form if possible.
Stuff Cheeks
3
Effect:
Heal 1 damage. You may discard any (one) Apricorn to heal 1 additional damage.
Colour Change
3
Effect:
You may discard any (one) Apricorn to heal 2 damage.
Brick Break
3
Effect:
You may reroll all status symbols from the initial roll.
Psyshock
3
Effect:
You may take 2 damage to increase the attack strength by 1 this turn.
Lash Out
3
Effect:
If the user's battle fatigue is 2 or higher: Attack strength is increased by 2.
Frozen Oak Hammer
2
Effect:
Add 1 critical hit to the roll. Critical hits deal +2 damage. Change all rolled regular hits into status symbols.
Triple Arrows
3
Effect:
Add 1 regular hit to the roll. If the target faints, deal 2 damage to the next Pokémon the opponent switches in.
Fissure
5
Effect:
Add 2 regular hits to the roll. If two or more non-regular hits are rolled: Remove all regular hits from the roll and take 2 damage.
Sheer Cold
5
Effect:
Add 2 regular hits to the roll. If two or more non-regular hits are rolled: Remove all regular hits from the roll and take 2 damage.
Strength
4
Effect:
All added and removed dice of the next roll of the target also affect this roll.
Prehistoric Rage
3
Effect:
Attack strength is increased by 1 for every 'Ancient Force' ability in your party (max. 3). May be treated as any secondary type of 'Ancient Force' Pokémon in your party.
Gulp Frenzy
3
Effect:
Attack strength is increased by 2 if the user and target share at least one learnable type. If that's the case: This move may be treated as Electric-type move.
Eruption
?
Effect:
Base attack strength is equal to the current health (max. 6) of the user.
Power Whip
?
Effect:
Base attack strength is equal to the difference (max. 6) between the current health values of both active Pokémon.
Gyro Ball
?
Effect:
Base attack strength is equal to the difference (max. 6) between the intiative values of both active Pokémon.
G-Max Cuddle
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Choose any type, this attack becomes the chosen type.
G-Max Cannonade
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Deals 1 extra damage for every fainted Pokémon in the opponent's party.
G-Max Foam Burst
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Decrease the initiative of the target and another Pokémon in the opponent's party by 2 until the end of the battle.
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Disable any (one) ability from a Pokémon in the opponent's party until the end of the battle.
G-Max Gold Rush
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Roll 2 status dice. Inflict the rolled results on any Pokémon in the opponent's party simultaneously.
G-Max Finale
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Heal 2 damage from up to two different (non-fainted) Pokémon in your party.
G-Max Replenish
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Heal 5 damage and any status effects. Status symbols heal +1 damage.
G-Max Sweetness
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Heal all status effects from all Pokémon in your party.
G-Max Volcalith
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Increase the battle fatigue of the target to 4. The target may no longer switch out.
G-Max Wildfire
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Burned status on the target and another Pokémon in the opponent's party.
G-Max Smite
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Confused status on the target and another Pokémon in the opponent's party.
G-Max Volt Crash
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Paralyzed status on the target and another Pokémon in the opponent's party.
G-Max Malodor
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Poisoned status on the target and another Pokémon in the opponent's party.
G-Max Tartness
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Heal 3 damage and all status effects from a (non-fainted) Pokémon in your party.
G-Max Terror
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. The target has to switch out after taking damage from this move.
G-Max Depletion
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. The target may no longer switch out. The target may only use the same move, if possible.
G-Max Centiferno
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. The user faints. Inflict the Burned, Paralyzed and Poisoned statuses (individually) on 3 different Pokémon in the opponent's party.
G-Max Stonesurge
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. For every critical hit rolled: Deal 1 damage to every Pokémon in the opponent's party.
G-Max Steelsurge
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the use switches out: Status symbols of the user deal +1 damage.
G-Max Vine Lash
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: Heal 1 damage from the user for every status symbol rolled when attacking.
G-Max Drum Solo
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: Heal 2 damage at the end of your turns.
G-Max Sandblast
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: If the user is attacked, increase the target's battle fatigue by 1.
G-Max Fireball
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: If the user is attacked, inflict the Burned status on the target.
G-Max Meltdown
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: If the user is attacked, inflict the Poisoned status on the target.
G-Max Chi Strike
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: Critical hits deal +1 damage.
G-Max Gravitas
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: The user takes -1 damage from status symbols.
G-Max Resonance
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Until the user switches out: When the user is attacked, remove any (one) dice from the roll.
G-Max Hydrosnipe
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. You may deal the calculated damage to any Pokémon in the opponent's party instead.
G-Max Snooze
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Drowsy status on all Pokémon in the opponent's party that already have a status effect, ignoring status exclusivity.
G-Max Befuddle
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. Inflict the Paralyzed, Poisoned and Drowsy statuses on the target simultaneously.
G-Max Stun Shock
4
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. The user may use a second move this turn.
Resonance
3
Effect:
Cannot be copied. The user faints. The next (own) Pokémon switching in heals 5 damage and all status effects. Additionally, add 1 regular hit and 1 status symbol to the first move of that Pokémon.
Explosion
4
Effect:
Effect may only be used if the user is not your last non-fainted Pokémon. Cannot be used as a second move during your turn. Add 2 critical hits to the roll. The user faints.
Psychic Noise
3
Effect:
Choose a status. Heal this status from all Pokémon in both parties, then heal the user by 1 for every status healed.
Hidden Punch
4
Effect:
Choose any learnable type of the user as the type of this attack.
Cross Chop
4
Effect:
Critical hits deal +1 damage.
4
Effect:
Critical hits deal +1 damage.
Shadow Claw
4
Effect:
Critical hits deal +1 damage.
Leaf Blade
4
Effect:
Critical hits deal +1 damage.
Drill Run
4
Effect:
Critical hits deal +1 damage.
Aqua Cutter
4
Effect:
Critical hits deal +1 damage.
Flower Trick
3
Effect:
Critical hits deal +1 damage. Status symbols deal +1 damage.
Stone Edge
4
Effect:
Critical hits deal +1 damage. Status symbols deal -1 damage.
Chloroblast
4
Effect:
Critical hits deal +1 damage. The user takes 1 damage. May be treated as Electric-type move.
Dragon Hammer
4
Effect:
Critical hits deal +2 damage but for each critical hit rolled: The user takes 2 damage.
