Difference between revisions of "Pokexalted/Movedex"

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When Techniques benefit you, they can do so to a maximum of your Growth.  Agility boosts your Dex by +1, but will only do so up to +3 for an adolescent Pokémon.  Most attacks are (instant, supplemental); a few are (instant, reflexive), generally interrupts that let you get a first strike in, and are noted as such.  Any stat boosts/drains, status conditions, and status defenses should be considered scenelongs.
 
 
 
Struggle is the only attack not found.  Why?  Struggle is only used when all other Techniques are exhausted; in Pokémon, this is the last line of defense.  But in this conversion, one can make non-Technique attacks in its place.
 
Struggle is the only attack not found.  Why?  Struggle is only used when all other Techniques are exhausted; in Pokémon, this is the last line of defense.  But in this conversion, one can make non-Technique attacks in its place.
 
<pre>
 
<pre>
 
Absorb: An attack that absorbs damage inflicted.
 
Absorb: An attack that absorbs damage inflicted.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 +
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
Move power: 2B
 
 
PP: 5m
 
PP: 5m
 
Effects: User absorbs half the damage inflicted in HLs.
 
Effects: User absorbs half the damage inflicted in HLs.
Hits: Selected Target
 
  
 
Acid: Sprays a hide-melting acid.
 
Acid: Sprays a hide-melting acid.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: -1 to opponent's Sta.
+
Effects: -1 to opponent's Sta. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Acid Armor: Liquifies the user's body.
 
Acid Armor: Liquifies the user's body.
Base: Physical
+
Base: Physical/Grass (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: +1 to user's Resistance.
 
Effects: +1 to user's Resistance.
Hits: Self
 
  
 
Aerial Ace: An extremely speedy and unavoidable attack.
 
Aerial Ace: An extremely speedy and unavoidable attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
Accuracy: N/A
+
Accuracy: 0
 
PP: 5m
 
PP: 5m
 
Effects: Perfect attack with a minimum of one success after defense, except when opponent using Dig.
 
Effects: Perfect attack with a minimum of one success after defense, except when opponent using Dig.
Hits: Selected Target
 
  
 
Aeroblast: Launches a vacuumed blast.
 
Aeroblast: Launches a vacuumed blast.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Agility: Relaxes the body to sharply boost speed.
 
Agility: Relaxes the body to sharply boost speed.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: +1 to user's Dex.
 
Effects: +1 to user's Dex.
Hits: Self
 
  
 
Air Cutter: Hacks with razorlike wind.
 
Air Cutter: Hacks with razorlike wind.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
Effects: Count all successes as critical successes when determining damage.
+
Effects: Count all successes as critical successes when determining damage. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Amnesia: Forgets about something and sharply raises defense.
 
Amnesia: Forgets about something and sharply raises defense.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Willpower.
 
Effects: +1 to user's Willpower.
Target: Self
 
  
 
Ancient Power: An attack that may raise all stats.
 
Ancient Power: An attack that may raise all stats.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: User rolls Willpower; on success, +1 to all user's pools.
 
Effects: User rolls Willpower; on success, +1 to all user's pools.
Target: Selected Target
 
  
 
Arm Thrust: Straight-arm punches that strike the foe repeatedly.
 
Arm Thrust: Straight-arm punches that strike the foe repeatedly.
Base: Physical
+
Base: Physical/Fighting (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Target: Selected Target
 
  
 
Aromatherapy: Heals all status problems with a soothing scent.
 
Aromatherapy: Heals all status problems with a soothing scent.
Base: Presence
+
Base: Presence/Grass (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
Effects: Negates all status conditions.
+
Effects: Negates all status conditions on user's team.
Target: User's team
 
  
 
Assist: Attacks randomly with a partner's moves.
 
Assist: Attacks randomly with a partner's moves.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5  
 
Accuracy: +5  
 
PP: 5m
 
PP: 5m
Effects: Attacks with the highest Move Power of any Technique known by user's partners.
+
Effects: Attacks with the highest Move Power of any Technique known by user's allied Pokemon.
Target: Selected Target
 
  
 
Astonish: An attack that may shock the foe into flinching.
 
Astonish: An attack that may shock the foe into flinching.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Target: Selected Target
 
  
 
Attract: Makes the opponent less likely to attack.
 
Attract: Makes the opponent less likely to attack.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Attracted.
+
Effects: Status Condition: Attracted. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Aurora Beam: Fires a rainbow-colored beam that lowers attacks.
 
Aurora Beam: Fires a rainbow-colored beam that lowers attacks.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: -1 to opponent's Brawl.
 
Effects: -1 to opponent's Brawl.
Hits: Selected Target
 
  
 
Barrage: Hurls round objects at the foe.
 
Barrage: Hurls round objects at the foe.
Base: Physical
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Barrier: Creates a barrier that sharply raises defense.
 
Barrier: Creates a barrier that sharply raises defense.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: +1 to user's Sta.
 
Effects: +1 to user's Sta.
Hits: Self
 
  
 
Baton Pass: Switches out the user while keeping effects in play.
 
Baton Pass: Switches out the user while keeping effects in play.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
Effects: Switches Pokémon, but keeps all stat boosts and penalties in play.
+
Effects: Switches user's Pokémon, but keeps all stat boosts and penalties in play.
Hits: Self
 
  
 
Beat Up: Summons party Pokémon to join in the attack.
 
Beat Up: Summons party Pokémon to join in the attack.
Base: Presence
+
Base: Presence/Dark (instant, simple)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: All able Pokémon in party make a standard attack on the opponent.
 
Effects: All able Pokémon in party make a standard attack on the opponent.
Hits: Selected Target
 
  
 
Belly Drum: Maximizes attack while sacrificing health.
 
Belly Drum: Maximizes attack while sacrificing health.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: +1 to Str for every HL sacrificed.
+
Effects: +1 to user's Str for every HL sacrificed by user.
Hits: Self
 
  
 
Bide: Endures attack to doubly retaliate.
 
Bide: Endures attack to doubly retaliate.
Base: Physical
+
Base: Physical/Normal (three turns, simple)
Move power: N/A
+
Move power: special
Accuracy: +5
+
Accuracy: special
 
PP: 6m
 
PP: 6m
 
Effects: Holds for two turns, then makes an attack with a base attack and damage of twice any HLs suffered.
 
Effects: Holds for two turns, then makes an attack with a base attack and damage of twice any HLs suffered.
Hits: Reaction Target
 
  
 
Bind: Binds and squeezes the foe.
 
Bind: Binds and squeezes the foe.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 5m
 
PP: 5m
 
Effects: Clinches opponent.
 
Effects: Clinches opponent.
Hits: Selected Target
 
  
 
Bite: Bites with vicious fangs.
 
Bite: Bites with vicious fangs.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Blast Burn: Powerful, but leaves the user immobile the next turn.
 
Blast Burn: Powerful, but leaves the user immobile the next turn.
Base: Presence
+
Base: Presence/Fire (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: User must spend next turn recharging.
 
Effects: User must spend next turn recharging.
Hits: Selected Target
 
  
 
Blaze Kick: A highly-damaging kick.
 
Blaze Kick: A highly-damaging kick.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Count all successes as critical successes when determining damage.  Opponent makes a Resistance roll; if fails, Status Condition: Burned.
 
Effects: Count all successes as critical successes when determining damage.  Opponent makes a Resistance roll; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Blizzard: Hits the foe with an icy storm.
 
Blizzard: Hits the foe with an icy storm.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 7m
 
PP: 7m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Frozen.
+
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Frozen. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Block: Blocks the foe's way to prevent escape.
 
Block: Blocks the foe's way to prevent escape.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: Status Condition: Trapped.
 
Effects: Status Condition: Trapped.
Hits: Selected Target
 
  
 
Body Slam: A full-body slam.
 
Body Slam: A full-body slam.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Bone Club: Clubs the foe with a bone.
 
Bone Club: Clubs the foe with a bone.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Bone Rush: Strikes the foe repeatedly with a bone in hand.
 
Bone Rush: Strikes the foe repeatedly with a bone in hand.
Base: Physical
+
Base: Physical/Fighting (instant, extra action)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Bonemerang: Throws a bone boomerang that strikes twice.
 
Bonemerang: Throws a bone boomerang that strikes twice.
Base: Physical
+
Base: Physical/Fighting (instant, simple)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make two attacks.
 
Effects: Make two attacks.
Hits: Selected Target
 
  
 
Bounce: Bounces up, then down the next turn.
 
Bounce: Bounces up, then down the next turn.
Base: Physical
+
Base: Physical/Grass (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Pays for two turns; before attack on second turn, is airborne and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)  Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
 
Effects: Pays for two turns; before attack on second turn, is airborne and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)  Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Brick Break: Destroys barriers such as Reflect and causes damage.
 
Brick Break: Destroys barriers such as Reflect and causes damage.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Negates defensive barriers (Reflect, Light Screen).
 
Effects: Negates defensive barriers (Reflect, Light Screen).
Hits: Selected Target
 
  
 
Bubble: An attack using bubbles.
 
Bubble: An attack using bubbles.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: -2 to opponent's Init.
+
Effects: -2 to opponent's Init. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Bubble Beam: Forcefully sprays bubbles.
 
Bubble Beam: Forcefully sprays bubbles.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: -1 to opponent's Dex.
 
Effects: -1 to opponent's Dex.
Hits: Selected Target
 
  
 
Bulk Up: Bulks up the body to boost both attack and defense.
 
Bulk Up: Bulks up the body to boost both attack and defense.
Base: Physical
+
Base: Physical/Fighting (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Str, +1 to user's Sta.
 
Effects: +1 to user's Str, +1 to user's Sta.
Hits: Self
 
  
 
Bullet Seed: Shoots repeatedly to strike the foe.
 
Bullet Seed: Shoots repeatedly to strike the foe.
Base: Presence
+
Base: Presence/Grass (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Calm Mind: Raises concentration by focussing the mind.
 
Calm Mind: Raises concentration by focussing the mind.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Presence and Per.
 
Effects: +1 to user's Presence and Per.
Hits: Self
 
  
 
Camouflage: Alters the Pokémon's type depending on the location.
 
Camouflage: Alters the Pokémon's type depending on the location.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: Around water, user's type changes to water; around grass, user's type changes to grass; etc.
 
Effects: Around water, user's type changes to water; around grass, user's type changes to grass; etc.
Hits: Self
 
  
 
Charge: Charges power to boost the electric move used next.
 
Charge: Charges power to boost the electric move used next.
Base: Presence
+
Base: Presence/Electric (two turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: Any electric-type move used in the user's next turn counts all successes as critical successes when determining damage.
 
Effects: Any electric-type move used in the user's next turn counts all successes as critical successes when determining damage.
Hits: Self
 
  
 
Charm: Charms the foe and sharply reduces its attack.
 
Charm: Charms the foe and sharply reduces its attack.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Brawl.
+
Effects: -1 to opponent's Brawl. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Clamp: Traps and squeezes the foe repeatedly.
 
Clamp: Traps and squeezes the foe repeatedly.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Clinches opponent.
 
Effects: Clinches opponent.
Hits: Selected Target
 
  
 
Comet Punch: Repeatedly punches the foe.
 
Comet Punch: Repeatedly punches the foe.
Base: Physcial
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Confuse Ray: A sinister ray that confuses the foe.
 
Confuse Ray: A sinister ray that confuses the foe.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Effect: Confused.
+
Effects: Status Effect: Confused. Does no damage.
Hits: Selected Target
 
  
 
Confusion: A psychic attack.
 
Confusion: A psychic attack.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.
Hits: Selected Target
 
  
 
Constrict: Constricts to inflict pain.
 
Constrict: Constricts to inflict pain.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: -2 to opponent's Init.
 
Effects: -2 to opponent's Init.
Hits: Selected Target
 
  
 
Conversion: Changes the user's type into a better type.
 
Conversion: Changes the user's type into a better type.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
Effects: Changes user's type to strong against last attack type suffered.
+
Effects: Changes user's type to strong against opponent.
Hits: Self
 
  
 
Conversion2: Makes the user resistant to the last attack's type.
 
Conversion2: Makes the user resistant to the last attack's type.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: Changes user's type to resistant against last attack type suffered.
 
Effects: Changes user's type to resistant against last attack type suffered.
Hits: Self
 
  
 
Cosmic Power: Raises defense with a mystic power.
 
Cosmic Power: Raises defense with a mystic power.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Sta and Presence.
 
Effects: +1 to user's Sta and Presence.
Hits: Self
 
  
 
Cotton Spore: Spores cling to the foe, sharply reducing speed.
 
Cotton Spore: Spores cling to the foe, sharply reducing speed.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 1m
 
PP: 1m
Effects: -2 to opponent's Init.
+
Effects: -2 to opponent's Init. Does no damage.
Hits: Selected Target
 
  
 
Counter: Retaliates any physical hit with double the power.
 
Counter: Retaliates any physical hit with double the power.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
+
Move power: special
Accuracy: +5
+
Accuracy: special
 
PP: 5m
 
PP: 5m
Effects: Makes an attack with a base attack and damage of double any HLs suffered.
+
Effects: Makes an attack against an opponent with a base attack and damage of double any HLs suffered in the opponent's last attack.
Hits: Reaction Target
 
  
 
Covet: Cutely begs to obtain an item held by the foe.
 
Covet: Cutely begs to obtain an item held by the foe.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 1m
 
PP: 1m
 
Effects: If the opponent is holding an item, the user permanently obtains the item.  Only works if the user is not already holding an item.
 
Effects: If the opponent is holding an item, the user permanently obtains the item.  Only works if the user is not already holding an item.
Hits: Selected Target
 
  
 
Crabhammer: Hammers with a pincer.
 
Crabhammer: Hammers with a pincer.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Cross Chop: A double-chopping attack.
 
Cross Chop: A double-chopping attack.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Crunch: Crunches with sharp fangs.
 
Crunch: Crunches with sharp fangs.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Presence.
 
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Presence.
Hits: Selected Target
 
  
 
Crush Claw: Tears at the foe with sharp claws.
 
Crush Claw: Tears at the foe with sharp claws.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent rolls Resistance at diff 3; on failure, -1 to opponent's Sta.
 
Effects: Opponent rolls Resistance at diff 3; on failure, -1 to opponent's Sta.
Hits: Selected Target
 
  
 
Curse: A move that functions differently for darkness-types.
 
Curse: A move that functions differently for darkness-types.
Base: Physical
+
Base: Physical/Psychic (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: If user is darkness-type, sacrifices two HLs and inflicts Status Condition: Cursed on opponent.  Otherwise, -1 to user's Dex and +1 to user's Sta.
+
Effects: If user is darkness-type, sacrifices two HLs and inflicts Status Condition: Cursed on opponent.  Otherwise, -1 to user's Dex and +1 to user's Sta. Does no damage.
Hits: Selected Target
 
  
 
Cut: Cuts the foe with sharp scythes, claws, etc.
 
Cut: Cuts the foe with sharp scythes, claws, etc.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Adds 4 to Str+Ath pool for breaking things.
 
Effects: Adds 4 to Str+Ath pool for breaking things.
Hits: Selected Target
 
  
 
Defense Curl: Curls up to conceal weak spots and raise defense.
 
Defense Curl: Curls up to conceal weak spots and raise defense.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
Effects: +1 to user's Resistance.  If user uses Rollout next, damage successes are counted as critical.
+
Effects: +1 to user's Resistance.  If user uses Rollout in the turn following Defense Curl, damage successes are counted as critical.
Hits: Self
+
 
 +
 
 +
 
 +
 
  
 
Destiny Bond: If the user faints, the foe is also made to faint.
 
Destiny Bond: If the user faints, the foe is also made to faint.
Base: Physical
+
Base: Physical/Psychic (turn, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
 
Effects: If user faints this turn, opponent does as well.
 
Effects: If user faints this turn, opponent does as well.
Hits: Reaction Target
 
  
 
Detect: Evades attack, but may fail if used in succession.
 
Detect: Evades attack, but may fail if used in succession.
Base: Physical
+
Base: Physical/Fighting (instant, reflexive)
Move power: N/A
+
PP: 7m
Accuracy: N/A
 
PP: 7m
 
 
Effects: Perfect dodge of opponent's attack; -1 to user's Dex.
 
Effects: Perfect dodge of opponent's attack; -1 to user's Dex.
Hits: Self
 
  
 
Dig: Digs underground the first turn and strikes next turn.
 
Dig: Digs underground the first turn and strikes next turn.
Base: Physical
+
Base: Physical/Fighting (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for two turns; after first turn, is underground and can only be attacked by Fissure, Earthquake or Magnitude - count all successes as critical successes when determining damage for these Techniques.  This Technique is only useable while standing on earth.
 
Effects: Pays for two turns; after first turn, is underground and can only be attacked by Fissure, Earthquake or Magnitude - count all successes as critical successes when determining damage for these Techniques.  This Technique is only useable while standing on earth.
Hits: Selected Target
 
  
 
Disable: Psychically disables one of the foe's moves.
 