Flare Blitz
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Wood Hammer
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Double-Edge
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Head Smash
5
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Steel Beam
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Heroic Wave
4
Effect:
Critical hits deal +2 damage. For each critical hit rolled: The user takes 2 damage.
Amped Overdrive
3
Effect:
Critical hits deal +2 damage. Status symbols deal -1 damage.
Low-Key Overdrive
3
Effect:
Critical hits deal -1 damage. Status symbols deal +2 damage.
Conversion 2
4
Effect:
For every status symbol rolled: Add 1 regular hit to the next attack roll of the user.
Heal Pulse
3
Effect:
Heal 2 damage from a Pokémon in your party.
Double Shock
4
Effect:
Damage may instead be applied as 1 (typeless) damage to any Pokémon in the opponent's party for every regular hit rolled.
Muddy Water
4
Effect:
Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Chest Thump
5
Effect:
Deal 2 damage to the user. Change to Zen Form if possible.
Freezing Headbutt
5
Effect:
Deal 2 damage to the user. Change to Zen Form if possible.
Freeze-Dry
4
Effect:
Deals 3 extra damage if the target knows a Water-type move.
Meteor Assault
5
Effect:
Decrease the attack strength of the user's next move by 2.
Meteor Beam
5
Effect:
Decrease the attack strength of the user's next move by 2.
Gigaton Hammer
5
Effect:
Decrease the attack strength of the user's next move by 2.
Cotton Storm
4
Effect:
Decrease the initiative of the target by 1 until the end of the battle.
Drum Beating
4
Effect:
Decrease the initiative of the target by 1 until the end of the battle.
Metal Sound
3
Effect:
Decrease the initiative of the target by 3 until the end of the battle. If the target's initiative is 4 (or less), attack strength is increased by 2.
Armor Polish
4
Effect:
Decrease the initiative of the user by 2 (if possible) until the end of the battle, then increase the initiative of a Pokémon in your party by 2 until the end of the battle.
Close Combat
4
Effect:
During this attack and when the target next attacks, status symbols deal +1 damage.
Overheat
4
Effect:
During this attack and when the target next attacks, status symbols deal +1 damage.
Headlong Rush
4
Effect:
During this attack and when the target next attacks, status symbols deal +1 damage.
Leaf Storm
4
Effect:
During this attack and when the target next attacks, status symbols deal +1 damage.
Spotlight
3
Effect:
May be treated as Normal-type move. Heal 1 damage. This move may be used by all other Pokémon in your party while the user is not fainted.
Magical Torque
2
Effect:
Effect can only be used once per battle. Attack strength is increased by 3. If any status symbols are rolled: Inflict the Confused status on the target.
Rage Fist
3
Effect:
For each 3 health (maximum 9) the user is missing, attack strength is increased by 1.
High Jump Kick
5
Effect:
For every critical hit rolled: Remove 1 regular hit from the roll.
Superpower
4
Effect:
For every critical hit rolled: When the user next attacks, add 1 status symbol to the roll and remove 1 regular hit from the roll.
Stomping Tantrum
4
Effect:
For every status symbol rolled: When the user next attacks, add 1 regular hit to the roll.
Dragon Surge
2
Effect:
Heal 1 damage from every Pokémon in your party that knows a Dragon-type move or ability.
Matcha Gotcha
3
Effect:
Heal 1 damage. If any status symbols are rolled: Inflict the Burned status on the target.
After You
2
Effect:
Heal 1 damage. The user may switch out at the start of your next turn (your turn does not end) and if it does: Increase the attack strength of the first move of the switched in Pokémon by 2.
School Storm
1
Effect:
Heal 1 damage. The user may switch out. This move is unaffected by any effects of moves, abilties or items.
Zen Restoration
1
Effect:
Heal 2 damage and inflict the Burned status on the user and the target, if possible. Change to Blazing Form, if possible.
Frozen Heat
1
Effect:
Heal 2 damage and inflict the Frozen status on the user and the target, if possible. Change to Blazing Form, if possible.
Dive
2
Effect:
Heal 2 damage. If any critical hits are rolled: Change to Gorging Form, otherwise change to Gulping Form, if possible.
Gather Sunlight
1
Effect:
Heal 3 damage. Change to Sunshine Form, if possible. This move is treated as 'Solar Beam'.
Spin Out
4
Effect:
Heal any status effect from one Pokémon in your party. Decrease the initiative of the user by 2 until the end of the battle.
Mythical Tumult
3
Effect:
Heal any status effects from a Pokémon in your party and if you do: Heal 2 damage from that Pokémon.
Teatime
3
Effect:
Heal any status effects from the user and if you do: Inflict the Burned or Drowsy status on the target.
Mortal Spin
3
Effect:
Heal any status effects from the user and if you do: Inflict the Poisoned status on the target.
Shell Smash
3
Effect:
Heal any status effects from the user. Change to Core Form, if possible, then heal to full health and you may switch out.
Hydro Loader
1
Effect:
Heal any status effects from the user. Increase the attack strength of the user's next move by 3.
Leech Life
4
Effect:
Heal for half the damage dealt, rounded down.
Drain Punch
4
Effect:
Heal for half the damage dealt, rounded down.
Bitter Blade
4
Effect:
Heal for half the damage dealt, rounded down.
Giga Drain
4
Effect:
Heal for half the damage dealt, rounded down.
Mega Kick
5
Effect:
If (at least) one critical hit, one status symbol and one regular hit are rolled: This move deals -3 damage.
Heat Wave
4
Effect:
If 2 or more status symbols are rolled: Inflict the Burned status on any Pokémon in the opponent's party that is not the target.
Fire Blast
4
Effect:
If any critical hits are rolled: Inflict the Burned status on the target.
Scald
4
Effect:
If any critical hits are rolled: Inflict the Burned status on the target.
4
Effect:
If any critical hits are rolled: Inflict the Confused status on the target.
Night Slash
4
Effect:
If any critical hits are rolled: Inflict the Drowsy status on the target.
Blizzard
4
Effect:
If any critical hits are rolled: Inflict the Frozen status on the target.
Thunder
4
Effect:
If any critical hits are rolled: Inflict the Paralysed status on the target.
Body Slam
4
Effect:
If any critical hits are rolled: Inflict the Paralysed status on the target.
Poison Jab
4
Effect:
If any critical hits are rolled: Inflict the Poisoned status on the target.
Future Sight
1
Effect:
If any non-regular hit is rolled: Remove all dice from this roll. Otherwise deal 4 extra damage.
Rising Voltage
4
Effect:
If any status symbols are rolled: Add 1 regular hit to the roll.
Alluring Voice
4
Effect:
If any status symbols are rolled: Add 1 regular hit to the roll.
Sludge Wave
3
Effect:
If any status symbols are rolled: Add 1 regular hit to the roll.
Discharge
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Misty Explosion
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Burn Up
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Earthquake
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Mountain Gale
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Surf
4
Effect:
If any status symbols are rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target, twice.
Flamethrower
4
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Scorching Sands
4
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Dark Pulse
4
Effect:
If any status symbols are rolled: Inflict the Confused status on the target.
Expanding Force
4
Effect:
If any status symbols are rolled: Inflict the Confused status on the target.
Night Daze
4
Effect:
If any status symbols are rolled: Inflict the Drowsy status on the target.
Dragon Rush
4
Effect:
If any status symbols are rolled: Inflict the Drowsy status on the target.
Ice Beam
4
Effect:
If any status symbols are rolled: Inflict the Frozen status on the target.
Bug Buzz
4
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Thunderbolt
4
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Force Palm
4
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Sludge Bomb
4
Effect:
If any status symbols are rolled: Inflict the Poisoned status on the target.
Psychic
4
Effect:
If any status symbols are rolled: When the target next attacks, status symbols deal -2 damage.
Fickle Beam
4
Effect:
If exactly 2 status symbols are rolled: Status symbols deal +2 damage.
Frost Breath
3
Effect:
If exactly one critical hit is rolled: Add 2 regular hits to the roll.
Hydro Pump
4
Effect:
If only regular hits are rolled: Deal 2 extra damage.
High Horsepower
3
Effect:
If the move is resisted by the target, inflict the Confused status on the target.
Poltergeist
2
Effect:
If the target has a held item and any critical hit is rolled: Disable the held item and if you do, deal 2 extra damage.
Pursuit
3
Effect:
If the target is different (Pokémon or form) form last turn, attack strength is increased by 2.
Infernal Parade
3
Effect:
If the target has a status effect, attack strength is increased by 2.
Barb Barrage
3
Effect:
If the target has a status effect, attack strength is increased by 2.
Sparkling Aria
3
Effect:
If the target has a status effect, attack strength is increased by 2.
Midnight Claw
3
Effect:
If the target has a status effect: Attack strength is increased by 2. Inflict the Drowsy status on the target, ignoring status immunity.
King's Blade
4
Effect:
If the user attacked with a different Steel-type move last turn: Deal 2 extra damage. Change to Shield Form, if possible.
Torrential Vortex
2
Effect:
If the user changed forms this battle: Attack strength is increased by 3.
Gorg Missile
4
Effect:
If the user changed forms this battle: This move may be treated as Electric-type. Change to Glutton Form, if possible.
Superior Slash
3
Effect:
If the user does not have the initiative advantage: Add 1 critical hit and 1 regular hit to the roll.
Payload
3
Effect:
If the user is holding an item, disable it, then deal 3 extra damage.
Frenzy Plant
4
Effect:
If the user used a Grass-type move last turn: Heal 2 damage from any Pokémon in your party.
Reversal
3
Effect:
If the user's health is equal to or less than half it's base value, attack strength is increased by 2.
Water Spout
2
Effect:
If the user's health is equal to or more than half it's base value, attack strength is increased by 2.
Bolt Beak
3
Effect:
If the user's initiative is higher than the target's: Attack strength is increased by 2.
Fishious Rend
3
Effect:
If the user's initiative is higher than the target's: Attack strength is increased by 2.
Attack Order
4
3
-
Effect:
If there is a non-fainted Bug-type Pokémon in your party that is not the user, deal 2 extra damage.
Order Up
4
Effect:
If there is a non-fainted Water-type Pokémon in your party that is not the user, deal 2 extra damage.
First Impression
3
Effect:
If this is the user's first move after being switched in, attack strength is increased by 2.
Vine Sabre
4
Effect:
If this move is super effective: Deal 2 extra damage.
Solar Beam
3
Effect:
If this move was used last turn: Attack strength is increased by 2.
Hyper Beam
3
Effect:
If this move was used last turn: Attack strength is increased by 2.
Triple Axel
3
Effect:
If three or more regular hits are rolled: Deal 2 extra damage.
Zen Headbutt
4
Effect:
If two or more non-regular hits are rolled: Inflict the Drowsy or Confused status on the target.
Dragon Darts
3
Effect:
If two or more regular hits are rolled: Deal 2 extra damage.
Blood Moon
4
Effect:
Ignores resistances.
Magic Powder
4
Effect:
Ignores resistances.
Solar Blade
3
Effect:
Inflict the Paralyzed status on the target. Increase the attack strength of the user's next move by 1.
Giga Impact
3
Effect:
Inflict the Confused status on the target. Increase the attack strength of the user's next move by 1.
Rock Wrecker
3
Effect:
Inflict the Drowsy status on the target. Increase the attack strength of the user's next move by 1.
Needle Rain
3
Effect:
Increase the battle fatigue of the target by 1. Inflict the Poisoned status on the target. If the target is Poisoned, attack strength is increased by 2.
Jaw Lock
3
Effect:
Increase the battle fatigue of the target by 2. The user and the target may no longer switch out.
Spirit Shackle
3
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Snap Trap
3
Effect:
Increase the battle fatigue of the target by 2. The target may no longer switch out.
Esper Wing
3
Effect:
Increase the initiative of the user by 1 until the end of the battle.
Blast Burn
3
Effect:
Inflict the Burned status on the target. If this is not possible, inflict the Paralyzed status on the taget instead, ignoring status exclusivity.
3
Effect:
Inflict the Burned status on the target. Increase the attack strength of the user's next move by 1.
Inferno
5
Effect:
Inflict the Burned status on the target. Status symbols deal -1 damage.
Axe Kick
3
Effect:
Inflict the Confused status on a Pokémon in the opponent's party. If the target is Confused, add 1 regular hit to the roll.
Dynamic Punch
4
Effect:
Inflict the Confused status on the target.
Dizzy Punch
4
Effect:
Inflict the Confused status on the target.
Gulp Missile
4
Effect:
Inflict the Confused status on the target. Change to Glutton Form, if possible.