Disable: Psychically disables one of the foe's moves.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 5m
 
PP: 5m
Effects: Disables the last Technique used by the opponent for Growth turns.
+
Effects: Disables the last Technique used by the opponent for Growth turns. Does no damage.
Hits: Selected Target
 
  
 
Dive: Dives underwater the first turn and strikes next turn.
 
Dive: Dives underwater the first turn and strikes next turn.
Base: Presence
+
Base: Presence/Water (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for two turns; after first turn, is underwater and can only be attacked by Surf - count all successes as critical successes when determining damage for this Technique.  This Technique is only useable in water.  Outside of combat, may be used to travel long distances underwater.
 
Effects: Pays for two turns; after first turn, is underwater and can only be attacked by Surf - count all successes as critical successes when determining damage for this Technique.  This Technique is only useable in water.  Outside of combat, may be used to travel long distances underwater.
Hits: Selected Target
 
  
 
Dizzy Punch: A rhythmic punch.
 
Dizzy Punch: A rhythmic punch.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Confused.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Confused.
Hits: Selected Target
 
  
 
Doom Desire: Summons strong sunlight to eventually attack.
 
Doom Desire: Summons strong sunlight to eventually attack.
Base: Physical
+
Base: Physical/Steel (three turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Damage is dealt after two turns pass; attack has no type affinity.
 
Effects: Damage is dealt after two turns pass; attack has no type affinity.
Hits: Selected Target
 
  
 
Double Kick: A double-kicking attack that strikes the foe twice.
 
Double Kick: A double-kicking attack that strikes the foe twice.
Base: Physical
+
Base: Physical/Fighting (instant, simple)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Make two attacks.
 
Effects: Make two attacks.
Hits: Selected Target
 
  
 
Double Team: Creates illusory copies to raise evasiveness.
 
Double Team: Creates illusory copies to raise evasiveness.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: +1 to user's Dodge.
 
Effects: +1 to user's Dodge.
Hits: Self
 
  
 
Double Edge: A life-risking tackle that also hurts the user.
 
Double Edge: A life-risking tackle that also hurts the user.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: User loses one HL recoil upon doing damage.
 
Effects: User loses one HL recoil upon doing damage.
Hits: Selected Target
 
  
 
Doubleslap: Repeatedly slaps the foe.
 
Doubleslap: Repeatedly slaps the foe.
Base: Physical
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Dragon Claw: Slashes the foe with sharp claws.
 
Dragon Claw: Slashes the foe with sharp claws.
Base: Presence
+
Base: Presence/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: None
 
Effects: None
Hits: Selected Target
 
  
 
Dragon Dance: A mystical dance that boosts attack and speed.
 
Dragon Dance: A mystical dance that boosts attack and speed.
Base: Presence
+
Base: Presence/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Dex, +2 to user's Init.
 
Effects: +1 to user's Dex, +2 to user's Init.
Hits: Self
 
  
 
Dragon Rage: Launches shock waves that nearly always inflict damage.
 
Dragon Rage: Launches shock waves that nearly always inflict damage.
Base: Presence
+
Base: Presence/Normal (instant, simple)
Move power: N/A
+
Move power: none
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: All damage dice are considered to have one success.
 
Effects: All damage dice are considered to have one success.
Hits: Selected Target
 
  
 
Dragonbreath: Strikes the foe with an incredible blast of breath.  
 
Dragonbreath: Strikes the foe with an incredible blast of breath.  
Base: Presence
+
Base: Presence/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Dream Eater: Absorbs damage inflicted on a sleeping foe.
 
Dream Eater: Absorbs damage inflicted on a sleeping foe.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Only works against opponents who are Asleep.  User absorbs half the damage inflicted in HLs.
 
Effects: Only works against opponents who are Asleep.  User absorbs half the damage inflicted in HLs.
Hits: Selected Target
 
  
 
Drill Peck: A corkscrewing attack with the beak acting as a drill.
 
Drill Peck: A corkscrewing attack with the beak acting as a drill.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: None
 
Effects: None
Hits: Selected Target
 
  
 
Dynamicpunch: Powerful and sure to cause confusion, but inaccurate.
 
Dynamicpunch: Powerful and sure to cause confusion, but inaccurate.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: -1
 
Accuracy: -1
 
PP: 7m
 
PP: 7m
 
Effects: Status Condition: Confused.
 
Effects: Status Condition: Confused.
Hits: Selected Target
 
  
 
Earthquake: A powerful quake, but has no effect on flying foes.
 
Earthquake: A powerful quake, but has no effect on flying foes.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Count all successes as critical successes when determining damage against Pokémon using Dig; does no damage to Pokémon using Fly.
+
Effects: Count all successes as critical successes when determining damage against Pokémon using Dig; does no damage to Pokémon using Fly. Affects all Pokemon in play, allied or not.
Hits: All other Pokémon in play
 
  
 
Egg Bomb: An egg is forcibly hurled at the foe.
 
Egg Bomb: An egg is forcibly hurled at the foe.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: None
 
Effects: None
Hits: Selected Target
 
  
 
Ember: A weak fire attack.
 
Ember: A weak fire attack.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Encore: Makes the foe repeat its last move.
 
Encore: Makes the foe repeat its last move.
Base: Physical
+
Base: Physical/Normal (Growth turns, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Opponent forced to repeat last Technique used for Growth turns.
+
Effects: Opponent forced to repeat last Technique used for Growth turns. Does no damage.
Hits: Selected Target
 
  
 
Endeavor: Gains power if the user's health is lower than the foe's health.
 
Endeavor: Gains power if the user's health is lower than the foe's health.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: Move power is equal to the difference in HLs between user and opponent.  If user's health is higher, move has no power.
 
Effects: Move power is equal to the difference in HLs between user and opponent.  If user's health is higher, move has no power.
Hits: Selected Target
 
  
 
Endure: Endures any one attack, leaving at least some health.
 
Endure: Endures any one attack, leaving at least some health.
Base: Physical (reflexive)
+
Base: Physical/Normal (instant, reflexive)
Move power: N/A
+
PP: 6m
Accuracy: N/A
+
Effects: User's last HL is protected against attack, preventing fainting.
PP: 6m
 
Effects: User's last HL is protected against next attack, preventing fainting.
 
Hits: Self
 
  
 
Eruption: The higher the user's health, the more damage caused.
 
Eruption: The higher the user's health, the more damage caused.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Move power is equal to the number of HLs user has remaining.
+
Effects: Move power is equal to the number of HLs user has remaining. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Explosion: Inflicts severe damage but makes the user faint.
 
Explosion: Inflicts severe damage but makes the user faint.
Base: Physical
+
Base: Physical/Normal (instant, simple)
 
Move power: 12B
 
Move power: 12B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage.
+
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage. Affects all Pokemon in play, allied or not.
Hits: All other Pokémon in play
 
  
 
Extrasensory: Attacks with a peculiar power.
 
Extrasensory: Attacks with a peculiar power.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Extremespeed: An extremely fast and powerful attack.
 
Extremespeed: An extremely fast and powerful attack.
Base: Physical (reflexive)
+
Base: Physical/Normal (instant, reflexive)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: none
+
Effects: May pre-empt an attack.  Must be declared before making a normal move.
Hits: Selected Target
 
  
 
Facade: Boosts attack when burned, paralyzed, or poisoned.
 
Facade: Boosts attack when burned, paralyzed, or poisoned.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: When under Status Condition: Burned, Paralyzed or Poisoned, count all successes as critical successes when determining damage.
 
Effects: When under Status Condition: Burned, Paralyzed or Poisoned, count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Faint Attack: Draws the foe close, then strikes without fail.
 
Faint Attack: Draws the foe close, then strikes without fail.
Base: Presence
+
Base: Presence/Darkness (instant, simple)
 
Move power: 6B
 
Move power: 6B
Accuracy: N/A
+
Accuracy: 0
 
PP: 5m
 
PP: 5m
 
Effects: Perfect attack with a minimum of one success after defense.
 
Effects: Perfect attack with a minimum of one success after defense.
Hits: Selected Target
 
  
 
Fake Out: A 1st-turn, 1st-strike move that causes flinching.
 
Fake Out: A 1st-turn, 1st-strike move that causes flinching.
Base: Physical (reflexive)
+
Base: Physical/Normal (instant, reflexive)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Flinched.  Can only be used on the user's first turn.
+
Effects: Status Condition: Flinched.  Can only be used on the user's first turn and must be declared before making a normal move.  May pre-empt an attack.
Hits: Selected Target
 
  
 
Fake Tears: Feigns crying to sharply lower the foe's defenses.
 
Fake Tears: Feigns crying to sharply lower the foe's defenses.
Base: Presence
+
Base: Presence/Darkness (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Presence.
+
Effects: -1 to opponent's Presence. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
False Swipe: An attack that leaves the foe with at least some health.
 
False Swipe: An attack that leaves the foe with at least some health.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 1m
 
PP: 1m
 
Effects: Opponent's last HL is protected, preventing fainting.
 
Effects: Opponent's last HL is protected, preventing fainting.
Hits: Selected Target
 
  
 
Featherdance: Envelops the foe with down to sharply reduce attack.
 
Featherdance: Envelops the foe with down to sharply reduce attack.
Base: Physical
+
Base: Physical/Grass (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: -1 to opponent's Str, -1 to opponent's Brawl.
+
Effects: -1 to opponent's Str, -1 to opponent's Brawl. Does no damage.
Hits: Selected Target
 
  
 
Fire Blast: A fiery blast that scorches all.
 
Fire Blast: A fiery blast that scorches all.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Fire Punch: A fiery punch.
 
Fire Punch: A fiery punch.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Fire Spin: Traps the foe in a ring of fire.
 
Fire Spin: Traps the foe in a ring of fire.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Opponent unable to escape combat for a number of turns equal to Growth.
 
Effects: Opponent unable to escape combat for a number of turns equal to Growth.
Hits: Selected Target
 
  
 
Fissure: A one-hit KO move that drops the foe in a fissure.
 
Fissure: A one-hit KO move that drops the foe in a fissure.
Base: Physical
+
Base: Physical/Fighting (instant, simple)
Move power: N/A
 
 
Accuracy: -5
 
Accuracy: -5
 
PP: 7m
 
PP: 7m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Fainted.  Doesn't work against Pokémon using Flying, but will strike Pokémon using Dig.
+
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Fainted.  Otherwise, does no damage.  Doesn't work against Pokémon using Flying, but will strike Pokémon using Dig.
Hits: Selected Target
 
  
 
Flail: Inflicts more damage when the user's health is down.
 
Flail: Inflicts more damage when the user's health is down.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Move power is equal to HLs user has taken in damage.
 
Effects: Move power is equal to HLs user has taken in damage.
Hits: Selected Target
 
  
 
Flame Wheel: A fiery charge attack.
 
Flame Wheel: A fiery charge attack.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.  Can be used by Frozen Pokémon to thaw themselves.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.  Can be used by Frozen Pokémon to thaw themselves.
Hits: Selected Target
 
  
 
Flamethrower: A powerful fire attack.
 
Flamethrower: A powerful fire attack.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Flash: Looses a powerful blast of light that cuts accuracy.
 
Flash: Looses a powerful blast of light that cuts accuracy.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Brawl.  Outside of combat, can be used to negate darkness penalties.
+
Effects: -1 to opponent's Brawl.  Outside of combat, can be used to negate darkness penalties. Does no damage.
Hits: Selected Target
 
  
 
Flatter: Confuses the foe, but raises its spirits.
 
Flatter: Confuses the foe, but raises its spirits.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: +1 to opponent's Presence; Status Condition: Confused.
+
Effects: +1 to opponent's Presence; Status Condition: Confused. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Fly: Flies up on the first turn, then strikes the next turn.
 
Fly: Flies up on the first turn, then strikes the next turn.
Base: Physical
+
Base: Physical/Grass (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for two turns; before attack on second turn, is flying and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)
 
Effects: Pays for two turns; before attack on second turn, is flying and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)
Hits: Selected Target
 
  
 
Focus Energy: Focuses power to raise critical success.
 
Focus Energy: Focuses power to raise critical success.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
Effects: On next Technique, count all successes as critical successes when determining damage.
+
Effects: On next user's Technique, count all successes as critical successes when determining damage.
Hits: Self
 
  
 
Focus Punch: A powerful loyalty attack.
 
Focus Punch: A powerful loyalty attack.
Base: Physical
+
Base: Physical/Fighting (instant, reflexive)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Automatically loses initiative; if user takes damage before he can perform this attack, the move fails.
+
Effects: Automatically loses initiative; if user takes damage before he can perform this attack, the move fails. Must be declared before the opponent rolls their attack and before making a normal move.
Hits: Selected Target
 
  
 
Follow Me: Draws attention to make foes attack only the user.
 
Follow Me: Draws attention to make foes attack only the user.
Base: Physical
+
Base: Physical/Normal (instant, reflexive)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
Effects: All opposing Techniques that only target one Pokémon are forced to target user for this turn.
+
Effects: All opposing Techniques that only target one Pokémon are forced to target user for this turn. Must be declared before the opponent rolls their attack in order to count.
Hits: Self
 
  
 
Foresight: Negates the foe's efforts to heighten evasiveness.
 
Foresight: Negates the foe's efforts to heighten evasiveness.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
Effects: Resets the opponent's Dodge to normal.
+
Effects: Resets user's Dex and Brawl to normal.
Hits: Self
 
  
 
Frenzy Plant: Powerful, but leaves the user immobile the next turn.
 
Frenzy Plant: Powerful, but leaves the user immobile the next turn.
Base: Presence
+
Base: Presence/Grass (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: User must spend next turn recharging.
 
Effects: User must spend next turn recharging.
Hits: Selected Target
 
  
 
Frustration: An attack that is stronger if the trainer is disliked.
 
Frustration: An attack that is stronger if the trainer is disliked.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Move power is inversely based on Temperance; at 0 dots, 10B; at 1 dot, 8B; at 2 dots, 6B, etc.
 
Effects: Move power is inversely based on Temperance; at 0 dots, 10B; at 1 dot, 8B; at 2 dots, 6B, etc.
Hits: Selected Target
 
  
 
Fury Attack: Jabs the foe repeatedly with sharp horns, etc.
 
Fury Attack: Jabs the foe repeatedly with sharp horns, etc.
Base: Physical
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
Fury Cutter
+
Fury Cutter: An attack that intensifies on each successive hit.
Base: Physical
+
Base: Physical/Grass (instant, simple)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Each time the Technique is used, add 2B if the previous time was successful.  Resets after Growth turns.
 
Effects: Each time the Technique is used, add 2B if the previous time was successful.  Resets after Growth turns.
Hits: Selected Target
 
  
 
Fury Swipes: Rakes the foe with sharp claws, etc., repeatedly.
 
Fury Swipes: Rakes the foe with sharp claws, etc., repeatedly.
Base: Physical
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Future Sight: Heightens inner power to strike.
 
Future Sight: Heightens inner power to strike.
Base: Presence
+
Base: Presence/Psychic (three turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: The actual attack takes place after two turns pass, using the pools of the Pokémon currently in play - switches do not prevent the attack from taking place.  Damage has no type affinity.
 
Effects: The actual attack takes place after two turns pass, using the pools of the Pokémon currently in play - switches do not prevent the attack from taking place.  Damage has no type affinity.
Hits: Selected Target
 
  
 
Giga Drain: An attack that steals damage inflicted.
 
Giga Drain: An attack that steals damage inflicted.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: User absorbs half the damage inflicted in HLs.
 
Effects: User absorbs half the damage inflicted in HLs.
Hits: Selected Target
 
  
 
Glare: Intimidates and frightens the foe into paralysis.
 
Glare: Intimidates and frightens the foe into paralysis.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 3m
 
PP: 3m
Effects: Status Condition: Paralyzed.
+
Effects: Status Condition: Paralyzed. Does no damage.
Hits: Selected Target
 
  
 
Grasswhistle: Lulls the foe into sleep with a pleasant melody.
 
Grasswhistle: Lulls the foe into sleep with a pleasant melody.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Asleep.
+
Effects: Status Condition: Asleep. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Growl: Growls cutely to reduce the opponent's attack.
 
Growl: Growls cutely to reduce the opponent's attack.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 1m
 
PP: 1m
Effects: -1 to opponent's Brawl.
+
Effects: -1 to opponent's Brawl. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Growth: Forces the body to grow and heightens confidence.
 
Growth: Forces the body to grow and heightens confidence.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: +1 to user's Presence.
 
Effects: +1 to user's Presence.
Hits: Self
 
  
 
Grudge: If the user faints, absorbs the energy of the attacker.
 
Grudge: If the user faints, absorbs the energy of the attacker.
Base: Physical
+
Base: Physical/Psychic (turn, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: If user faints, opponent responsible is drained again of the motes used on the final Technique.
+
Effects: If user faints due to next move used, opponent responsible is drained doubly of the motes used on the final Technique. Does no damage.
Hits: Reaction Target
 
  
 
Guillotine: A powerful pincer attack.
 
Guillotine: A powerful pincer attack.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
 
Accuracy: -5
 
Accuracy: -5
 
PP: 7m
 
PP: 7m
Effects: Status Condition: Fainted.
+
Effects: Status Condition: Fainted. Does no damage.
Hits: Selected Target
 
  
 
Gust: Strikes the foe with a gust of wind whipped up by wings.
 