3
Effect:
Inflict the Confused status on the target. Increase the attack strength of the user's next move by 1.
Outrage
4
Effect:
Inflict the Confused status on the user. Until the user switches out: All Confused damage taken by the user is also dealt to the active opponent.
Raging Fury
4
Effect:
Inflict the Confused status on the user. Until the user switches out: All Confused damage taken by the user is also dealt to the active opponent.
Petal Dance
4
Effect:
Inflict the Confused status on the user. Until the user switches out: All Confused damage taken by the user is also dealt to the active opponent.
Zap Cannon
4
Effect:
Inflict the Paralyzed status on the target.
Electro Shot
3
Effect:
Inflict the Paralyzed status on the target. Increase the attack strength of the user's next move by 1.
Poison Fang
4
Effect:
Inflict the Poisoned status on the target.
Dire Claw
2
Effect:
Inflict the Poisoned status on the target. If any status symbols are rolled: Roll the status dice and inflict the result on the target simultaneously.
Shadow Harpoon
2
Effect:
May be treated as Dark-type move. Inflict both the Confused and Drowsy statuses on the target simultaneously.
Flying Press
4
Effect:
May be treated as Flying-type move.
Raging Bull
4
Effect:
May be treated as the second learnable type of the user.
Deepsea Vortex
4
Effect:
May be treated as Water-type move. If the user used a Water-type move last turn: Inflict the Drowsy status on the target.
Make It Rain
4
Effect:
Once per battle: Gain any (one) Tier 2 Apricorn.
Draconic Roar
3
Effect:
Once per battle: The target must switch out, if possible, then the user may use a second move this turn.
Autotomize
2
Effect:
Once until the user switches out: Increase the initiative of a Pokémon in your party by 2 until the end of the battle.
Extreme Speed
3
Effect:
Once until the user switches out: The user may use a second move this turn.
Accelerock
3
Effect:
Once until the user switches out: The user may use a second move this turn.
Disguise
2
Effect:
Once until the user switches out: When the user is next attacked, change all regular hits into status symbols.
Wild Charge
2
3
+
Effect:
Regular hits deal +1 damage. If the user knows another Electric-type move, deal 2 extra damage.
If the user knows another Electric-type move, deal 2 extra damage.
Lava Plume
2
3
+
Effect:
Regular hits deal +1 damage. If the user knows another Fire-type move, deal 2 extra damage.
If the user knows another Fire-type move, deal 2 extra damage.
Double Iron Bash
2
3
+
Effect:
Regular hits deal +1 damage. If the user knows another Steel-type move, deal 2 extra damage.
If the user knows another Steel-type move, deal 2 extra damage.
Water Shuriken
2
3
+
Effect:
Regular hits deal +1 damage. If the user knows another Water-type move, deal 2 extra damage.
If the user knows another Water-type move, deal 2 extra damage.
Twineedle
2
Effect:
Regular hits deal +1 damage. Status symbols deal +1 damage.
Double Impact
3
Effect:
Regular hits deal +1 damage. Status symbols deal -1 damage.
Hyper Drill
3
Effect:
Remove all added dice from the target's next move.
3
Effect:
Roll 3 status dice. Inflict the first status effect on the user (ignoring status exclusivity) and the rest on the target, if possible.
Phantom Wisp
1
Effect:
Roll a status dice and inflict the result on the target, ignoring status exclusivity. Repeat until a status cannot be inflicted. Increase the battle fatigue of the user by 1 for every status effect applied.
Crystal Chill
1
Effect:
Roll only 1 dice (ignoring added and removed dice). If a critical hit was rolled: This move deals 6 damage, otherwise, deal 4 damage.
Forceful Gale
4
Effect:
Reduce the attack strength of the user's next move by 2. Add 1 critical hit, 1 regular hit and 1 status symbol to the next roll of the user.
Perish Song
3
Effect:
Until the user switches out: Whenever the active opponent attacks, increase their battle fatigue by 1.
Dragon Pulse
4
Effect:
Status symbols deal +1 damage.
Aura Sphere
4
Effect:
Status symbols deal +1 damage.
Metal Claw
4
Effect:
Status symbols deal +1 damage.
Snipe Shot
4
Effect:
Status symbols deal +1 damage.
Razor Trap
4
Effect:
Status symbols deal +1 damage. The user and the target may no longer switch out.
Kowtow Cleave
3
4
+
Effect:
If exactly one status symbol is rolled: Deal 2 extra damage.
Status symbols deal +1 damage.
Hyper Voice
3
Effect:
Critical hits deal -1 damage. Status symbols deal +2 damage.
Focus Punch
5
Effect:
Status symbols deal -1 damage.
X-Scissor
2
Effect:
Status symbols deal -1 damage. Deal the calculated damage to the target twice.
Pyro Ball
5
Effect:
Status symbols deal -1 damage. If 3 or more regular hits are rolled: Inflict the Burned status on the target.
Megahorn
4
Effect:
Status symbols deal -1 damage. If no critical hits are rolled: Inflict either the Poisoned or Paralyzed status on the target.
4
Effect:
Status symbols deal -1 damage. When the target is next attacked, add 2 regular hits to the roll.
Darkest Lariat
4
Effect:
The dice rolled by this attack cannot be replaced or removed by the target's ability and move effects.
Sacred Sword
4
Effect:
The dice rolled by this attack cannot be replaced or removed by the target's ability and move effects.
Sucker Punch
3
Effect:
The active opponent takes 2 damage at the end of your opponent's next turn.
Zero Flip
2
Effect:
The user may switch out if possible and if so: Change to Hero Form if possible, then heal any status effects.
Lightning Drive
4
Effect:
Heal 1 damage from the user. The user may switch out and if it does: Heal 1 damage from the switched in Pokémon.
Parting Shot
2
Effect:
The user may switch out, if possible and if it does: When the target next attacks, remove 2 regular hits from the roll.
Shed Tail
2
Effect:
The user may switch out, if possible and if it does: When the target next attacks, remove 2 regular hits from the roll.
Curse
2
Effect:
The user takes 2 damage. Increase the battle fatigue of the target by 2 and roll the status dice. Inflict the rolled result on the target.
Clanging Scales
4
Effect:
The user may take 2 damage (after the roll) to heal any status effect and add 1 regular hit to the roll.
Lunge
3
Effect:
This move can be used from your party: Switch the user in and then use this attack.
3
Effect:
This move can be used from your party: Switch the user in and then use this attack.
Star Shower
2
Effect:
Attack strength is increased by 1 for every two owned Star Pieces (max 6. Star Pieces).
Crimson Uppercut
4
Effect:
This move deals 4 extra damage when it is resisted by the target.
Hard Press
4
Effect:
This move ignores resistances. Until the user switches out: Bug-type moves of the user deal 1 extra damage.
Aura Blade
4
Effect:
This move may be treated as any learnable type of the user or the target.
Moonblast
3
Effect:
Until the target switches out: Remove 1 regular hit to the target's attack rolls.
4
Effect:
Until the target switches out: Remove 1 regular hit to the target's attack rolls.
Glaive Rush
3
Effect:
Until the target switches out: The target take 1 extra damage from attacks.
Ceaseless Edge
3
Effect:
Until the user switches out: Critical hits of the user deal +1 damage.
Stone Axe
3
Effect:
Until the user switches out: If the opponent switches in a new Pokémon, that Pokémon takes 2 damage.
Blaze Kick
3
Effect:
Until the user switches out: Add 1 critical hit to all 'Kick' moves of the user.
Torch Song
3
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Energy Ball
3
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
Earth Power
3
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls.
3
Effect:
Until the user switches out: Add 1 regular hit to your attack rolls. Flying-type moves of the user deal 1 extra damage.
Rockstorm
3
Effect:
Until the user switches out: At the end of your turns, the target takes 1 damage. The target may no longer switch out.
Liquid Amber
3
Effect:
Until the user switches out: Heal 1 damage after the user takes damage from any source.
Pollen Puff
2
Effect:
Until the user switches out: Heal 1 damage from any (non-fainted) Pokémon in your party at the end of your turns.
Vulcano Howl
4
Effect:
Until the user switches out: Heal 2 damage at the end of your turns.
Eerie Spell
2
Effect:
Until the user switches out: If the user is attacked, inflict the Confused status on the target.
Terror Ooze
3
Effect:
Until the user switches out: If the user is attacked, inflict the Poisoned status on the target, if possible.
Steel Tempest
3
Effect:
Until the user switches out: Non-Steel moves of the user ignore resistances.
Tail Glow
2
Effect:
Until the user switches out: Status symbols of the user deal +1 damage.
Draco Meteor
3
Effect:
Once per battle: Attack strength is increased by 2 and inflict the Drowsy status on the target.
Perish Abyss
4
Effect:
Until the user switches out: The target may no longer switch out and the target's ability is disabled.
Crunch
4
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Dragon Claw
4
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Iron Tail
4
Effect:
When the target is next attacked, add 1 regular hit to the roll.
Shadow Bone
4
Effect:
When the target is next attacked, add 1 regular hits to the roll.
Noble Roar
3
Effect:
When the target next attacks, remove 1 regular hit and 1 status symbol from the roll.
Overdrive
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Spirit Break
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Bitter Malice
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Trop Kick
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Icicle Crash
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Liquidation
4
Effect:
When the target next attacks, remove 1 regular hit from the roll.
Obstruct
1
Effect:
When the target next attacks, remove 2 regular hits, then deal 2 damage to the target.
Throat Chop
4
Effect:
When the target next attacks, status symbols deal -1 damage.
Dazzling Gleam
4
Effect:
When the target next attacks, status symbols deal -1 damage.
Mystical Fire
4
Effect:
When the target next attacks, status symbols deal -1 damage.
Lumina Crash
4
Effect:
When the target next attacks, status symbols deal -1 damage.
Flash Cannon
4
Effect:
When the target next attacks, status symbols deal -1 damage.
Ice Spinner
4
Effect:
When the target next attacks, super effective moves deal -2 damage.
Steel Roller
4
Effect:
When the target next attacks, super effective moves deal -2 damage.
Boomburst
4
Effect:
When the target next attacks, their move is selected at random.
Psyshield Bash
4
Effect:
When the user is next attacked, remove 1 regular hit from the roll.
Commander
4
Effect:
When the user is next attacked, remove 1 regular hit from the roll.
Armor Cannon
5
Effect:
When the user is next attacked, status symbols deal +1 damage.
Spiky Shield
2
Effect:
When the user is next attacked, the attacker takes 3 damage.
King's Shield
1
Effect:
When the user is next attacked,change all regular hits into status symbols. Change to Blade Form, if possible.
Shift Gear
2
Effect:
When the user next attacks, add 1 regular hit and 1 status symbol to the roll.
Supercell Slam
3
Effect:
When the user next attacks, add 1 regular hit and 1 status symbol to the roll.
Fiery Dance
4
Effect:
When the user next attacks, add 1 regular hit to the roll.
Shadow Ball
4
Effect:
When the user next attacks, add 1 regular hit to the roll.
Aqua Step
4
Effect:
When the user next attacks, add 1 regular hit to the roll.
Decorate
1
Effect:
When the user next attacks, add 2 regular hits and 1 status symbol to the roll.
Victory Dance
1
Effect:
When the user next attacks, add 3 regular hits to the roll.
Belch
3
Effect:
You may consume (and trigger the effect of) a held consumable to increase attack strength by 2 for this turn.
Brutal Swing
2
Effect:
You may deal the calculated damage to any Pokémon in the opponent's party.
Energy Wings
4
Effect:
You may decrease the initiative of the user by 2 until the end of the battle (if possible) to add 1 regular hit to the roll and switch out, if possible.
Hammer Arm
3
Effect:
You may decrease the initiative of the user by 2 (if possible) until the end of the battle to increase the attack strength by 2 this turn.
Ice Hammer
4
3
-
Effect:
You may decrease the initiative of the user by 2 until the end of the battle to increase the attack strength by 2 this turn.
Psychic Fangs
4
Effect:
You may reroll all status symbols from the initial roll.
Take Down
4
Effect:
You may take 2 damage to increase the attack strength by 1 this turn.
Telekinesis
1
Effect:
You may use a second move this turn. This move can be used from your party: Switch the user in and then use this attack. The user may not switch out this turn.
Wicked Blow
4
Effect:
When the target is next attacked, add 2 regular hits to the roll. This move ignores resistances.
Tachyon Cutter
2
Effect:
After attacking the target, also deal the calculated damage to any other Pokémon in the opponent's party.
Psystrike
?
Effect:
Base attack strength is equal to the current health (max. 6) of the target.