Gust: Strikes the foe with a gust of wind whipped up by wings.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: Negates Spikes.  Hits while using Fly.  Forces opponent to switch Pokémon.
 
Effects: Negates Spikes.  Hits while using Fly.  Forces opponent to switch Pokémon.
Hits: Selected Target
 
  
 
Hail: Summons a hailstorm that strikes every turn.
 
Hail: Summons a hailstorm that strikes every turn.
Base: Presence
+
Base: Presence/Water (instant, simple)
Move power: N/A
+
PP: 6m
Accuracy: N/A
+
Effects: Causes hailstorm weather for Growth turns; everyone involved must soak 2B the first turn, 4B the next, etc. Affects all Pokémon in play, allied or not.
PP: 6m
 
Effects: Causes hailstorm weather for Growth turns; everyone involved must soak 2B the first turn, 4B the next, etc.
 
Hits: All Pokémon in play
 
  
 
Harden: Stiffens the body's muscles to raise defense.
 
Harden: Stiffens the body's muscles to raise defense.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: +1 to user's Sta.
 
Effects: +1 to user's Sta.
Hits: Self
 
  
 
Haze: Creates a black haze that eliminates all stat changes.
 
Haze: Creates a black haze that eliminates all stat changes.
Base: Presence
+
Base: Presence/Water (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
Effects: Returns all altered stats and pools to normal.  Does not negate Status Conditions.
+
Effects: Returns all altered stats and pools to normal.  Does not negate Status Conditions. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play
 
  
 
Headbutt: A ramming attack.
 
Headbutt: A ramming attack.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Heal Bell: Chimes soothingly to heal all status abnormalities.
 
Heal Bell: Chimes soothingly to heal all status abnormalities.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
Effects: Clears all status conditions in team.
+
Effects: Clears all status conditions in user's team.
Hits: User's team
 
  
 
Heat Wave: Exhales a hot breath on the foe.
 
Heat Wave: Exhales a hot breath on the foe.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.
+
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Helping Hand: Boosts the power of the recipient's moves.
 
Helping Hand: Boosts the power of the recipient's moves.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
Effects: +1 to Brawl of the next allied Pokémon to attack.
+
Effects: +1 to Brawl of the next allied Pokémon to attack. Cannot be split to benefit own pool.
Hits: User's team.
 
  
 
Hi Jump Kick: A jumping knee kick. If it misses, the user is hurt.
 
Hi Jump Kick: A jumping knee kick. If it misses, the user is hurt.
Base: Physial
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: User takes one HL of damage if opponent is missed.
 
Effects: User takes one HL of damage if opponent is missed.
Hits: Selected Target
 
  
 
Hidden Power: The effectiveness varies with the user.
 
Hidden Power: The effectiveness varies with the user.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Damage type is considered to be strong against opponent.
 
Effects: Damage type is considered to be strong against opponent.
Hits: Selected Target
 
  
 
Horn Attack: Jabs the foe with sharp horns.
 
Horn Attack: Jabs the foe with sharp horns.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Horn Drill: A one-hit KO attack that uses a horn like a drill.
 
Horn Drill: A one-hit KO attack that uses a horn like a drill.
Base: Physical
+
Base: Physical/Normal (instant, simple)
 
Move power: N/A
 
Move power: N/A
 
Accuracy: -5
 
Accuracy: -5
 
PP: 7m
 
PP: 7m
 
Effects: Status Condition: Fainted.
 
Effects: Status Condition: Fainted.
Hits: Selected Target
 
  
Howl: Howls to raise the spirit and boosts attack.
+
Howl: Howls to raise the spirit and boost attack.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: +1 to user's Brawl.
 
Effects: +1 to user's Brawl.
Hits: Self
 
  
 
Hydro Cannon: Powerful, but leaves the user immobile the next turn.
 
Hydro Cannon: Powerful, but leaves the user immobile the next turn.
Base: Presence
+
Base: Presence/Water (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: User must spend next turn recharging.
 
Effects: User must spend next turn recharging.
Hits: Selected Target
 
  
 
Hydro Pump: Blasts water at high power to strike the foe.
 
Hydro Pump: Blasts water at high power to strike the foe.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Hyper Beam: Powerful, but leaves the user immobile the next turn.
 
Hyper Beam: Powerful, but leaves the user immobile the next turn.
Baes: Physical
+
Base: Physical/Normal (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: User must spend next turn recharging.
 
Effects: User must spend next turn recharging.
Hits: Selected Target
 
  
 
Hyper Fang: Attacks with sharp fangs.
 
Hyper Fang: Attacks with sharp fangs.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Hyper Voice: A loud attack that uses sound waves to injure.
 
Hyper Voice: A loud attack that uses sound waves to injure.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: none
+
Effects: Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Hypnosis: A hypnotizing move.
 
Hypnosis: A hypnotizing move.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 5m
 
PP: 5m
Effects: Status Condition: Asleep.
+
Effects: Status Condition: Asleep. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Ice Ball: An attack that gains power on successive hits.
 
Ice Ball: An attack that gains power on successive hits.
Base: Presence
+
Base: Presence/Water (Growth turns, simple)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Pays for Growth turns; each successful attack adds 2B to the move power of the next.
 
Effects: Pays for Growth turns; each successful attack adds 2B to the move power of the next.
Hits: Selected Target
 
  
 
Ice Beam: Blasts the foe with an icy beam.
 
Ice Beam: Blasts the foe with an icy beam.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.
Hits: Selected Target
 
  
 
Ice Punch: An icy punch.
 
Ice Punch: An icy punch.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.
Hits: Selected Target
 
  
 
Icicle Spear: Attacks the foe by firing icicles repeatedly.
 
Icicle Spear: Attacks the foe by firing icicles repeatedly.
Base: Presence
+
Base: Presence/Water (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Icy Wind: A chilling attack that lowers the foe's speed.
 
Icy Wind: A chilling attack that lowers the foe's speed.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: -2 to opponent's Init.
+
Effects: -2 to opponent's Init. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Imprison: Prevents foes from using moves known by the user.
 
Imprison: Prevents foes from using moves known by the user.
Base: Presence
+
Base: Presence/Psychic (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Opponent can't use any Techniques known by the user.
+
Effects: Opponent can't use any Techniques known by the user. Does no damage.
Hits: Selected Target
 
  
 
Ingrain: Lays roots that restore health.
 
Ingrain: Lays roots that restore health.
Base: Presence
+
Base: Presence/Grass (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
Effects: Status Condition: Trapped; every turn Trapped, recovers one HL.
+
Effects: User suffers Status Condition: Trapped; every turn Trapped, user recovers one HL up to -1 penalties.
Hits: Self
 
  
 
Iron Defense: Hardens the body's surface to sharply raise defense.
 
Iron Defense: Hardens the body's surface to sharply raise defense.
Base: Physical
+
Base: Physical/Steel (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m  
 
PP: 6m  
 
Effects: +1 to user's Sta, +1 to user's Resistance.
 
Effects: +1 to user's Sta, +1 to user's Resistance.
Hits: Self
 
  
 
Iron Tail: Attacks with a rock-hard tail.
 
Iron Tail: Attacks with a rock-hard tail.
Base: Physical
+
Base: Physical/Steel (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.
Hits: Selected Target
 
  
 
Jump Kick: A strong jumping kick.  May miss and hurt the kicker.
 
Jump Kick: A strong jumping kick.  May miss and hurt the kicker.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuract: +5
 
Accuract: +5
 
PP: 4m
 
PP: 4m
 
Effects: User takes one HL of damage if opponent is missed.
 
Effects: User takes one HL of damage if opponent is missed.
Hits: Selected Target
 
  
 
Karate Chop: A highly-damaging chopping attack.
 
Karate Chop: A highly-damaging chopping attack.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7mm
 
PP: 7mm
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Kinesis: Distracts the foe.
 
Kinesis: Distracts the foe.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: -1 to opponent's Per.
+
Effects: -1 to opponent's Will.  Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Knock Off: Knocks down the foe's held item to prevent its use.
 
Knock Off: Knocks down the foe's held item to prevent its use.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Disarms any item held by the opponent.  Standard disarm rules apply.
 
Effects: Disarms any item held by the opponent.  Standard disarm rules apply.
Hits: Selected Target
 
  
 
Leaf Blade: Slashes with a sharp leaf.
 
Leaf Blade: Slashes with a sharp leaf.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Leech Life: An attack that steals damage inflicted.
 
Leech Life: An attack that steals damage inflicted.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: User absorbs half the damage inflicted in HLs.
 
Effects: User absorbs half the damage inflicted in HLs.
Hits: Selected Target
 
  
 
Leech Seed: Plants a seed on the opponent to steal health on every turn.
 
Leech Seed: Plants a seed on the opponent to steal health on every turn.
Base: Presence
+
Base: Presence/Grass (instant, simple)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Each turn, opponent rolls Resistance; on failure, transfer one HL from opponent to user.
+
Effects: Each turn, opponent rolls Resistance; on failure, transfer one HL from opponent to user. Does no damage.
Hits: Selected Target
 
  
 
Leer: Frightens the foe with a leer.
 
Leer: Frightens the foe with a leer.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: -1 to opponent's Dodge.
+
Effects: -1 to opponent's Dodge. Can affect a number of targets equal to Growth.  Does no damage.
Hits: Both enemies
 
  
 
Lick: Licks with a long tongue to injure.
 
Lick: Licks with a long tongue to injure.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent rolls Resistance at diff 2; on failure, Status Condition: Paralyzed.
 
Effects: Opponent rolls Resistance at diff 2; on failure, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Light Screen: Creates a wall of light that shields against subconscious shocks.
 
Light Screen: Creates a wall of light that shields against subconscious shocks.
Base: Presence
+
Base: Presence/Psychic (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: When attacked, critical successes on Presence attacks are treated as normal successes.  Lasts for Growth turns.
 
Effects: When attacked, critical successes on Presence attacks are treated as normal successes.  Lasts for Growth turns.
Hits: Self
 
  
 
Lock-On: Locks on to the foe to ensure the next move hits.
 
Lock-On: Locks on to the foe to ensure the next move hits.
Baes: Physical
+
Baes: Physical (two turns, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Next move is a perfect attack, with a minimum of one success after defense.
+
Effects: Next move is a perfect attack, with a minimum of one success after defense. Does no damage.
Hits: Selected Target
 
  
 
Lovely Kiss: Demands a kiss with a scary face that induces sleep.
 
Lovely Kiss: Demands a kiss with a scary face that induces sleep.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move Power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Asleep.
+
Effects: Status Condition: Asleep. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Low Kick: A kick that inflicts more damage on heavier foes.
 
Low Kick: A kick that inflicts more damage on heavier foes.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Line 1,291: Line 1,041:
  
 
Luster Purge: Attacks with a burst of light.
 
Luster Purge: Attacks with a burst of light.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Opponent rolls Willpower, diff 3; on failure, -1 to opponent's Per.
+
Effects: Opponent rolls Willpower, diff 3; on failure, -1 to opponent's Will.
Hits: Selected Target
 
  
 
Mach Punch: A punch is thrown at wicked speed to strike first.
 
Mach Punch: A punch is thrown at wicked speed to strike first.
Base: Physical (reflexive)
+
Base: Physical/Fighting (instant, reflexive)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: none
+
Effects: May pre-empt an attack.  Must be declared before making a normal move.
Hits: Selected Target
 
  
 
Magic Coat: Reflects special effects back to the attacker.
 
Magic Coat: Reflects special effects back to the attacker.
Base: Presence (reflexive)
+
Base: Presence/Psychic (instant, reflexive)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: If the opponent uses a non-damaging attack involving status conditions or stat boosts/drains, protects user and reflects effect back upon opponent.
 
Effects: If the opponent uses a non-damaging attack involving status conditions or stat boosts/drains, protects user and reflects effect back upon opponent.
Hits: Reaction Target
 
  
 
Magical Leaf: Attacks with a strange leaf that cannot be evaded.
 
Magical Leaf: Attacks with a strange leaf that cannot be evaded.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
Accuracy: N/A
+
Accuracy: 0
 
PP: 5m
 
PP: 5m
 
Effects: Perfect attack, with a minimum of one success after defense.
 
Effects: Perfect attack, with a minimum of one success after defense.
Hits: Selected Target
 
  
 
Magnitude: A ground-shaking attack of random intensity.
 
Magnitude: A ground-shaking attack of random intensity.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: N/A
 
Move power: N/A
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: Roll 1d10; this is the Move Power.  All successes count as critical against Pokémon using Dig.
+
Effects: Roll 1d10; this is the Move Power.  All successes count as critical against Pokémon using Dig. Affects all other Pokémon in play, allied or not.
Hits: All other Pokémon in play
 
  
 
Mean Look: Fixes the foe with a mean look that prevents escape.
 
Mean Look: Fixes the foe with a mean look that prevents escape.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Status Condition: Trapped.
+
Effects: Status Condition: Trapped. Does no damage.
Hits: Selected Target
 
  
 
Meditate: Meditates in a peaceful fashion to raise attack.
 
Meditate: Meditates in a peaceful fashion to raise attack.
Base: Presence
+
Base: Presence/Psychic (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: +1 to user's Brawl.
 
Effects: +1 to user's Brawl.
Hits: Self
 
  
 
Mega Drain: An attack that absorbs damage inflicted.
 
Mega Drain: An attack that absorbs damage inflicted.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Absorbs half the damage inflicted in HLs.
 
Effects: Absorbs half the damage inflicted in HLs.
Hits: Selected Target
 
  
 
Mega Kick: An extremely powerful kick with intense force.
 
Mega Kick: An extremely powerful kick with intense force.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 +
 
Accuracy: +1
 
Accuracy: +1
 
PP: 7m
 
PP: 7m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Mega Punch: A strong punch thrown with incredible power.
 
Mega Punch: A strong punch thrown with incredible power.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Megahorn: A brutal ramming attack using out-thrust horns.
 
Megahorn: A brutal ramming attack using out-thrust horns.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Memento: The user faints and lowers the foe's abilities.
 
Memento: The user faints and lowers the foe's abilities.
Base: Presence
+
Base: Presence/Darkness (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: -1 to opponent's Dex and Per; user suffers Status Condition: Fainted.
+
Effects: -1 to opponent's Dex and Per; user suffers Status Condition: Fainted. Does no damage.
Hits: Selected Target
 
  
 
Metal Claw: A claw attack that may raise the user's attack.
 
Metal Claw: A claw attack that may raise the user's attack.
Base: Physical
+
Base: Physical/Steel (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: User rolls Str; on failure, +1 to user's Str.
 
Effects: User rolls Str; on failure, +1 to user's Str.
Hits: Selected Target
 
  
 
Metal Sound: Emits a horrible screech that sharply lowers defense.
 
Metal Sound: Emits a horrible screech that sharply lowers defense.
Base: Physical
+
Base: Physical/Steel (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 1m
 
PP: 1m
Effects: -1 to opponent's Dodge.
+
Effects: -1 to opponent's Dodge. Does no damage.
Hits: Selected Target
 
  
 
Meteor Mash: Fires a meteor-like punch.
 
Meteor Mash: Fires a meteor-like punch.
Base: Physical
+
Base: Physical/Steel (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: User rolls Brawl; on failure, +1 to user's Brawl.
 
Effects: User rolls Brawl; on failure, +1 to user's Brawl.
Hits: Selected Target
 
  
 
Metronome: Waggles a finger to use any Pokémon move at random.
 
Metronome: Waggles a finger to use any Pokémon move at random.
Base: Physical
+
Base: Physical/Normal (special, simple)
Move power: N/A
+
Move power: special
Accuracy: N/A
+
Accuracy: special
 
PP: 6m
 
PP: 6m
Effects: Choose any one TM or HM available to the Pokémon at random.  Yes.  Randomly.  I don't have any ideas about how to make this reasonable so I won't even try - come up with your own solution, probably involving percentile dice.
+
Effects: Choose any one TM or HM available to the Pokémon at random.  Yes.  Randomly.  I don't have any ideas about how to make this reasonable so I won't even try - come up with your own solution, probably involving percentile dice. May hit more than one opponent or ally.
Hits: varies
 
  
 
Milk Drink: Recovers health.
 
Milk Drink: Recovers health.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.
 
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.
Hits: Self
 
  
 
Mimic: Copies a move used by the foe during one battle.
 
Mimic: Copies a move used by the foe during one battle.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Replaces Mimic with next Technique used by opponent for the remainder of the battle.
+
Effects: Replaces Mimic with next Technique used by specified opponent for the remainder of the battle. Does no damage.
Hits: Selected Target
 
  
 
Mind Reader: Senses the foe's action to ensure the next move's hit.
 
Mind Reader: Senses the foe's action to ensure the next move's hit.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
 
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.
 
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.
Hits: Self
 
  
 
Minimize: Minimizes the user's size to raise evasiveness.
 
Minimize: Minimizes the user's size to raise evasiveness.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Dodge.
 
Effects: +1 to user's Dodge.
Hits: Self
 
  
 
Mirror Coat: Counters the foe's special attack at double the power.
 