G-Max One Blow
5
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. For each critical hit rolled: Deal 2 damage to any Pokémon in the opponent's party.
G-Max Rapid Flow
5
Effect:
Cannot be copied. Effect may be used once per battle. Attack strength is increased by 1. For each status symbol rolled: Deal 1 damage to any two Pokémon in the opponent's party.
Hidden Force
5
Effect:
Choose any learnable type of the user as the type of this attack.
Judgement
5
Effect:
Add 2 regular hits to the roll.
Spectral Thief
5
Effect:
Copy all currently active 'until the user switches out' effects of the target.
5
Effect:
Critical hits deal +1 damage. Dice cannot be removed from this move by opponent's effects.
Jungle Healing
3
Effect:
Damage is instead applied as healing to the user. Heal any status effects from a Pokémon in your party. Change to Dada Form, if possible.
Light That Burns the Sky
3
Effect:
Deal 2 damage to any Pokémon in the opponent's party that is not the target, twice.
Thunderclap
3
Effect:
When the user is next attacked, the attacker takes 3 damage and is inflicted with the Paralyzed status.
Multi-Attack
2
Effect:
Deal the calculated damage to the target twice.
Thousand Arrows
5
Effect:
If this move is resisted by the target: Deal 3 extra damage.
Tera Blast
4
Effect:
If the target is a Terastal, Mega or Gigantamax Pokémon: Deal 3 extra damage, then change to Stellar Form, if possible.
Land's Wrath
4
Effect:
If the target can learn Flying-type or Dragon-type moves, attack strength is increased by 2.
Moongeist Beam
5
Effect:
Disable the target's ability until the end of the battle.
Sunsteel Strike
5
Effect:
Disable the target's ability until the end of the battle.
Astral Barrage
4
Effect:
If at least 3 Pokémon in your party can learn Ghost-Type moves: Deal 1 damage to three different Pokémon in the target party.
Thunder Song
4
Effect:
If any other (non-fainted) Pokémon in your party knows a 'Song' move: Attack strength is increased by 2.
Fire Song
4
Effect:
If any other (non-fainted) Pokémon in your party knows a 'Song' move: Attack strength is increased by 2.
Frost Song
4
Effect:
If any other (non-fainted) Pokémon in your party knows a 'Song' move: Attack strength is increased by 2.
Psycho Boost
3
Effect:
For every status symbol rolled: Add 2 regular hits to the roll.
4
Effect:
Heal 1 damage. Heal for half the damage dealt, rounded down.
Psychic Restoration
3
Effect:
Heal 2 damage. Heal 1 damage from all other (non-fainted) Dark-type, Ghost-type and Psychic-type Pokémon in your party.
Lunar Blessing
4
Effect:
Heal 2 damage from a (non-fainted) Pokémon in your party.
Psychic Shield
3
Effect:
Heal any status effect(s) from the user. When the target next attacks, remove all added dice from the roll, then remove 1 regular hit additionally.
Sappy Seed
4
Effect:
Heal for half the damage dealt, rounded down. If the target has any status effects, attack strength is increased by 1.
Bouncy Bubble
4
Effect:
Heal for half the damage dealt, rounded down. If the target has any status effects, attack strength is increased by 1.
Tera Starstorm
5
Effect:
If 2 or more status symbols are rolled: Deal 2 damage to 2 different Pokémon in the opponent's party that are not the target.
Hyperspace Fury
5
Effect:
If 2 or more status symbols are rolled: The opponent has to switch in a different Pokémon, if possible. The calculated damage is applied to the switched in target.
Prismatic Laser
5
Effect:
If a critical hit, a regular hit and a status symbol are rolled: Deal 2 extra damage.
Fusion Bolt
4
Effect:
If another (non-fainted) Pokémon in your party knows a Fire-type move: Attack strength is increased by 2.
Fusion Flare
4
Effect:
If another (non-fainted) Pokémon in your party knows an Electric-type move: Attack strength is increased by 2.
Forest Reign
4
Effect:
If any status symbols are rolled: Inflict status effect(s) on the target matching the type(s) of the target, ignoring status immunity.
Seed Flare
5
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Steam Eruption
5
Effect:
If any status symbols are rolled: Inflict the Burned status on the target.
Sandsear Storm
5
Effect:
If any status symbols are rolled: Inflict the Burned status on the target. You may change to Therian Form if possible.
Relic Song
5
Effect:
If any status symbols are rolled: Inflict the Drowsy status on the target, then change to Pirouette Form if possible.
5
Effect:
If any status symbols are rolled: Inflict the Frozen status on the target. You may change to Therian Form if possible.
Bolt Strike
5
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target.
Wildbolt Storm
5
Effect:
If any status symbols are rolled: Inflict the Paralysed status on the target. You may change to Therian Form if possible.
Springtide Storm
5
Effect:
If any status symbols are rolled: Inflict the Poisoned status on the target. You may change to Therian Form if possible.
Renegade Fury
5
Effect:
If the target faints from this move's damage, the next opponent switching in takes 2 damage.
Magical Dance
4
Effect:
If the target has a status effect, attack strength is increased by 2.
Magma Storm
5
Effect:
If the target has a status effect: Inflict the Burned status on the target ignoring status exclusivity.
Volcanic Ash
4
Effect:
If the target is a Cold Pokémon, attack strength is increased by 2.
Blossom Tail
4
Effect:
If the target is a Forest Pokémon, attack strength is increased by 2.
Land's Judgement
4
Effect:
If the target is a Mountain Pokémon, attack strength is increased by 2.
Disaster Volt
4
Effect:
If the target is a Plains Pokémon, attack strength is increased by 2.
Raging Thunder
4
Effect:
If the target is a Temperate Pokémon, attack strength is increased by 2.
Tsunami
4
Effect:
If the target is a Warm Pokémon, attack strength is increased by 2.
4
Effect:
If the target is an Ocean Pokémon, attack strength is increased by 2.
Dynamax Cannon
5
Effect:
If the target is not in its base form: Deal 3 extra damage.
Nature's Madness
3
Effect:
If the target's health is equal to or less than half its base value, attack strength is increased by 2.
Ruination
3
Effect:
If the target's health is equal to or more than half its base value, attack strength is increased by 3.
Core Enforcer
4
Effect:
If the target's initiative is higher than the user's, attack strength is increased by 2.
Jungle Wrath
4
Effect:
If the user changed forms this battle: Attack strength is increased by 2.
Adrenaline Pheromone
5
Effect:
If the user knows a Dark-type move, inflict the Poisoned status on the target.
Adrenaline Power
5
Effect:
If the user knows a Dark-type move, inflict the Poisoned status on the target.
Adrenaline Brain
5
Effect:
If the user knows a Dark-type move, inflict the Poisoned status on the target.
Hydro Steam
4
Effect:
If the user or target knows a Fire-type move: Inflict the Burned status on the target and attack strength is increased by 1.
Psyblade
4
Effect:
If the user or target knows an Electric-type move: Inflict the Paralysed status on the target and attack strength is increased by 1.
Dragon Energy
4
Effect:
If the user's health is equal to or more than half it's base value, attack strength is increased by 2.
Techno Accord
5
Effect:
Once per battle: This move may be treated as the primary type of any (non-fainted) Pokémon in your party.
Electro Drift
4
Effect:
If this move is super effective: Deal 2 extra damage.
Collision Course
4
Effect:
If this move is super effective: Deal 2 extra damage.
Psychic Javelin
6
Effect:
Decrease the attack strength of the user's next move by 1.
Resolute Blade
4
Effect:
If you have the least Black Apricorns of any player (ties count), attack strength is increased by 2.
Sensitive Blade
4
Effect:
If you have the least Green Apricorns of any player (ties count), attack strength is increased by 2.
Crushing Blow
4
Effect:
If you have the least Pink Apricorns of any player (ties count), attack strength is increased by 2.
Righteous Edge
4
Effect:
If you have the least White Apricorns of any player (ties count), attack strength is increased by 2.
Supreme Blast
4
Effect:
If your party has 2 other (non-fainted) Psychic-type Pokémon: Attack strength is increased by 2.
Secret Sword
5
Effect:
Ignores resistances. You may change to Resolute Form, if possible.
Photon Geyser
4
Effect:
Inflict any status effect on the target. If any status symbols are rolled: Inflict another status effect simultaneously.
Sparkly Swirl
3
Effect:
Inflict both the Confused and Drowsy statuses on the target simultaneously.
Dark Void
3
Effect:
Inflict both the Drowsy and Paralysed statuses on the target simultaneously.
Ice Burn
3
Effect:
Inflict both the Frozen and Burned statuses on the target simultaneously.
Freeze Shock
3
Effect:
Inflict both the Frozen and Paralysed statuses on the target simultaneously.
Light of Ruin
3
Effect:
Inflict both the Paralysed and Confused statuses on the target simultaneously.
Sacred Fire
5
Effect:
Inflict the Burned status on the target.
Sizzly Slide
4
Effect:
Inflict the Burned status on the target. When the target is next attacked, add 1 regular hit to the roll.
Mind Bend
3
Effect:
Inflict the Confused status on the target. Until the user switches out: The user takes -1 damage from attacks if the target has a status effect.
Astral Step
4
Effect:
Inflict the Drowsy status on the target and if you do: Heal 2 damage.
Glacial Step
4
Effect:
Inflict the Frozen status on the target and if you do: Heal 2 damage.
Freezing Glare
5
Effect:
Inflict the Frozen status on the target.
Menacing Moonraze
4
Effect:
Inflict the Frozen status on the target. If the target is already Frozen, attack strength is increased by 2.
Searing Sunraze
4
Effect:
Inflict the Frozen status on the target. If the target is already Frozen, attack strength is increased by 2.
Freezy Frost
4
Effect:
Inflict the Frozen status on the target. When the target is next attacked, add 1 regular hit to the roll.
Crush Grip
5
Effect:
Inflict the Paralysed status on the target. The target may no longer switch out or flee the battle.
Buzzy Buzz
4
Effect:
Inflict the Paralysed status on the target. When the target is next attacked, add 1 regular hit to the roll.
Malignant Chain
5
Effect:
Inflict the Poisoned status on the target. Until the user switches out: The target takes 1 additional damage from the Poisoned status.
Blue Flare
5
Effect:
Inflicts the Burned status on the target, ignoring status exclusivity.
Glacial Lance
3
Effect:
Inflicts the Frozen status on the target. If the target is already Frozen, inflict the Frozen status on a different Pokémon in the opponent's party instead, if possible.
Ultra Needle
4
Effect:
Is treated as the last learnable type of the user. Add 1 regular hit to the roll.
Ultra Waves
4
Effect:
Is treated as the last learnable type of the user. Deal 1 damage to any Pokémon in the opponent's party.
Ultra Radiance
4
Effect:
Is treated as the last learnable type of the user. Heal 1 damage from any Pokémon in your party.
Ultra Clash
4
Effect:
Is treated as the last learnable type of the user. When the target is next attacked, deal 1 extra damage.
Ultra Hurl
4
Effect:
Is treated as the last learnable type of the user. When the user is next attacked, deal 1 damage to the attacker.
Ultra Flare
4
Effect:
Is treated as the last learnable type of the user. When the user next attacks, add 1 status symbol to the roll.
5
Effect:
May be treated as Dragon-type move.
Ivy Cudgel (Fire)
5
Effect:
May be treated as the same type as the user's secondary type, if possible.
Ivy Cudgel
5
Effect:
May be treated as the same type as the user's secondary type, if possible.
Ivy Cudgel (Rock)
5
Effect:
May be treated as the same type as the user's secondary type, if possible.
Ivy Cudgel (Water)
5
Effect:
May be treated as the same type as the user's secondary type, if possible.
Haunt
4
Effect:
May be treated as the secondary type of the user. If Rotom and this move is not super-effective, the user may change form.
Soul Claw
3
Effect:
Once per battle: If the user has no held item (and no disabled held item), you may equip a consumable from your bag to the user.
Raw Pressure
3
Effect:
Once per battle: Increase the attack strength by 3 and roll the status dice. Inflict the result on the target, if possible.
Doom Desire
2
Effect:
Once until the user switches out: Attack strength is increased by 4 but the damage is dealt at the start of your next turn.
Glaciate
4
Effect:
Reduce the initiative of the target by 1 until the end of the battle.
Surging Strikes
3
Effect:
Regular hits deal +1 damage. Critical hits deal +1 damage.
Razzy Rush
4
Effect:
Roll a status dice and inflict the result on the target.