Mirror Coat: Counters the foe's special attack at double the power.
Base: Presence (reflexive)
+
Base: Presence/Psychic (instant, reflexive)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: If the opponent uses a Presence attack, counters with same move power and normal successes are counted as critical on damage.
+
Effects: If the opponent uses a Presence attack, counters with same move power and normal successes are counted as critical on damage. Takes place following opponent's attack.  Must be declared before making a normal move.
Hits: Reaction Target
 
  
 
Mirror Move: Counters the foe's attack with the same move.
 
Mirror Move: Counters the foe's attack with the same move.
Baes: Physical
+
Baes: Physical (instant, reflexive)
Move power: N/A
+
Move power: special
Accuracy: N/A
+
Accuracy: special
PP: 5m
+
PP: 5m
Effects: Counters opponent's physical Technique with same move.
+
Effects: Counters opponent's physical Technique with same move. Takes place following opponent's attack.  Must be declared before making a normal move.
Hits: Reaction target
 
  
 
Mist: Creates a mist that stops reduction of abilities.
 
Mist: Creates a mist that stops reduction of abilities.
Base: Presence
+
Base: Presence/Water (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: User's team is immune to stat and pool reductions for Growth turns.
 
Effects: User's team is immune to stat and pool reductions for Growth turns.
Hits: Team
 
  
 
Mist Ball: Attacks with a flurry of down.
 
Mist Ball: Attacks with a flurry of down.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Per.
+
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Will.
Hits: Selected Target
 
  
 
Moonlight: Restores health.  The amount varies with the time of day.
 
Moonlight: Restores health.  The amount varies with the time of day.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
 
Effects: User recovers any HL penalties at -1 or below in the night, and any HL penalties at -2 or below at any other time of day.
 
Effects: User recovers any HL penalties at -1 or below in the night, and any HL penalties at -2 or below at any other time of day.
Hits: Self
 
  
 
Morning Sun: Restores health.  The amount varies on the time of day.
 
Morning Sun: Restores health.  The amount varies on the time of day.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
 
Effects: User recovers any HL penalties at -1 or below in the morning (before noon, sun up), and any HL penalties at -2 or below at any other time of day.
 
Effects: User recovers any HL penalties at -1 or below in the morning (before noon, sun up), and any HL penalties at -2 or below at any other time of day.
Hits: Self
 
  
 
Mud Shot: Hurls mud at the foe and reduces speed.
 
Mud Shot: Hurls mud at the foe and reduces speed.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: -1 to opponent's Dex.
 
Effects: -1 to opponent's Dex.
Hits: Selected Target
 
  
 
Mud Sport: Covers the user in mud to raise electrical resistance.
 
Mud Sport: Covers the user in mud to raise electrical resistance.
Base: Physical
+
Base: Physical/Fighting (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: All Pokémon are considered to be strong against electric-type moves.
+
Effects: All Pokémon are now considered to be strong against electric-type moves. Affects all Pokémon in play, allied or not.  Does no damage.
Hits: All Pokémon in play
 
  
 
Muddy Water: Attacks with muddy water.
 
Muddy Water: Attacks with muddy water.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Opponent rolls Willpower, diff 2; on failure, -1 to opponent's Per.
+
Effects: Opponent rolls Willpower, diff 2; on failure, -1 to opponent's Will.  Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Mud-Slap: Hurls mud in the foe's face to reduce its accuracy.
 
Mud-Slap: Hurls mud in the foe's face to reduce its accuracy.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: -1 to opponent's Brawl.
 
Effects: -1 to opponent's Brawl.
Hits: Selected Target
 
  
 
Nature Power: The type of attack varies depending on the location.
 
Nature Power: The type of attack varies depending on the location.
Base: Physical
+
Base: Physical/Normal (instant, varies)
Move power: N/A
+
Move power: special
Accuracy: +5
+
Accuracy: special
 
PP: 5m
 
PP: 5m
 
Effects: The local terrain defines which Technique is used; grasslands (Stun Spore), tall grasses (Razor Leaf), desert (Earthquake), shallow water (Bubblebeam), deep water (Surf), underwater (Hydro Pump), mountain (Rock Slide), cave (Shadow Ball), and anywhere else (Swift).
 
Effects: The local terrain defines which Technique is used; grasslands (Stun Spore), tall grasses (Razor Leaf), desert (Earthquake), shallow water (Bubblebeam), deep water (Surf), underwater (Hydro Pump), mountain (Rock Slide), cave (Shadow Ball), and anywhere else (Swift).
Hits: Depending upon location
 
  
 
Needle Arm: Attacks with thorny arms.
 
Needle Arm: Attacks with thorny arms.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Night Shade: Inflicts damage based on the user's growth.
 
Night Shade: Inflicts damage based on the user's growth.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Move power is 2B per level of Growth.
 
Effects: Move power is 2B per level of Growth.
Hits: Selected Target
 
  
 
Nightmare: Inflicts damage on a sleeping foe every turn.
 
Nightmare: Inflicts damage on a sleeping foe every turn.
Base: Physical
+
Base: Physical/Psychic (instant, simple)
Move Power: N/A
+
Move Power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Inflits two HLs damage on a sleeping enemy.
 
Effects: Inflits two HLs damage on a sleeping enemy.
Hits: Selected Target
 
  
 
Octazooka: Fires a lump of ink to damage and cut accuracy.
 
Octazooka: Fires a lump of ink to damage and cut accuracy.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Opponent makes a Resistance roll at diff 3; if fails, -1 to opponent's Per.
+
Effects: Opponent makes a Resistance roll at diff 3; if fails, -1 to opponent's Will.
Hits: Selected Target
 
  
 
Odor Sleuth: Negates the foe's efforts to heighten evasiveness.
 
Odor Sleuth: Negates the foe's efforts to heighten evasiveness.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: Negates any negative modifiers to user's Brawl.
 
Effects: Negates any negative modifiers to user's Brawl.
Hits: Self
 
  
 
Outrage: A rampage that confuses the user.
 
Outrage: A rampage that confuses the user.
Base: Presence
+
Base: Presence/Normal (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
Hits: Random Target
 
  
 
Overheat: Allows a full-power attack, but sharply lowers attack.
 
Overheat: Allows a full-power attack, but sharply lowers attack.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
Effects: -1 to user's Per.
+
Effects: -1 to user's Will.
Hits: Selected Target
 
  
 
Pain Split: Adds the user and foe's health, then shares them equally.
 
Pain Split: Adds the user and foe's health, then shares them equally.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move Power: N/A
+
Move Power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Adds the users and opponents HLs, then splits them evenly.  Any overflow HLs are lost.
+
Effects: Adds the users and opponents HLs, then splits them evenly.  Any overflow HLs are lost. May not be used in a combo.
Hits: Selected Target
 
  
 
Pay Day: Throws coins at the foe.  Money is recovered after.
 
Pay Day: Throws coins at the foe.  Money is recovered after.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Provides Loot equal to Growth after battle is done.  (Loot is like Resources, but more volatile; making purchases permanently removes dots of Loot.)
+
Effects: Provides Loot 1 after battle is done.  (Loot is like Resources, but more volatile; it can be converted to Resources of one dot lower, or used to make a one-time purchase at its level.)
Hits: Selected Target
 
  
 
Peck: Attacks the foe with a jabbing beak, etc.
 
Peck: Attacks the foe with a jabbing beak, etc.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: None
 
Effects: None
Hits: Selected Target
 
  
 
Perish Song: Any Pokémon hearing this song eventually faints.
 
Perish Song: Any Pokémon hearing this song eventually faints.
Base: Physical
+
Base: Physical/Normal (four turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
Effects: Any Pokémon hearing this song faints in 3 turns.  A newly switched Pokémon that has not heard this song will not faint.
+
Effects: Any Pokémon hearing this song faints in 3 turns.  A newly switched Pokémon that has not heard this song will not faint, and a Pokemon switched out will not faint. Affects all Pokémon in play, allied or not.  Does no damage otherwise.
Hits: All Pokémon in play
 
  
 
Petal Dance: A rampage that confuses the user.
 
Petal Dance: A rampage that confuses the user.
Base: Presence
+
Base: Presence/Grass (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
Hits: Random Target
 
  
 
Pin Missile: Sharp pins are fired to strike repeatedly.
 
Pin Missile: Sharp pins are fired to strike repeatedly.
Base: Physical
+
Base: Physical/Grass (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Poison Fang: A sharp-fanged attack.
 
Poison Fang: A sharp-fanged attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Poisoned.
 
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Poisoned.
Hits: Selected Target
 
  
 
Poison Gas: Envelops the foe in a toxic gas.
 
Poison Gas: Envelops the foe in a toxic gas.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 1m
 
PP: 1m
Effects: Status Condition: Poisoned.
+
Effects: Status Condition: Poisoned. Does no damage.
Hits: Selected Target
 
  
 
Poison Sting: A toxic attack with barbs, etc.
 
Poison Sting: A toxic attack with barbs, etc.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
Hits: Selected Target
 
  
 
Poison Tail: A highly-damaging attack.
 
Poison Tail: A highly-damaging attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
PP: 7mm
+
PP: 7m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Poisoned. Count all successes as critical successes when determining damage.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Poisoned. Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Poisonpowder: Scatters a toxic powder.
 
Poisonpowder: Scatters a toxic powder.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 2m
 
PP: 2m
Effects: Status Condition: Poisoned.
+
Effects: Status Condition: Poisoned. Does no damage.
Hits: Selected Target
 
  
 
Pound: Pounds the foe with forelegs or tail.
 
Pound: Pounds the foe with forelegs or tail.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: None
 
Effects: None
Hits: Selected Target
 
  
 
Powder Snow: Blasts the foe with a snowy gust.
 
Powder Snow: Blasts the foe with a snowy gust.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7mm
 
PP: 7mm
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.
+
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Present: A gift in the form of a bomb.
 
Present: A gift in the form of a bomb.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move Power: N/A
+
Move Power: special
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Random chance of move power 4B, 6B, 8B - or restoring one HL to opponent.  I hate to do this, but on 1d10, 1-4 (4B), 5-7 (6B), 8 (8B), 9-10 (HL).
 
Effects: Random chance of move power 4B, 6B, 8B - or restoring one HL to opponent.  I hate to do this, but on 1d10, 1-4 (4B), 5-7 (6B), 8 (8B), 9-10 (HL).
Hits: Selected Target
 
  
 
Protect: Evades attack, but may fail if used in succession.
 
Protect: Evades attack, but may fail if used in succession.
Base: Physical (reflexive)
+
Base: Physical/Normal (instant, reflexive)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: Provides one perfect dodge; -1 to user's Dex.
 
Effects: Provides one perfect dodge; -1 to user's Dex.
Hits: Self
 
  
 
Psybeam: Fires a peculiar ray.
 
Psybeam: Fires a peculiar ray.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: 10% chance to confuse target.
+
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.
Hits: Selected Target
 
  
 
Psych Up: Copies the foe's effects and gives to the user.
 
Psych Up: Copies the foe's effects and gives to the user.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: Copies opponent's stat boosts and negatives.
 
Effects: Copies opponent's stat boosts and negatives.
Hits: Selected Target
 
  
 
Psychic: A powerful psychic attack.
 
Psychic: A powerful psychic attack.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Opponent makes a Presence roll; if fails, -1 to opponent's Per.
+
Effects: Opponent makes a Presence roll; if fails, -1 to opponent's Will.
Hits: Selected Target
 
  
 
Psycho Boost: Allows a full-power attack, but sharply lowers focus.
 
Psycho Boost: Allows a full-power attack, but sharply lowers focus.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Following attack, -1 to user's Presence.
 
Effects: Following attack, -1 to user's Presence.
Hits: Selected Target
 
  
 
Psywave: Attacks with a psychic wave of varying intensity.
 
Psywave: Attacks with a psychic wave of varying intensity.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Move power is 2B per level of Growth.
 
Effects: Move power is 2B per level of Growth.
Hits: Selected Target
 
  
 
Pursuit: Inflicts bad damage if used on a foe switching out.
 
Pursuit: Inflicts bad damage if used on a foe switching out.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: If opponent attempts to switch out, count all successes as critical successes when determining damage.
+
Effects: If opponent attempts to switch out, count all successes as critical successes when determining damage. This attack may be considered reflexive as an "attack of opportunity" for the sole purposes of pre-empting an opponent switching out, but must be declared before making a normal move.
Hits: Selected Target
 
  
 
Quick Attack: An extremely fast attack that always strikes first.
 
Quick Attack: An extremely fast attack that always strikes first.
Base: Physical (reflexive)
+
Base: Physical/Normal (instant, reflexive)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: none
+
Effects: May pre-empt an attack.  Must be declared before making a normal move.
Hits: Selected Target
 
  
 
Rage: Raises the user's attack every time it is hit.
 
Rage: Raises the user's attack every time it is hit.
 +
Base: Physical/Normal (scenelong, simple)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Rage is automatically used until the battle ends or user faints; each time the user takes damage, Move Power increases by 2B.
+
Effects: Rage is automatically used until the battle ends or user faints; each time the user takes damage, Move Power increases by 2B. User pays mote cost each turn.
Hits: Selected Target
 
  
 
Rain Dance: Boosts the power of water-type moves.
 
Rain Dance: Boosts the power of water-type moves.
Base: Presence
+
Base: Presence/Water (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
Effects: Causes rain for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All fire-type Techniques are at diff 2, while water-type Techniques count all successes as critical successes when determining damage.
+
Effects: Causes rain for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All fire-type Techniques are at diff 2, while water-type Techniques count all successes as critical successes when determining damage. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play.
 
  
 
Rapid Spin: Spins the body at high speed to strike the foe.
 
Rapid Spin: Spins the body at high speed to strike the foe.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 1m
 
PP: 1m
 
Effects: Frees user from clinches, Leech Seed, and Spikes.
 
Effects: Frees user from clinches, Leech Seed, and Spikes.
Hits: Selected Target
 
  
 
Razor Leaf: Cuts the enemy with leaves.
 
Razor Leaf: Cuts the enemy with leaves.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
Effects: Count all successes as critical successes when determining damage.
+
Effects: Count all successes as critical successes when determining damage. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Razor Wind: A 2-turn move that strikes the foe on the second turn.
 
Razor Wind: A 2-turn move that strikes the foe on the second turn.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Pays for two turns, takes effect on the second.  Count all successes as critical successes when determining damage.
+
Effects: Pays for two turns, takes effect on the second.  Count all successes as critical successes when determining damage. Attack can affect a number of targets equal to Growth.
Hits: Both Enemies
 
  
 
Recover: Recovers health.
 
Recover: Recovers health.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: User recovers any HL penalties at -2 or below.
 
Effects: User recovers any HL penalties at -2 or below.
Hits: Self
 
  
 
Recycle: Recycles a used item for one more use.
 
Recycle: Recycles a used item for one more use.
Base: Physical
+
Base: Physical/Normal (turn, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: Allows user to re-use a held item.
 
Effects: Allows user to re-use a held item.
Hits: Self
 
  
 
Reflect: Creates a wall of light that weakens physical attacks.
 
Reflect: Creates a wall of light that weakens physical attacks.
Base: Presence
+
Base: Presence/Psychic (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: When attacked, critical successes on physical attacks are treated as normal successes.  Lasts for Growth turns.
 
Effects: When attacked, critical successes on physical attacks are treated as normal successes.  Lasts for Growth turns.
Hits: Self
 
  
 
Refresh: Heals poisoning, paralysis, or a burn.
 
Refresh: Heals poisoning, paralysis, or a burn.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: Negates Burned, Poisoned, or Paralyzed.
 
Effects: Negates Burned, Poisoned, or Paralyzed.
Hits: Self
 
  
 
Rest: The user sleeps, restoring health.
 
Rest: The user sleeps, restoring health.
Base: Presence
+
Base: Presence/Psychic (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: Returns to 0-penalty HLs; any status condition is replaced by Status Condition: Asleep.
+
Effects: Returns user to 0-penalty HLs; any status condition is replaced by Status Condition: Asleep.
Hits: Self
 
  
 
Return: An attack that increases in power with friendship.
 
Return: An attack that increases in power with friendship.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Move power is 2B per dot of Compassion.
 
Effects: Move power is 2B per dot of Compassion.
Hits: Selected Pokémon
 
  
 
Revenge: An attack that gains power if injured by the foe.
 
Revenge: An attack that gains power if injured by the foe.
Base: Physical (reflexive)
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: If user takes damage, count all successes as critical successes when determining damage for user's attack.
+
Effects: If user has taken damage in this turn, count all successes as critical successes when determining damage for user's attack.
Hits: Selected Target
 
  
 
Reversal: Inflicts more damage when the user's health is down.
 
Reversal: Inflicts more damage when the user's health is down.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Move power is equal to HLs user has taken in damage.
 
Effects: Move power is equal to HLs user has taken in damage.
Hits: Selected Target
 
  
 
Roar: Makes the foe flee to end the battle.
 
Roar: Makes the foe flee to end the battle.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Forces the trainer to switch Pokémon.
+
Effects: Forces the trainer to switch Pokémon. Does no damage.
Hits: Selected Target
 
  
 
Rock Blast: Hurls boulders repeatedly at the foe.
 
Rock Blast: Hurls boulders repeatedly at the foe.
Base: Physical
+
Base: Physical/Fighting (instant, extra action)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Rock Slide: Large boulders are hurled.
 
Rock Slide: Large boulders are hurled.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
+
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Rock Smash: A rock-crushing attack.
 
Rock Smash: A rock-crushing attack.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.  Adds 4 to Str+Ath pool for breaking objects.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.  Adds 4 to Str+Ath pool for breaking objects.
Hits: Selected Target
 
  
 
Rock Throw: Throws small rocks to strike the foe.
 
Rock Throw: Throws small rocks to strike the foe.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Rock Tomb: Stops the foe from moving with rocks.
 
Rock Tomb: Stops the foe from moving with rocks.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: -1 to opponent's Dex.
 
Effects: -1 to opponent's Dex.
Hits: Selected Target
 
  
 
Role Play: Mimics the target and copies its special ability.
 
Role Play: Mimics the target and copies its special ability.
Base: Presence
+
Base: Presence/Psychic (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Changes user's ability to the opponent's until the user leaves battle.
+
Effects: Changes user's ability to the opponent's until the user leaves battle. Does no damage.
Hits: Selected Target
 
  
 
Rolling Kick: A fast kick delivered from a rapid spin.
 
Rolling Kick: A fast kick delivered from a rapid spin.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Rollout: An attack with rising intensity.
 
Rollout: An attack with rising intensity.
Base: Physical
+
Base: Physical/Fighting (instant, simple)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Each successful attack raises move power by 2B.  This continues up to Growth turns or until user takes some other action.
 
Effects: Each successful attack raises move power by 2B.  This continues up to Growth turns or until user takes some other action.
Hits: Selected Target
 
  
 
Sacred Fire: A mystical fire attack.
 
Sacred Fire: A mystical fire attack.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Burned.
 
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Burned.
Hits: Selected Target
 
  
 
Safeguard: A mystical force prevents all status problems.
 
Safeguard: A mystical force prevents all status problems.
Base: Physical
+
Base: Physical/Normal (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 4m
 
PP: 4m
Effects: User's party is protected from all status abnormalities for Growth turns.
+
Effects: User's team is protected from all status abnormalities for Growth turns.
Hits: User's team
 
  
 
Sand Tomb: Traps and hurts the foe in quicksand.
 
Sand Tomb: Traps and hurts the foe in quicksand.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Clinches opponent.
 
Effects: Clinches opponent.
Hits: Selected Target
 
  
 
Sand-Attack: Reduces the foe's accuracy by hurling sand in its face.
 
Sand-Attack: Reduces the foe's accuracy by hurling sand in its face.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: -1 to opponent's Brawl.
+
Effects: -1 to opponent's Brawl. Does no damage.
Hits: Selected Target
 
  
 
Sandstorm: Causes a sandstorm that rages for some time.
 
Sandstorm: Causes a sandstorm that rages for some time.
Base: Physical
+
Base: Physical/Fighting (turn, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: All Pokémon in play soak damage each turn, beginning at 1B and increasing indefinitely at the rate of 1B/turn, up to 3*Growth.  Once no longer being used each turn, lasts for Growth turns.
+
Effects: All Pokémon in play soak damage each turn, beginning at 1B and increasing indefinitely at the rate of 1B/turn, up to 3*Growth.  Once no longer being used each turn, lasts for Growth turns. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play.
 
  
 
Scary Face: Frightens with a scary face to sharply reduce speed.
 
Scary Face: Frightens with a scary face to sharply reduce speed.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: -1 to opponent's Dex.
+
Effects: -1 to opponent's Dex. Does no damage.
Hits: Selected Target
 
  
 
Scratch: Scratches the foe with sharp claws.
 
Scratch: Scratches the foe with sharp claws.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Screech: Emits a screech to sharply reduce the foe's defense.
 
Screech: Emits a screech to sharply reduce the foe's defense.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 1m
 
PP: 1m
Effects: -1 to opponent's Brawl.
+
Effects: -1 to opponent's Brawl. Does no damage.
Hits: Selected Target
 
  
 
Secret Power: An attack with effects that vary by location.
 
Secret Power: An attack with effects that vary by location.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: The local terrain defines its effects.  Grasslands (Status Condition: Poisoned), tall grasses (Status Condition: Asleep), shallow water (-1 to Dex), deep water (-1 to Str), underwater (-1 to Sta), mountain (Status Condition: Confusion), cave (Status Condition: Flinched), and anywhere else (Status Condition: Paralyzed).
 
Effects: The local terrain defines its effects.  Grasslands (Status Condition: Poisoned), tall grasses (Status Condition: Asleep), shallow water (-1 to Dex), deep water (-1 to Str), underwater (-1 to Sta), mountain (Status Condition: Confusion), cave (Status Condition: Flinched), and anywhere else (Status Condition: Paralyzed).
Hits: Selected Target
 
  
 
Seismic Toss: Inflicts damage based on the user's growth.
 
Seismic Toss: Inflicts damage based on the user's growth.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Move power is 2B per level of Growth.
 
Effects: Move power is 2B per level of Growth.
Hits: Selected Target
 
  
 
Self Destruct: Inflicts severe damage but makes the user faint.
 
Self Destruct: Inflicts severe damage but makes the user faint.
Base: Physical
+
Base: Physical/Normal (instant, simple)
 
Move power: 10B
 
Move power: 10B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage.
+
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play
 
  
 
Shadow Ball: Hurls a black blob.
 
Shadow Ball: Hurls a black blob.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Dodge.
 
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Dodge.
Hits: Selected Target
 
  
 
Shadow Punch: An unavoidable punch that is thrown from shadows.
 
Shadow Punch: An unavoidable punch that is thrown from shadows.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
Accuracy: N/A
+
Accuracy: 0
 
PP: 5m
 
PP: 5m
 
Effects: Perfect attack with a minimum of one success after defense.
 
Effects: Perfect attack with a minimum of one success after defense.
Hits: Selected Target
 
  
 
Sharpen: Reduces the polygon count and raises attack.
 
Sharpen: Reduces the polygon count and raises attack.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Brawl.
 
Effects: +1 to user's Brawl.
Hits: Self
 
  
 
Sheer Cold: A chilling attack that causes fainting.
 
Sheer Cold: A chilling attack that causes fainting.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
Move power: N/A
 
 
Accuracy: -5
 
Accuracy: -5
 
PP: 7m
 
PP: 7m
Effects: Status Condition: Fainted.
+
Effects: Status Condition: Fainted. Does no damage otherwise.
Hits: Selected Target
 
  
 
Shock Wave: A fast and unavoidable electric attack.
 
Shock Wave: A fast and unavoidable electric attack.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
Accuracy: N/A
+
Accuracy: 0
 
PP: 5m
 
PP: 5m
 
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.
 
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.
Hits: Selected Target
 
  
 
Signal Beam: A strange beam attack.
 
Signal Beam: A strange beam attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.
 
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.
Hits: Selected Target
 
  
 
Silver Wind: A powdery attack.
 
Silver Wind: A powdery attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
PP: 7m
+
P: 7m
 
Effects: User rolls Willpower; on success, +1 to all user's pools.
 
Effects: User rolls Willpower; on success, +1 to all user's pools.
Hits: Selected Target
 
  
 
Sing: A soothing song lulls the foe into a deep slumber.
 
Sing: A soothing song lulls the foe into a deep slumber.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Asleep.
+
Effects: Status Condition: Asleep. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Sketch: Copies the foe's last move permanently.
 
Sketch: Copies the foe's last move permanently.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 10m+1w
 
PP: 10m+1w
 
Effects: Permanently replaces Sketch with the last Technique used by the opponent.
 
Effects: Permanently replaces Sketch with the last Technique used by the opponent.
Hits: Selected Target
 
  
 
Skill Swap: The user swaps special abilities with the target.
 
Skill Swap: The user swaps special abilities with the target.
Base: Presence
+
Base: Presence/Psychic (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: User and opponent trade abilities.
+
Effects: User and opponent trade abilities. Does no damage.
Hits: Selected Target
 
  
 
Skull Bash: Tucks in the head, then attacks on the next turn.
 
Skull Bash: Tucks in the head, then attacks on the next turn.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for two turns; on first turn, +1 to user's Sta; on second turn, attack takes place.
 
Effects: Pays for two turns; on first turn, +1 to user's Sta; on second turn, attack takes place.
Hits: Selected Target
 
  
 
Sky Attack: Searches out weak spots, then strikes the next turn.
 
Sky Attack: Searches out weak spots, then strikes the next turn.
Base: Physical
+
Base: Physical/Grass (two turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 7m
 
PP: 7m
 
Effects: Pays for two turns; charges on first turn, then attacks on second turn.
 
Effects: Pays for two turns; charges on first turn, then attacks on second turn.
Hits: Selected Target
 
  
 
Sky Uppercut: An uppercut thrown as if leaping into the sky.
 
Sky Uppercut: An uppercut thrown as if leaping into the sky.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Can hit an opponent using Fly.
 
Effects: Can hit an opponent using Fly.
Hits: Selected Target
 
  
 
Slack Off: Slacks off and restores health.
 
Slack Off: Slacks off and restores health.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: +5
 
 
PP: 6m
 
PP: 6m
 
Effects: User recovers any HL penalties at -2 or below.
 
Effects: User recovers any HL penalties at -2 or below.
Hits: Self
 
  
 
Slam: Slams the foe with a long tail, vine, etc.
 
Slam: Slams the foe with a long tail, vine, etc.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 5m
 
PP: 5m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Slash: Slashes with claws, etc.
 
Slash: Slashes with claws, etc.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Count all successes as critical successes when determining damage.
 
Effects: Count all successes as critical successes when determining damage.
Hits: Selected Target
 
  
 
Sleep Powder: Scatters a sleeping powder.
 
Sleep Powder: Scatters a sleeping powder.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
Effects: If it hits, the target is afflicted with sleep.
+
Effects: Status Condition: Asleep.  Does no damage.
Hits: Selected Target
 
  
 
Sleep Talk: Uses an own move randomly while asleep.
 
Sleep Talk: Uses an own move randomly while asleep.
Base: Physical
+
Base: Physical/Normal (varies)
Move power: N/A
+
Move power: special
Accuracy: N/A
+
Accuracy: special
 
PP: 6m
 
PP: 6m
 
Effects: Only useable while Asleep; uses one of user's other Techniques on user.
 
Effects: Only useable while Asleep; uses one of user's other Techniques on user.
Hits: Self
 
  
 
Sludge: Sludge is hurled to inflict damage.
 
Sludge: Sludge is hurled to inflict damage.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
Hits: Selected Target
 
  
 
Sludge Bomb: Sludge is hurled to inflict damage.
 
Sludge Bomb: Sludge is hurled to inflict damage.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
Hits: Selected Target
 
  
 
Smellingsalt: Powerful against paralyzed foes, but also heals them.
 
Smellingsalt: Powerful against paralyzed foes, but also heals them.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: If opponent is Paralyzed, Count all successes as critical successes when determining damage; negates Paralyzed in opponent.
 
Effects: If opponent is Paralyzed, Count all successes as critical successes when determining damage; negates Paralyzed in opponent.
Hits: Selected Target
 
  
 
Smog: An exhaust-gas attack.
 
Smog: An exhaust-gas attack.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.
Hits: Selected Target
 
  
 
Smokescreen: Lowers the foe's accuracy using smoke, ink, etc.
 
Smokescreen: Lowers the foe's accuracy using smoke, ink, etc.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Brawl.
+
Effects: -1 to opponent's Brawl. Does no damage.
Hits: Selected Target
 
  
 
Snatch: Steals the effects of the move the foe uses next.
 
Snatch: Steals the effects of the move the foe uses next.
Base: Presence (reflexive)
+
Base: Presence/Darkness (instant, reflexive)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: If the opponent uses a move that has a positive effect, that effect is performed on the user and/or the user's allies instead.
 
Effects: If the opponent uses a move that has a positive effect, that effect is performed on the user and/or the user's allies instead.
Hits: Selected Target
 
  
 
Snore: A loud attack that can be used only while asleep.
 
Snore: A loud attack that can be used only while asleep.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Only useable while Asleep.  Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
+
Effects: Only useable while user is Asleep.  Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Pokémon
 
  
 
Softboiled: Recovers health.
 
Softboiled: Recovers health.
Base: Physical
+
Base: Physical/Normal (instant, simple)
 
Move power: N/A
 
Move power: N/A
 
Accuracy: N/A
 
Accuracy: N/A
 
PP: 6m
 
PP: 6m
 
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.
 
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.
Hits: Self
 
  
 
Solarbeam: Absorbs light in one turn, then attacks next turn.
 
Solarbeam: Absorbs light in one turn, then attacks next turn.
Base: Presence
+
Base: Presence/Grass (multiple turns, simple)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Pays for as many turns as necessary.  Normally in first turn, charges up with sunlight, attack takes place in second turn.  When Sunny Day is in effect, no charge is necessary; when Rain Dance is in effect, two charges are necessary.
 
Effects: Pays for as many turns as necessary.  Normally in first turn, charges up with sunlight, attack takes place in second turn.  When Sunny Day is in effect, no charge is necessary; when Rain Dance is in effect, two charges are necessary.
Hits: Selected Target
 
  
 
Sonicboom: Launches shock waves that nearly always inflict damage.
 
Sonicboom: Launches shock waves that nearly always inflict damage.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
+
Move power: none
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: All damage dice are considered to have one success.
 
Effects: All damage dice are considered to have one success.
Hits: Selected Target
 
  
 
Spark: An electrified tackle.
 
Spark: An electrified tackle.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Spider Web: Ensnares the foe to stop it from fleeing or switching.
 
Spider Web: Ensnares the foe to stop it from fleeing or switching.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Trapped.
+
Effects: Status Condition: Trapped. Does no damage.
Hits: Selected Target
 
  
 
Spike Cannon: Launches several sharp spikes.
 
Spike Cannon: Launches several sharp spikes.
Base: Physical
+
Base: Physical/Normal (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Make a number of attacks equal to Growth.
 
Effects: Make a number of attacks equal to Growth.
Hits: Selected Target
 
  
 
Spikes: Sets spikes that hurt a foe switching out.
 
Spikes: Sets spikes that hurt a foe switching out.
Base: Physical
+
Base: Physical/Fighting (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
Effects: When any enemy Pokémon is switched in, they immediately lose 1 HL.
+
Effects: When any enemy Pokémon is switched in, they immediately lose 1 HL. Affects an area around the enemy trainer equal to Growth *3 meters.  Does no damage to Pokemon currently in play.
Hits: Both enemies
 
  
 
Spit Up: Releases stockpiled power - the more the better.
 
Spit Up: Releases stockpiled power - the more the better.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Stockpile stores energy; if 0 turns stored, does no damage.  With 1 turn stored, move power 6B.  Each turn stored afterwards adds 2B to the move power.
 
Effects: Stockpile stores energy; if 0 turns stored, does no damage.  With 1 turn stored, move power 6B.  Each turn stored afterwards adds 2B to the move power.
Hits: Selected Target
 
  
 
Spite: Spitefully cuts the energy of the foe's last move.
 
Spite: Spitefully cuts the energy of the foe's last move.
Base: Physical
+
Base: Physical/Psychic (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Drains motes equal to those the opponent spent on their last Technique.
+
Effects: Drains motes equal to those the opponent spent on their last Technique. Does no damage.
Hits: Selected Target
 
  
 
Splash: It's just a splash... has no effect whatsoever.
 
Splash: It's just a splash... has no effect whatsoever.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effects: Has no effect; this is not an attack, it just... is.
 
Effects: Has no effect; this is not an attack, it just... is.
Hits: Self
 
  
 
Spore: Scatters a cloud of spores that always induce sleep.
 
Spore: Scatters a cloud of spores that always induce sleep.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Asleep
+
Effects: Status Condition: Asleep.  Does no damage.
Hits: Selected Target
 
  
 
Steel Wing: Strikes the foe with hard wings spread wide.
 
Steel Wing: Strikes the foe with hard wings spread wide.
Base: Normal
+
Base: Normal/Steel (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 4m
 
PP: 4m
 
Effects: User rolls Sta; if fails, +1 to user's Sta.
 
Effects: User rolls Sta; if fails, +1 to user's Sta.
Hits: Selected Target.
 
  
 
Stockpile: Charges up power.
 
Stockpile: Charges up power.
Base: Physical
+
Base: Physical/Normal (turn, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: Stores energy up to Growth times for use with Spit Up and Swallow.
+
Effects: Stores energy for use with Spit Up and Swallow. Can be used up to Growth times before maxing out energy reserve.
Hits: Self
 
  
 
Stomp: Stomps the enemy with a big foot.
 
Stomp: Stomps the enemy with a big foot.
Base: Physical
+
Base: Physical/Stomp (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
 
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.
Hits: Selected Target
 
  
 
Strength: Builds enormous power, then slams the foe.
 