Roar of Time
3
Effect:
The target take damage equal to its current battle fatigue, then set the battle fatigue of the user and the target to 0.
Shadow Force
5
Effect:
The target faints if it has 2 (or less) health remaining at the end of this turn.
Ripple in Space
4
Effect:
The target has to switch out, if possible, then the user has to switch out, if possible. The turn order is not reset.
Spacial Rend
4
Effect:
Until the target switches out: The target may not use the same move twice in a row, if possible.
Eternabeam
7
Effect:
The user may no longer switch out. Decrease the attack strength of the user's next move by 3.
Forcefield
5
Effect:
The user may remove any dice from this roll and if you do: when the target next attacks, remove the same dice from the roll.
Hyperspace Hole
3
Effect:
The user may switch out. The first move of the switched in Pokémon ignores resistances.
Ocean Stream
2
Effect:
The user may switch out. The switched in Pokémon heals 2 damage at the end of your turns until switched out.
Psycho Tempo
2
Effect:
The user may use another move this turn but decrease its attack strength by 1 this turn.
Take Heart
3
Effect:
Heal any status effects from any (one) Pokémon in your party. Inflict the healed status effect(s) on the target.
Motor Torque
5
Effect:
This move becomes the same type as the user's primary type. Roll a status dice and inflict the result on the target.
Mind Meditation
3
Effect:
This move may be used by all other Pokémon in your party while the user is not fainted.
Mist Ball
4
Effect:
Until the target switches out: When the target attacks, status symbols deal -1 damage.
Precipice Blades
5
Effect:
Until the user switches out: (All) Fire-type moves deal 1 extra damage. (All) Water-type moves deal -1 damage.
Origin Pulse
5
Effect:
Until the user switches out: (All) Water-type moves deal 1 extra damage. (All) Fire-type moves deal -1 damage.
Repairing Rock
3
Effect:
Until the user switches out: Heal 2 damage at the end of your turns.
Fiery Wrath
3
Effect:
Until the user switches out: If the user is attacked, inflict the Drowsy status on the target.
Frigid Ice
3
Effect:
Until the user switches out: If the user is attacked, inflict the Frozen status on the target.
Thunder Cage
3
Effect:
Until the user switches out: If the user is attacked, inflict the Paralyzed status on the target.
Brushy Burst
3
Effect:
Until the user switches out: Normal-type moves deal 2 extra damage and ignore resistances.
V-Create
5
Effect:
Once per battle: Attack strength is increased by 2 and inflict the Burned status on the user and target, ignoring status immunity.
Fleur Cannon
6
Effect:
For every critical hit rolled: Remove 1 regular hit from the roll.
Tempered Steel
4
Effect:
Until the user switches out: The user is immune to all status effects. Heal any status effects from the user.
Geomancy
2
Effect:
Until the user switches out: When the user attacks, add 1 regular hit and 1 status symbol to the roll.
Baddy Bad
4
Effect:
Until the user switches out: When the user is attacked, remove 1 regular hit from the roll.
Glitzy Glow
4
Effect:
Until the user switches out: When the user is attacked, remove 1 regular hit from the roll.
Diamond Storm
2
Effect:
Until the user switches out: When the user is attacked, remove any (one) dice from the roll.
Thunderous Kick
4
Effect:
When the target is next attacked, add 1 regular hit and 1 status symbol to the roll.
Luster Purge
4
Effect:
When the target next attacks, remove 2 regular hits from the roll.
Temporal Guard
4
Effect:
When the target next attacks, status symbols deal -2 damage.
Plasma Fists
5
Effect:
When the target next attacks, the target's move is treated as Electric-type.
Burning Bulwark
3
Effect:
When the user is next attacked, the attacker takes 3 damage and is inflicted with the Burned status.
Behemoth Bash
4
Effect:
When the user is next attacked, the user takes -2 damage.
Behemoth Blade
4
Effect:
When the user next attackes, deal 2 extra damage.
5
Effect:
You may decrease the attack strength by 2 (before the roll) and deal the calculated damage to any Pokémon in the opponent's party.
Mighty Cleave
5
Effect:
You may reroll all status symbols from the initial roll.
Eternal Glade
4
Effect:
The user may switch out. All 'until switched out' effects of the user are applied to the switched in Pokémon.
Rock Polish
3
Effect:
The user may switch out and if it does: The initiative of the user is increased by 2 until the end of the battle.
Thorn Storm
4
Effect:
Status symbols deal +1 damage. For every status symbol rolled: Deal 1 damage to any Pokémon in the opponent's party that is not the target.
Doom Bloom
4
Effect:
Once per battle: Attack strength is increased by 1. Choose and inflict any status effect on the target.
Dragon Glow
4
Effect:
Calculated damage may instead be applied as healing to a non-fainted Pokémon in your party (except the user).
Coin Toss
4
Effect:
Critical hits deal +2 damage. For every critical hit rolled: The user takes 2 damage or you discard any 2 Apricorns.
Acid Coat
4
Effect:
Inflict the Poisoned status on the target. Until the user switches out: The user takes -2 damage from Pokémon with status effects.
Ring Ace
3
Effect:
You may choose a non-fainted Pokémon in your party and treat this move as the primary type of that Pokémon. After attacking, switch the chosen Pokémon (if any) into battle, if possible.
Topsy Hypnosis
2
Effect:
Heal 1 damage. Inflict both the Frozen and Drowsy statuses on the target simultaneously.
Midnight Shuriken
3
Effect:
May be treated as Water-type move. If any critical hits are rolled: Inflict the Drowsy status on any Pokémon in the opponent's party.
Woodwork Bulwark
4
Effect:
For every non-regular hit rolled: When the user is next attacked, remove 1 regular hit from the roll.
Spectral Torch
4
Effect:
If this move was not used last turn: You may treat this move as any type matching the user's or target's (learnt) move or ability types.
Storm Rod
4
Effect:
Inflict the Drowsy or Confused status on the target. This move may be treated as a type matching status effect(s) inflicted on the active opponent.
Gigavolt
3
Effect:
Inflict the Paralyzed status on the target (ignoring status immunity). If any other (non-fainted) Pokémon in your party knows a 'Volt' move: Attack strength is increased by 2.
Festive Surprise
2
Effect:
If any status symbols are rolled: Heal 2 damage from any Pokémon in your party. If any critical hits are rolled: Deal 2 damage to any Pokémon in the opponent's party.