Strength: Builds enormous power, then slams the foe.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: none in combat; adds 4 to a Str+Ath pool for brute strength.
+
Effects: Outside combat, adds 4 to a Str+Ath pool for brute strength.
Hits: Selected Target
 
  
 
String Shot: Binds the foe with string to reduce its speed.
 
String Shot: Binds the foe with string to reduce its speed.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 1m
 
PP: 1m
Effects: -2 to Init.
+
Effects: -2 to Init. Can affect a number of targets equal to Growth.  Does no damage.
Hits: Both enemies
 
  
 
Stun Spore: Scatters a stun powder.
 
Stun Spore: Scatters a stun powder.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 3m
 
PP: 3m
Effects: Status Condition: Paralyzed.
+
Effects: Status Condition: Paralyzed. Does no damage.
Hits: Selected Target
 
  
 
Submission: A reckless body slam that also hurts the user.
 
Submission: A reckless body slam that also hurts the user.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 4m
 
PP: 4m
 
Effects: User loses one HL recoil upon doing damage.
 
Effects: User loses one HL recoil upon doing damage.
Hits: Selected Target
 
  
 
Substitute: Creates a decoy to take damage.
 
Substitute: Creates a decoy to take damage.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: User sacrifices a number of HLs up to Growth to create a decoy; the decoy soaks all damage and status conditions until it loses these HLs and breaks.
 
Effects: User sacrifices a number of HLs up to Growth to create a decoy; the decoy soaks all damage and status conditions until it loses these HLs and breaks.
Hits: Self
 
  
 
Sunny Day: Boosts the power of fire-type moves.
 
Sunny Day: Boosts the power of fire-type moves.
Base: Presence
+
Base: Presence/Fire (Growth turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
Effects: Causes sunshine for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All water-type Techniques are at diff 2, while fire-type Techniques count all successes as critical successes when determining damage.
+
Effects: Causes sunshine for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All water-type Techniques are at diff 2, while fire-type Techniques count all successes as critical successes when determining damage. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play.
 
  
 
Superpower: Boosts strength sharply, but lowers abilities.
 
Superpower: Boosts strength sharply, but lowers abilities.
Base: Physical
+
Base: Physical/Fighting (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
 
Effects: After attack takes place, -1 to user's Str and Dex.  Outside combat, +2 to one Str+Ath check, followed by -1 to Str and Dex.
 
Effects: After attack takes place, -1 to user's Str and Dex.  Outside combat, +2 to one Str+Ath check, followed by -1 to Str and Dex.
Hits: Selected Target
 
  
 
Supersonic: Emits bizarre sound waves.
 
Supersonic: Emits bizarre sound waves.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: -1
 
Accuracy: -1
 
PP: 5m
 
PP: 5m
Effects: Status Condition: Confused.
+
Effects: Status Condition: Confused. Does no damage.
Hits: Selected Target
 
  
 
Super Fang: Attacks with sharp fangs and cuts the foe's health down.
 
Super Fang: Attacks with sharp fangs and cuts the foe's health down.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: N/A
 
Move power: N/A
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Drops HLs to next penalty down.
 
Effects: Drops HLs to next penalty down.
Hits: Selected Target
 
  
 
Surf: Creates a huge wave, then crashes it down on the foe.
 
Surf: Creates a huge wave, then crashes it down on the foe.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: none in combat; allows sea travel
+
Effects: Allows sea travel out of combat.  Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Swagger: Confuses the foe, but also sharply raises attack.
 
Swagger: Confuses the foe, but also sharply raises attack.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Confusion; +1 to opponent's Dex.
+
Effects: Status Condition: Confusion; +1 to opponent's Dex. Does no damage.
Hits: Selected Target
 
  
 
Swallow: Absorbs stockpiled power and restores health.
 
Swallow: Absorbs stockpiled power and restores health.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: Stockpile stores energy; if 0 turns stored, has no effect.  Recovers HLs equal to number of turns stored.
+
Effects: Stockpile stores energy; if 0 turns stored, has no effect.  User recovers HLs equal to number of turns stored.
Hits: Self
 
  
 
Sweet Kiss: Demands a kiss with a cute look.
 
Sweet Kiss: Demands a kiss with a cute look.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Confused.
+
Effects: Status Condition: Confused. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Sweet Scent: Allures the foe to reduce evasiveness.
 
Sweet Scent: Allures the foe to reduce evasiveness.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Dodge.  Out of combat, attracts any wild Pokémon in the area.
+
Effects: -1 to opponent's Dodge.  Out of combat, attracts any wild Pokémon in the area. Can affect a number of targets equal to Growth.  Does no damage.
Hits: Both enemies
 
  
 
Swift: Sprays star-shaped rays that never miss.
 
Swift: Sprays star-shaped rays that never miss.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Ignores any bonuses to Dodge affecting the opponent.
+
Effects: Ignores any bonuses to Dodge or Dex affecting the opponent.
Hits: Selected Target
 
  
 
Swords Dance: A fighting dance that sharply raises attacks.
 
Swords Dance: A fighting dance that sharply raises attacks.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 3m
 
PP: 3m
 
Effects: +1 to user's Brawl.
 
Effects: +1 to user's Brawl.
Hits: Self
 
  
 
Synthesis: Restores health.  The amount varies with the time of day.
 
Synthesis: Restores health.  The amount varies with the time of day.
Base: Presence
+
Base: Presence/Grass (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 7m
 
PP: 7m
 
Effects: User recovers any HL penalties at -1 or below in the day (after noon, sun up), and any HL penalties at -2 or below at any other time of day.
 
Effects: User recovers any HL penalties at -1 or below in the day (after noon, sun up), and any HL penalties at -2 or below at any other time of day.
Hits: Self
 
  
 
Tackle: Charges the opponent with a full-body tackle.
 
Tackle: Charges the opponent with a full-body tackle.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Tail Glow: Flashes a light that sharply raises awareness.
 
Tail Glow: Flashes a light that sharply raises awareness.
Base: Physical
+
Base: Physical/Grass (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: +1 to user's Presence, +1 to user's Per.
 
Effects: +1 to user's Presence, +1 to user's Per.
Hits: Self
 
  
 
Tail Whip: Wags the tail to lower the foe's defense.
 
Tail Whip: Wags the tail to lower the foe's defense.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
Effects: -1 to opponent's Dodge.
+
Effects: -1 to opponent's Dodge. Can affect a number of targets equal to Growth.  Does no damage and may not be comboed with any Technique that does damage.
Hits: Both Enemies
 
  
 
Take Down: A reckless charge attack that also hurts the user.
 
Take Down: A reckless charge attack that also hurts the user.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: User loses one HL recoil upon doing damage.
 
Effects: User loses one HL recoil upon doing damage.
Hits: Selected Target
 
  
 
Taunt: Taunts the foe into only using attack moves.
 
Taunt: Taunts the foe into only using attack moves.
Base: Presence
+
Base: Presence/Darkness (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Any non-damaging Techniques used by opponent for Growth turns automatically fail.
+
Effects: Any non-damaging Techniques used by opponent for Growth turns automatically fail.  Does no damage.
 
Hits: Selected Target
 
Hits: Selected Target
  
 
Teeter Dance: Confuses all Pokémon on the scene.
 
Teeter Dance: Confuses all Pokémon on the scene.
Base: Physical
+
Base: Physical/Normal (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Confuses all Pokémon on the field but the user.
+
Effects: Confuses all Pokémon on the field but the user. Affects all Pokémon in play, allied or not.  Does no damage.
Hits: All Pokémon in play
 
  
 
Teleport: A psychic move for fleeing from battle instantly.
 
Teleport: A psychic move for fleeing from battle instantly.
Base: Presence
+
Base: Presence/Psychic (instant, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 5m
 
PP: 5m
 
Effects: Automatically switches out from battle; out of combat, may be used to return to known location.
 
Effects: Automatically switches out from battle; out of combat, may be used to return to known location.
Hits: Self
 
  
 
Thief: While attacking, it may steal the foe's items.
 
Thief: While attacking, it may steal the foe's items.
Base: Presence
+
Base: Presence/Darkness (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: If the opponent has any sort of item, the item is taken.  Normal disarm defenses apply.
 
Effects: If the opponent has any sort of item, the item is taken.  Normal disarm defenses apply.
Hits: Selected Target
 
  
 
Thrash: A rampage that confuses the user.
 
Thrash: A rampage that confuses the user.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
 
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.
Hits: Random Target
 
  
 
Thunder: A Electric attack.
 
Thunder: A Electric attack.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.  Sunny Day lowers accuracy to -5; Rain Dance boosts accuracy to +5; if opponent is using Fly, all successes on damage dice count as critical.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.  Sunny Day lowers accuracy to -5; Rain Dance boosts accuracy to +5; if opponent is using Fly, all successes on damage dice count as critical.
Hits: Selected Target
 
  
 
Thunder Wave: A weak jolt of electricity that paralyzes the foe.
 
Thunder Wave: A weak jolt of electricity that paralyzes the foe.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Status Condition: Paralyzed.
+
Effects: Status Condition: Paralyzed.  Does no damage.
 
Hits: Selected Target
 
Hits: Selected Target
  
 
Thunderbolt: A strong electrical attack.
 
Thunderbolt: A strong electrical attack.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Thunderpunch: An electrified punch.
 
Thunderpunch: An electrified punch.
Base: Physical
+
Base: Physical/Electric (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Thundershock: An electrical attack.
 
Thundershock: An electrical attack.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.
 
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.
Hits: Selected Target
 
  
 
Tickle: Makes the foe laugh to lower attack and defense.
 
Tickle: Makes the foe laugh to lower attack and defense.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: -1 to opponent's Dex.
+
Effects: -1 to opponent's Dex.  Does no damage and may not be comboed with any Technique that does damage.
 
Hits: Selected Target
 
Hits: Selected Target
  
 
Torment: Torments the foe and stops successive use of a move.
 
Torment: Torments the foe and stops successive use of a move.
Base: Presence
+
Base: Presence/Darkness (instant, simple)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Opponent can no longer use same move twice in a row.  Wears off if opponent is switched out.
+
Effects: Opponent can no longer use same move twice in a row.  Wears off if opponent is switched out. Does no damage.
Hits: Selected Target
 
  
 
Toxic: Poisons the foe with an intensifying toxin.
 
Toxic: Poisons the foe with an intensifying toxin.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
Move power: N/A
 
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
Effects: Status Effect: Poisoned.
+
Effects: Status Effect: Poisoned. Does no damage.
Hits: Selected Target
 
  
 
Transform: Alters the user's cells to become a copy of the foe.
 
Transform: Alters the user's cells to become a copy of the foe.
Base: Physical
+
Base: Physical/Normal (scenelong, simple)
Move Power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Turns into a copy of the attacking Pokémon, with all stats and Techniques copied.  HL levels remain the same and the cost for all Techniques is 7m.
+
Effects: Turns user into a copy of the attacking Pokémon, with all stats and Techniques copied.  HL levels remain the same and the cost for all Techniques is 7m.
Hits: Selected Target
 
  
 
Tri-Attack: Fires three types of beams at the same time.
 
Tri-Attack: Fires three types of beams at the same time.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition takes effect.  I hate to do this, but on 1d6, 1-2 (Frozen), 3-4 (Burned), 5-6 (Paralyzed).
 
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition takes effect.  I hate to do this, but on 1d6, 1-2 (Frozen), 3-4 (Burned), 5-6 (Paralyzed).
Hits: Selected Target
 
  
 
Trick: Tricks the foe into trading held items.
 
Trick: Tricks the foe into trading held items.
Base: Presence
+
Base: Presence/Psychic (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: If the opponent has any sort of item, the item is switched with that of the user.  The user must be holding an item for this to have an effect.
+
Effects: If the opponent has any sort of item, the item is switched with that of the user.  The user must be holding an item for this to have an effect. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Triple Kick: Kicks the foe three times in a row with rising intensity.
 
Triple Kick: Kicks the foe three times in a row with rising intensity.
Base: Physical
+
Base: Physical/Fighting (instant, extra action)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 6m
 
PP: 6m
 
Effects: Make three attacks.  Each successful attack raises the move power of the next attack by 1B.
 
Effects: Make three attacks.  Each successful attack raises the move power of the next attack by 1B.
Hits: Selected Target
 
  
 
Twineedle: Stingers on the forelegs jab the foe twice.
 
Twineedle: Stingers on the forelegs jab the foe twice.
Base: Physical
+
Base: Physical/Grass (instant, extra action)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
Line 2,658: Line 2,139:
  
 
Twister: Whips up a vicious twister to tear at the foe.
 
Twister: Whips up a vicious twister to tear at the foe.
Base: Presence
+
Base: Presence/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.  Can blow away spikes.  Count all successes as critical successes when determining damage against opponents using Fly.
+
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.  Can blow away spikes.  Count all successes as critical successes when determining damage against opponents using Fly. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Uproar: Causes an uproar and prevents sleep.
 
Uproar: Causes an uproar and prevents sleep.
 +
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Apart from attack, starts an uproar which lasts for Growth turns and prevents Status Condition: Asleep in any Pokémon in play.
+
Effects: Apart from attack, starts an uproar which lasts for Growth turns and prevents Status Condition: Asleep in any Pokémon in play. Affects all Pokémon in play, allied or not.
Hits: All Pokémon in play
 
  
 
Vicegrip: Grips the foe with large and powerful pincers.
 
Vicegrip: Grips the foe with large and powerful pincers.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 3m
 
PP: 3m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Vine Whip: Strikes the opponent with slender, whiplike vines.
 
Vine Whip: Strikes the opponent with slender, whiplike vines.
Base: Presence
+
Base: Presence/Grass (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Vital Throw: Makes the user's move last, but it never misses.
 
Vital Throw: Makes the user's move last, but it never misses.
Base: Physical
+
Base: Physical/Fighting (instant, reflexive)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Automatically loses initiative; perfect attack with a minimum of one success after defense.
+
Effects: Automatically loses initiative; perfect attack with a minimum of one success after defense. Must be declared before making a normal move.
Hits: Selected Target
 
  
 
Volt Tackle: A life-risking tackle that slightly hurts the user.
 
Volt Tackle: A life-risking tackle that slightly hurts the user.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: User loses one HL recoil upon doing damage.
 
Effects: User loses one HL recoil upon doing damage.
Hits: Selected Target
 
  
 
Water Gun: Squirts water to attack the foe.
 
Water Gun: Squirts water to attack the foe.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 4m
 
PP: 4m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Water Pulse: Attacks with ultrasonic waves.
 
Water Pulse: Attacks with ultrasonic waves.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Confused.
 
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Confused.
Hits: Selected Target
 
  
 
Water Sport: The user becomes soaked to raise resistance to fire.
 
Water Sport: The user becomes soaked to raise resistance to fire.
Base: Presence
+
Base: Presence/Water (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
Effects: Considered strong against fire-type moves until end of battle.
+
Effects: User is considered strong against fire-type moves until end of battle.
Hits: Self
 
  
 
Water Spout: Inflicts more damage if the user's health is high.
 
Water Spout: Inflicts more damage if the user's health is high.
Base: Presence
+
Base: Presence (instant, supplemental)
Move power: 8B
+
Move power: special
 
Accuracy: +5
 
Accuracy: +5
 
PP: 7m
 
PP: 7m
Effects: Move power is equal to the number of HLs user has remaining.
+
Effects: Move power is equal to the number of HLs user has remaining. Can affect a number of targets equal to Growth.
Hits: Both enemies
 
  
 
Waterfall: Charges the foe with speed enough to climb waterfalls.
 
Waterfall: Charges the foe with speed enough to climb waterfalls.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move Power: 6B
 
Move Power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: none in combat; out of combat, allows a Pokémon with Surf to climb waterfalls.  (Shrug.)
 
Effects: none in combat; out of combat, allows a Pokémon with Surf to climb waterfalls.  (Shrug.)
Hits: Selected Target
 
  
 
Weather Ball: The move's type and power change with the weather.
 
Weather Ball: The move's type and power change with the weather.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 4B
 
Move power: 4B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
 
Effects: When a weather effect is in play, count all successes as critical successes when determining damage; damage type matches that of the weather effect.
 
Effects: When a weather effect is in play, count all successes as critical successes when determining damage; damage type matches that of the weather effect.
Hits: Selected Target
 
  
 
Whirlpool: Traps and hurts the foe in a whirlpool.
 
Whirlpool: Traps and hurts the foe in a whirlpool.
Base: Presence
+
Base: Presence/Water (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
 
Effects: Clinches opponent.  Outside combat, may have beneficial effects against bad weather at sea, or vice versa.
 
Effects: Clinches opponent.  Outside combat, may have beneficial effects against bad weather at sea, or vice versa.
Hits: Selected Target
 
  
 
Whirlwind: Blows away the foe with wind and ends the battle.
 
Whirlwind: Blows away the foe with wind and ends the battle.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: N/A
 
Move power: N/A
 
Accuracy: +5
 
Accuracy: +5
 
PP: 5m
 
PP: 5m
 
Effects: Blows away spikes.  Forces opponent to switch Pokémon.
 
Effects: Blows away spikes.  Forces opponent to switch Pokémon.
Hits: Selected Target
 
  
 
Will-O-Wisp: Inflicts a burn on the foe with intense fire.
 
Will-O-Wisp: Inflicts a burn on the foe with intense fire.
Base: Presence
+
Base: Presence/Fire (instant, supplemental)
Move power: N/A
 
 
Accuracy: +1
 
Accuracy: +1
 
PP: 6m
 
PP: 6m
Effects: If it hits, the target is burned.
+
Effects: Status Condition: Burned.  Does no damage.
 
Hits: Selected Target
 
Hits: Selected Target
  
 
Wing Attack: Strikes the foe with wings spread wide.
 
Wing Attack: Strikes the foe with wings spread wide.
Base: Physical
+
Base: Physical/Grass (instant, supplemental)
 
Move power: 6B
 
Move power: 6B
 
Accuracy: +5
 
Accuracy: +5
 
PP: 2m
 
PP: 2m
 
Effects: none
 
Effects: none
Hits: Selected Target
 
  
 
Wish: A wish that restores health. It takes time to work.
 
Wish: A wish that restores health. It takes time to work.
Base: Physical
+
Base: Physical/Normal (two turns, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 6m
 
PP: 6m
 
Effects: User recovers any HL penalties at -2 or below.  This takes effect at the end of the following turn.
 
Effects: User recovers any HL penalties at -2 or below.  This takes effect at the end of the following turn.
Hits: Self
 
  
 
Withdraw: Withdraws the body into its hard shell to raise defense.
 
Withdraw: Withdraws the body into its hard shell to raise defense.
Base: Presence
+
Base: Presence/Water (scenelong, simple)
Move power: N/A
 
Accuracy: N/A
 
 
PP: 1m
 
PP: 1m
 
Effect: +1 to user's Resistance.
 
Effect: +1 to user's Resistance.
Hits: Self
 
  
 
Wrap: Wraps and squeezes the foe with vines, etc.
 
Wrap: Wraps and squeezes the foe with vines, etc.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
 
Move power: 2B
 
Move power: 2B
 
Accuracy: +2
 
Accuracy: +2
 
PP: 5m
 
PP: 5m
 
Effects: Clinches opponent.
 
Effects: Clinches opponent.
Hits: Selected Target
 
  
 
Yawn: Lulls the foe into yawning, then sleeping next turn.
 
Yawn: Lulls the foe into yawning, then sleeping next turn.
Base: Physical
+
Base: Physical/Normal (instant, supplemental)
Move power: N/A
 
 
Accuracy: +5
 
Accuracy: +5
 
PP: 6m
 
PP: 6m
Effects: Status Condition: Asleep; takes effect at the end of the next turn.  If Pokémon is switched before this time, effect is cancelled.
+
Effects: Status Condition: Asleep; takes effect at the end of the next turn.  If Pokémon is switched before this time, effect is cancelled. Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target
 
  
 
Zap Cannon: Powerful and sure to cause paralysis, but inaccurate.
 
Zap Cannon: Powerful and sure to cause paralysis, but inaccurate.
Base: Presence
+
Base: Presence/Electric (instant, supplemental)
 
Move power: 8B
 
Move power: 8B
 
Accuracy: -1
 
Accuracy: -1
 
PP: 7m
 
PP: 7m
 
Effects: Status Condition: Paralyzed.
 
Effects: Status Condition: Paralyzed.
Hits: Selected Target
 
  
ABILITIES
+
SPECIAL ABILITIES
  
 
AIR LOCK Negates all weather effects.
 
AIR LOCK Negates all weather effects.
Line 2,855: Line 2,309:
 
KEEN EYE Pokémon's Brawl pool cannot be reduced by the opponent.
 
KEEN EYE Pokémon's Brawl pool cannot be reduced by the opponent.
 
LEVITATE Negates ground-type attacks and Arena Trap.
 
LEVITATE Negates ground-type attacks and Arena Trap.
Electric ROD This Pokémon draws all Electric-type moves to itself.
+
LIGHTNING ROD This Pokémon draws all Electric-type moves to itself.
 
LIMBRE Negates Status Condition: Paralyzed.
 
LIMBRE Negates Status Condition: Paralyzed.
 
LIQUID OOZE If opponent uses an absorption attack, they take damage instead of absorbing it.
 
LIQUID OOZE If opponent uses an absorption attack, they take damage instead of absorbing it.

Revision as of 05:44, 24 November 2005

Struggle is the only attack not found. Why? Struggle is only used when all other Techniques are exhausted; in Pokémon, this is the last line of defense. But in this conversion, one can make non-Technique attacks in its place.

Absorb: An attack that absorbs damage inflicted.
Base: Presence/Grass (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: User absorbs half the damage inflicted in HLs.

Acid: Sprays a hide-melting acid.
Base: Physical/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 3m
Effects: -1 to opponent's Sta.  Can affect a number of targets equal to Growth.

Acid Armor: Liquifies the user's body.
Base: Physical/Grass (scenelong, simple)
PP: 1m
Effects: +1 to user's Resistance.

Aerial Ace: An extremely speedy and unavoidable attack.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: 0
PP: 5m
Effects: Perfect attack with a minimum of one success after defense, except when opponent using Dig.

Aeroblast: Launches a vacuumed blast.
Base: Physical/Grass (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 7m
Effects: Count all successes as critical successes when determining damage.

Agility: Relaxes the body to sharply boost speed.
Base: Presence/Psychic (scenelong, simple)
PP: 3m
Effects: +1 to user's Dex.

Air Cutter: Hacks with razorlike wind.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 4m
Effects: Count all successes as critical successes when determining damage.  Can affect a number of targets equal to Growth.

Amnesia: Forgets about something and sharply raises defense.
Base: Presence/Psychic (scenelong, simple)
PP: 5m
Effects: +1 to user's Willpower.

Ancient Power: An attack that may raise all stats.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 7m
Effects: User rolls Willpower; on success, +1 to all user's pools.

Arm Thrust: Straight-arm punches that strike the foe repeatedly.
Base: Physical/Fighting (instant, extra action)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: Make a number of attacks equal to Growth.

Aromatherapy: Heals all status problems with a soothing scent.
Base: Presence/Grass (instant, simple)
PP: 7m
Effects: Negates all status conditions on user's team.

Assist: Attacks randomly with a partner's moves.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5 
PP: 5m
Effects: Attacks with the highest Move Power of any Technique known by user's allied Pokemon.

Astonish: An attack that may shock the foe into flinching.
Base: Physical/Psychic (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Attract: Makes the opponent less likely to attack.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Status Condition: Attracted.  Does no damage and may not be comboed with any Technique that does damage.

Aurora Beam: Fires a rainbow-colored beam that lowers attacks.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Brawl.

Barrage: Hurls round objects at the foe.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 5m
Effects: Make a number of attacks equal to Growth.

Barrier: Creates a barrier that sharply raises defense.
Base: Presence/Psychic (scenelong, simple)
PP: 3m
Effects: +1 to user's Sta.

Baton Pass: Switches out the user while keeping effects in play.
Base: Physical/Normal (instant, simple)
PP: 1m
Effects: Switches user's Pokémon, but keeps all stat boosts and penalties in play.

Beat Up: Summons party Pokémon to join in the attack.
Base: Presence/Dark (instant, simple)
Move power: 2B
Accuracy: +5
PP: 6m
Effects: All able Pokémon in party make a standard attack on the opponent.

Belly Drum: Maximizes attack while sacrificing health.
Base: Physical/Normal (scenelong, simple)
PP: 6m
Effects: +1 to user's Str for every HL sacrificed by user.

Bide: Endures attack to doubly retaliate.
Base: Physical/Normal (three turns, simple)
Move power: special
Accuracy: special
PP: 6m
Effects: Holds for two turns, then makes an attack with a base attack and damage of twice any HLs suffered.

Bind: Binds and squeezes the foe.
Base: Physical/Normal (instant, supplemental)
Move power: 2B
Accuracy: +1
PP: 5m
Effects: Clinches opponent.

Bite: Bites with vicious fangs.
Base: Presence/Darkness (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 4m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Blast Burn: Powerful, but leaves the user immobile the next turn.
Base: Presence/Fire (two turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: User must spend next turn recharging.

Blaze Kick: A highly-damaging kick.
Base: Presence/Fire (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: Count all successes as critical successes when determining damage.  Opponent makes a Resistance roll; if fails, Status Condition: Burned.

Blizzard: Hits the foe with an icy storm.
Base: Presence/Water (instant, supplemental)
Move power: 8B
Accuracy: +1
PP: 7m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Frozen.  Can affect a number of targets equal to Growth.

Block: Blocks the foe's way to prevent escape.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 7m
Effects: Status Condition: Trapped.

Body Slam: A full-body slam.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.

Bone Club: Clubs the foe with a bone.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 5m
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Flinched.

Bone Rush: Strikes the foe repeatedly with a bone in hand.
Base: Physical/Fighting (instant, extra action)
Move power: 4B
Accuracy: +2
PP: 6m
Effects: Make a number of attacks equal to Growth.

Bonemerang: Throws a bone boomerang that strikes twice.
Base: Physical/Fighting (instant, simple)
Move power: 4B
Accuracy: +2
PP: 6m
Effects: Make two attacks.

Bounce: Bounces up, then down the next turn.
Base: Physical/Grass (two turns, simple)
Move power: 6B
Accuracy: +2
PP: 7m
Effects: Pays for two turns; before attack on second turn, is airborne and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)  Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.

Brick Break: Destroys barriers such as Reflect and causes damage.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Negates defensive barriers (Reflect, Light Screen).

Bubble: An attack using bubbles.
Base: Presence/Water (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 3m
Effects: -2 to opponent's Init.  Can affect a number of targets equal to Growth.

Bubble Beam: Forcefully sprays bubbles.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Dex.

Bulk Up: Bulks up the body to boost both attack and defense.
Base: Physical/Fighting (scenelong, simple)
PP: 5m
Effects: +1 to user's Str, +1 to user's Sta.

Bullet Seed: Shoots repeatedly to strike the foe.
Base: Presence/Grass (instant, extra action)
Move power: 2B
Accuracy: +5
PP: 3m
Effects: Make a number of attacks equal to Growth.

Calm Mind: Raises concentration by focussing the mind.
Base: Presence/Psychic (scenelong, simple)
PP: 5m
Effects: +1 to user's Presence and Per.

Camouflage: Alters the Pokémon's type depending on the location.
Base: Physical/Normal (scenelong, simple)
PP: 5m
Effects: Around water, user's type changes to water; around grass, user's type changes to grass; etc.

Charge: Charges power to boost the electric move used next.
Base: Presence/Electric (two turns, simple)
PP: 5m
Effects: Any electric-type move used in the user's next turn counts all successes as critical successes when determining damage.

Charm: Charms the foe and sharply reduces its attack.
Base: Physical/Normal (instant, simple)
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Brawl.  Does no damage and may not be comboed with any Technique that does damage.

Clamp: Traps and squeezes the foe repeatedly.
Base: Presence/Water (instant, supplemental)
Move power: 4B
Accuracy: +1
PP: 6m
Effects: Clinches opponent.

Comet Punch: Repeatedly punches the foe.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 6m
Effects: Make a number of attacks equal to Growth.

Confuse Ray: A sinister ray that confuses the foe.
Base: Physical/Psychic (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Status Effect: Confused.  Does no damage.

Confusion: A psychic attack.
Base: Presence/Psychic (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 4m
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.

Constrict: Constricts to inflict pain.
Base: Physical/Normal (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 2m
Effects: -2 to opponent's Init.

Conversion: Changes the user's type into a better type.
Base: Physical/Normal (scenelong, simple)
PP: 3m
Effects: Changes user's type to strong against opponent.

Conversion2: Makes the user resistant to the last attack's type.
Base: Physical/Normal (scenelong, simple)
PP: 3m
Effects: Changes user's type to resistant against last attack type suffered.

Cosmic Power: Raises defense with a mystic power.
Base: Presence/Psychic (scenelong, simple)
PP: 5m
Effects: +1 to user's Sta and Presence.

Cotton Spore: Spores cling to the foe, sharply reducing speed.
Base: Presence/Grass (instant, supplemental)
Accuracy: +2
PP: 1m
Effects: -2 to opponent's Init.  Does no damage.

Counter: Retaliates any physical hit with double the power.
Base: Physical/Fighting (instant, supplemental)
Move power: special
Accuracy: special
PP: 5m
Effects: Makes an attack against an opponent with a base attack and damage of double any HLs suffered in the opponent's last attack.

Covet: Cutely begs to obtain an item held by the foe.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 1m
Effects: If the opponent is holding an item, the user permanently obtains the item.  Only works if the user is not already holding an item.

Crabhammer: Hammers with a pincer.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: Count all successes as critical successes when determining damage.

Cross Chop: A double-chopping attack.
Base: Physical/Fighting (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: Count all successes as critical successes when determining damage.

Crunch: Crunches with sharp fangs.
Base: Presence/Darkness (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Presence.

Crush Claw: Tears at the foe with sharp claws.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent rolls Resistance at diff 3; on failure, -1 to opponent's Sta.

Curse: A move that functions differently for darkness-types.
Base: Physical/Psychic (instant, simple)
PP: 6m
Effects: If user is darkness-type, sacrifices two HLs and inflicts Status Condition: Cursed on opponent.  Otherwise, -1 to user's Dex and +1 to user's Sta.  Does no damage.

Cut: Cuts the foe with sharp scythes, claws, etc.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 3m
Effects: Adds 4 to Str+Ath pool for breaking things.

Defense Curl: Curls up to conceal weak spots and raise defense.
Base: Physical/Normal (scenelong, simple)
PP: 1m
Effects: +1 to user's Resistance.  If user uses Rollout in the turn following Defense Curl, damage successes are counted as critical.





Destiny Bond: If the user faints, the foe is also made to faint.
Base: Physical/Psychic (turn, simple)
PP: 7m
Effects: If user faints this turn, opponent does as well.

Detect: Evades attack, but may fail if used in succession.
Base: Physical/Fighting (instant, reflexive)
PP: 7m
Effects: Perfect dodge of opponent's attack; -1 to user's Dex.

Dig: Digs underground the first turn and strikes next turn.
Base: Physical/Fighting (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Pays for two turns; after first turn, is underground and can only be attacked by Fissure, Earthquake or Magnitude - count all successes as critical successes when determining damage for these Techniques.  This Technique is only useable while standing on earth.

Disable: Psychically disables one of the foe's moves.
Base: Physical/Normal (instant, supplemental)
Accuracy: -1
PP: 5m
Effects: Disables the last Technique used by the opponent for Growth turns.  Does no damage.

Dive: Dives underwater the first turn and strikes next turn.
Base: Presence/Water (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Pays for two turns; after first turn, is underwater and can only be attacked by Surf - count all successes as critical successes when determining damage for this Technique.  This Technique is only useable in water.  Outside of combat, may be used to travel long distances underwater.

Dizzy Punch: A rhythmic punch.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Confused.

Doom Desire: Summons strong sunlight to eventually attack.
Base: Physical/Steel (three turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: Damage is dealt after two turns pass; attack has no type affinity.

Double Kick: A double-kicking attack that strikes the foe twice.
Base: Physical/Fighting (instant, simple)
Move power: 4B
Accuracy: +5
PP: 3m
Effects: Make two attacks.

Double Team: Creates illusory copies to raise evasiveness.
Base: Physical/Normal (scenelong, simple)
PP: 6m
Effects: +1 to user's Dodge.

Double Edge: A life-risking tackle that also hurts the user.
Base: Physical/Normal (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: User loses one HL recoil upon doing damage.

Doubleslap: Repeatedly slaps the foe.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 6m
Effects: Make a number of attacks equal to Growth.

Dragon Claw: Slashes the foe with sharp claws.
Base: Presence/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: None

Dragon Dance: A mystical dance that boosts attack and speed.
Base: Presence/Normal (scenelong, simple)
PP: 5m
Effects: +1 to user's Dex, +2 to user's Init.

Dragon Rage: Launches shock waves that nearly always inflict damage.
Base: Presence/Normal (instant, simple)
Move power: none
Accuracy: +5
PP: 6m
Effects: All damage dice are considered to have one success.

Dragonbreath: Strikes the foe with an incredible blast of breath. 
Base: Presence/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.

Dream Eater: Absorbs damage inflicted on a sleeping foe.
Base: Presence/Psychic (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Only works against opponents who are Asleep.  User absorbs half the damage inflicted in HLs.

Drill Peck: A corkscrewing attack with the beak acting as a drill.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: None

Dynamicpunch: Powerful and sure to cause confusion, but inaccurate.
Base: Physical/Fighting (instant, supplemental)
Move power: 8B
Accuracy: -1
PP: 7m
Effects: Status Condition: Confused.

Earthquake: A powerful quake, but has no effect on flying foes.
Base: Physical/Fighting (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Count all successes as critical successes when determining damage against Pokémon using Dig; does no damage to Pokémon using Fly.  Affects all Pokemon in play, allied or not.

Egg Bomb: An egg is forcibly hurled at the foe.
Base: Physical/Normal (instant, supplemental)
Move power: 8B
Accuracy: +1
PP: 6m
Effects: None

Ember: A weak fire attack.
Base: Presence/Fire (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 4m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.

Encore: Makes the foe repeat its last move.
Base: Physical/Normal (Growth turns, simple)
Accuracy: +5
PP: 7m
Effects: Opponent forced to repeat last Technique used for Growth turns.  Does no damage.

Endeavor: Gains power if the user's health is lower than the foe's health.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5
PP: 7m
Effects: Move power is equal to the difference in HLs between user and opponent.  If user's health is higher, move has no power.

Endure: Endures any one attack, leaving at least some health.
Base: Physical/Normal (instant, reflexive)
PP: 6m
Effects: User's last HL is protected against attack, preventing fainting.

Eruption: The higher the user's health, the more damage caused.
Base: Presence/Fire (instant, supplemental)
Move power: special
Accuracy: +5
PP: 7m
Effects: Move power is equal to the number of HLs user has remaining.  Can affect a number of targets equal to Growth.

Explosion: Inflicts severe damage but makes the user faint.
Base: Physical/Normal (instant, simple)
Move power: 12B
Accuracy: +5
PP: 7m
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage.  Affects all Pokemon in play, allied or not.

Extrasensory: Attacks with a peculiar power.
Base: Presence/Psychic (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 3m
Effects: Opponent makes a Presence roll; if fails, Status Condition: Flinched.

Extremespeed: An extremely fast and powerful attack.
Base: Physical/Normal (instant, reflexive)
Move power: 6B
Accuracy: +5
PP: 7m
Effects: May pre-empt an attack.  Must be declared before making a normal move.

Facade: Boosts attack when burned, paralyzed, or poisoned.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: When under Status Condition: Burned, Paralyzed or Poisoned, count all successes as critical successes when determining damage.

Faint Attack: Draws the foe close, then strikes without fail.
Base: Presence/Darkness (instant, simple)
Move power: 6B
Accuracy: 0
PP: 5m
Effects: Perfect attack with a minimum of one success after defense.

Fake Out: A 1st-turn, 1st-strike move that causes flinching.
Base: Physical/Normal (instant, reflexive)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Status Condition: Flinched.  Can only be used on the user's first turn and must be declared before making a normal move.  May pre-empt an attack.

Fake Tears: Feigns crying to sharply lower the foe's defenses.
Base: Presence/Darkness (instant, simple)
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Presence.  Does no damage and may not be comboed with any Technique that does damage.

False Swipe: An attack that leaves the foe with at least some health.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 1m
Effects: Opponent's last HL is protected, preventing fainting.

Featherdance: Envelops the foe with down to sharply reduce attack.
Base: Physical/Grass (instant, simple)
Accuracy: +5
PP: 6m
Effects: -1 to opponent's Str, -1 to opponent's Brawl.  Does no damage.

Fire Blast: A fiery blast that scorches all.
Base: Presence/Fire (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.

Fire Punch: A fiery punch.
Base: Presence/Fire (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.

Fire Spin: Traps the foe in a ring of fire.
Base: Presence/Fire (instant, supplemental)
Move power: 2B
Accuracy: +1
PP: 6m
Effects: Opponent unable to escape combat for a number of turns equal to Growth.

Fissure: A one-hit KO move that drops the foe in a fissure.
Base: Physical/Fighting (instant, simple)
Accuracy: -5
PP: 7m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Fainted.  Otherwise, does no damage.  Doesn't work against Pokémon using Flying, but will strike Pokémon using Dig.

Flail: Inflicts more damage when the user's health is down.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5
PP: 6m
Effects: Move power is equal to HLs user has taken in damage.

Flame Wheel: A fiery charge attack.
Base: Presence/Fire (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 4m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.  Can be used by Frozen Pokémon to thaw themselves.

Flamethrower: A powerful fire attack.
Base: Presence/Fire (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.

Flash: Looses a powerful blast of light that cuts accuracy.
Base: Physical/Normal (instant, supplemental)
Accuracy: +1
PP: 5m
Effects: -1 to opponent's Brawl.  Outside of combat, can be used to negate darkness penalties.  Does no damage.

Flatter: Confuses the foe, but raises its spirits.
Base: Presence/Darkness (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: +1 to opponent's Presence; Status Condition: Confused.  Does no damage and may not be comboed with any Technique that does damage.

Fly: Flies up on the first turn, then strikes the next turn.
Base: Physical/Grass (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Pays for two turns; before attack on second turn, is flying and can only be attacked with Gust, Sky Uppercut, or Twister.  (Only useable with headspace.)

Focus Energy: Focuses power to raise critical success.
Base: Physical/Normal (two turns, simple)
PP: 3m
Effects: On next user's Technique, count all successes as critical successes when determining damage.

Focus Punch: A powerful loyalty attack.
Base: Physical/Fighting (instant, reflexive)
Move power: 8B
Accuracy: +5
PP: 5m
Effects: Automatically loses initiative; if user takes damage before he can perform this attack, the move fails.  Must be declared before the opponent rolls their attack and before making a normal move.

Follow Me: Draws attention to make foes attack only the user.
Base: Physical/Normal (instant, reflexive)
PP: 5m
Effects: All opposing Techniques that only target one Pokémon are forced to target user for this turn.  Must be declared before the opponent rolls their attack in order to count.

Foresight: Negates the foe's efforts to heighten evasiveness.
Base: Physical/Normal (instant, simple)
PP: 1m
Effects: Resets user's Dex and Brawl to normal.

Frenzy Plant: Powerful, but leaves the user immobile the next turn.
Base: Presence/Grass (two turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: User must spend next turn recharging.

Frustration: An attack that is stronger if the trainer is disliked.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5
PP: 5m
Effects: Move power is inversely based on Temperance; at 0 dots, 10B; at 1 dot, 8B; at 2 dots, 6B, etc.

Fury Attack: Jabs the foe repeatedly with sharp horns, etc.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 5m
Effects: Make a number of attacks equal to Growth.

Fury Cutter: An attack that intensifies on each successive hit.
Base: Physical/Grass (instant, simple)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: Each time the Technique is used, add 2B if the previous time was successful.  Resets after Growth turns.

Fury Swipes: Rakes the foe with sharp claws, etc., repeatedly.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 6m
Effects: Make a number of attacks equal to Growth.

Future Sight: Heightens inner power to strike.
Base: Presence/Psychic (three turns, simple)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: The actual attack takes place after two turns pass, using the pools of the Pokémon currently in play - switches do not prevent the attack from taking place.  Damage has no type affinity.

Giga Drain: An attack that steals damage inflicted.
Base: Presence/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 7m
Effects: User absorbs half the damage inflicted in HLs.

Glare: Intimidates and frightens the foe into paralysis.
Base: Physical/Normal (instant, supplemental)
Accuracy: +1
PP: 3m
Effects: Status Condition: Paralyzed.  Does no damage.

Grasswhistle: Lulls the foe into sleep with a pleasant melody.
Base: Presence/Grass (instant, supplemental)
Accuracy: -1
PP: 6m
Effects: Status Condition: Asleep.  Does no damage and may not be comboed with any Technique that does damage.

Growl: Growls cutely to reduce the opponent's attack.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 1m
Effects: -1 to opponent's Brawl.  Can affect a number of targets equal to Growth.

Growth: Forces the body to grow and heightens confidence.
Base: Physical/Normal (scenelong, simple)
PP: 1m
Effects: +1 to user's Presence.

Grudge: If the user faints, absorbs the energy of the attacker.
Base: Physical/Psychic (turn, simple)
Accuracy: +5
PP: 7m
Effects: If user faints due to next move used, opponent responsible is drained doubly of the motes used on the final Technique.  Does no damage.

Guillotine: A powerful pincer attack.
Base: Physical/Normal (instant, simple)
Accuracy: -5
PP: 7m
Effects: Status Condition: Fainted.  Does no damage.

Gust: Strikes the foe with a gust of wind whipped up by wings.
Base: Physical/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: Negates Spikes.  Hits while using Fly.  Forces opponent to switch Pokémon.

Hail: Summons a hailstorm that strikes every turn.
Base: Presence/Water (instant, simple)
PP: 6m
Effects: Causes hailstorm weather for Growth turns; everyone involved must soak 2B the first turn, 4B the next, etc.  Affects all Pokémon in play, allied or not.

Harden: Stiffens the body's muscles to raise defense.
Base: Physical/Normal (scenelong, simple)
PP: 3m
Effects: +1 to user's Sta.

Haze: Creates a black haze that eliminates all stat changes.
Base: Presence/Water (instant, simple)
PP: 3m
Effects: Returns all altered stats and pools to normal.  Does not negate Status Conditions.  Affects all Pokémon in play, allied or not.

Headbutt: A ramming attack.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Flinched.

Heal Bell: Chimes soothingly to heal all status abnormalities.
Base: Physical/Normal (instant, simple)
PP: 7m
Effects: Clears all status conditions in user's team.

Heat Wave: Exhales a hot breath on the foe.
Base: Presence/Fire (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Burned.  Can affect a number of targets equal to Growth.

Helping Hand: Boosts the power of the recipient's moves.
Base: Physical/Normal (instant, simple)
PP: 5m
Effects: +1 to Brawl of the next allied Pokémon to attack.  Cannot be split to benefit own pool.

Hi Jump Kick: A jumping knee kick. If it misses, the user is hurt.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 5m
Effects: User takes one HL of damage if opponent is missed.

Hidden Power: The effectiveness varies with the user.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Damage type is considered to be strong against opponent.

Horn Attack: Jabs the foe with sharp horns.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 4m
Effects: none

Horn Drill: A one-hit KO attack that uses a horn like a drill.
Base: Physical/Normal (instant, simple)
Move power: N/A
Accuracy: -5
PP: 7m
Effects: Status Condition: Fainted.

Howl: Howls to raise the spirit and boost attack.
Base: Physical/Normal (scenelong, simple)
PP: 1m
Effects: +1 to user's Brawl.

Hydro Cannon: Powerful, but leaves the user immobile the next turn.
Base: Presence/Water (two turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: User must spend next turn recharging.

Hydro Pump: Blasts water at high power to strike the foe.
Base: Presence/Water (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: none

Hyper Beam: Powerful, but leaves the user immobile the next turn.
Base: Physical/Normal (two turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: User must spend next turn recharging.

Hyper Fang: Attacks with sharp fangs.
Base: Physical/Normal (instant, supplemental)
Move Power: 6B
Accuracy: +2
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.

Hyper Voice: A loud attack that uses sound waves to injure.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Can affect a number of targets equal to Growth.

Hypnosis: A hypnotizing move.
Base: Presence/Psychic (instant, supplemental)
Accuracy: -1
PP: 5m
Effects: Status Condition: Asleep.  Does no damage and may not be comboed with any Technique that does damage.

Ice Ball: An attack that gains power on successive hits.
Base: Presence/Water (Growth turns, simple)
Move power: 4B
Accuracy: +2
PP: 5m
Effects: Pays for Growth turns; each successful attack adds 2B to the move power of the next.

Ice Beam: Blasts the foe with an icy beam.
Base: Presence/Water (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.

Ice Punch: An icy punch.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.

Icicle Spear: Attacks the foe by firing icicles repeatedly.
Base: Presence/Water (instant, extra action)
Move power: 2B
Accuracy: +5
PP: 3m
Effects: Make a number of attacks equal to Growth.

Icy Wind: A chilling attack that lowers the foe's speed.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: -2 to opponent's Init.  Can affect a number of targets equal to Growth.

Imprison: Prevents foes from using moves known by the user.
Base: Presence/Psychic (instant, simple)
Accuracy: +5
PP: 6m
Effects: Opponent can't use any Techniques known by the user.  Does no damage.

Ingrain: Lays roots that restore health.
Base: Presence/Grass (scenelong, simple)
PP: 5m
Effects: User suffers Status Condition: Trapped; every turn Trapped, user recovers one HL up to -1 penalties.

Iron Defense: Hardens the body's surface to sharply raise defense.
Base: Physical/Steel (scenelong, simple)
PP: 6m 
Effects: +1 to user's Sta, +1 to user's Resistance.

Iron Tail: Attacks with a rock-hard tail.
Base: Physical/Steel (instant, supplemental)
Move power: 8B
Accuracy: +1
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.

Jump Kick: A strong jumping kick.  May miss and hurt the kicker.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuract: +5
PP: 4m
Effects: User takes one HL of damage if opponent is missed.

Karate Chop: A highly-damaging chopping attack.
Base: Physical/Fighting (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 7mm
Effects: Count all successes as critical successes when determining damage.

Kinesis: Distracts the foe.
Base: Presence/Psychic (instant, supplemental)
Accuracy: +2
PP: 6m
Effects: -1 to opponent's Will.  Does no damage and may not be comboed with any Technique that does damage.

Knock Off: Knocks down the foe's held item to prevent its use.
Base: Presence/Darkness (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: Disarms any item held by the opponent.  Standard disarm rules apply.

Leaf Blade: Slashes with a sharp leaf.
Base: Presence/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Count all successes as critical successes when determining damage.

Leech Life: An attack that steals damage inflicted.
Base: Physical/Grass (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 6m
Effects: User absorbs half the damage inflicted in HLs.

Leech Seed: Plants a seed on the opponent to steal health on every turn.
Base: Presence/Grass (instant, simple)
Accuracy: +2
PP: 6m
Effects: Each turn, opponent rolls Resistance; on failure, transfer one HL from opponent to user.  Does no damage.

Leer: Frightens the foe with a leer.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 3m
Effects: -1 to opponent's Dodge.  Can affect a number of targets equal to Growth.  Does no damage.

Lick: Licks with a long tongue to injure.
Base: Physical/Psychic (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: Opponent rolls Resistance at diff 2; on failure, Status Condition: Paralyzed.

Light Screen: Creates a wall of light that shields against subconscious shocks.
Base: Presence/Psychic (Growth turns, simple)
PP: 3m
Effects: When attacked, critical successes on Presence attacks are treated as normal successes.  Lasts for Growth turns.

Lock-On: Locks on to the foe to ensure the next move hits.
Baes: Physical (two turns, simple)
Accuracy: +5
PP: 7m
Effects: Next move is a perfect attack, with a minimum of one success after defense.  Does no damage.

Lovely Kiss: Demands a kiss with a scary face that induces sleep.
Base: Physical/Normal (instant, supplemental)
Accuracy: +1
PP: 6m
Effects: Status Condition: Asleep.  Does no damage and may not be comboed with any Technique that does damage.

Low Kick: A kick that inflicts more damage on heavier foes.
Base: Physical/Fighting (instant, supplemental)
Move power: special
Accuracy: +5
PP: 5m
Effects: Move Power is 1B per 100 lbs of opponent's weight.

Luster Purge: Attacks with a burst of light.
Base: Presence/Psychic (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 7m
Effects: Opponent rolls Willpower, diff 3; on failure, -1 to opponent's Will.

Mach Punch: A punch is thrown at wicked speed to strike first.
Base: Physical/Fighting (instant, reflexive)
Move power: 4B
Accuracy: +5
PP: 7m
Effects: May pre-empt an attack.  Must be declared before making a normal move.

Magic Coat: Reflects special effects back to the attacker.
Base: Presence/Psychic (instant, reflexive)
PP: 6m
Effects: If the opponent uses a non-damaging attack involving status conditions or stat boosts/drains, protects user and reflects effect back upon opponent.

Magical Leaf: Attacks with a strange leaf that cannot be evaded.
Base: Presence/Grass (instant, supplemental)
Move power: 6B
Accuracy: 0
PP: 5m
Effects: Perfect attack, with a minimum of one success after defense.

Magnitude: A ground-shaking attack of random intensity.
Base: Physical/Fighting (instant, supplemental)
Move power: N/A
Accuracy: +5
PP: 3m
Effects: Roll 1d10; this is the Move Power.  All successes count as critical against Pokémon using Dig.  Affects all other Pokémon in play, allied or not.

Mean Look: Fixes the foe with a mean look that prevents escape.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 7m
Effects: Status Condition: Trapped.  Does no damage.

Meditate: Meditates in a peaceful fashion to raise attack.
Base: Presence/Psychic (scenelong, simple)
PP: 1m
Effects: +1 to user's Brawl.

Mega Drain: An attack that absorbs damage inflicted.
Base: Presence/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Absorbs half the damage inflicted in HLs.

Mega Kick: An extremely powerful kick with intense force.
Base: Physical/Normal (instant, supplemental)
Move power: 8B

Accuracy: +1
PP: 7m
Effects: none

Mega Punch: A strong punch thrown with incredible power.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 5m
Effects: none

Megahorn: A brutal ramming attack using out-thrust horns.
Base: Physical/Grass (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 6m
Effects: none

Memento: The user faints and lowers the foe's abilities.
Base: Presence/Darkness (instant, simple)
Accuracy: +5
PP: 6m
Effects: -1 to opponent's Dex and Per; user suffers Status Condition: Fainted.  Does no damage.

Metal Claw: A claw attack that may raise the user's attack.
Base: Physical/Steel (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: User rolls Str; on failure, +1 to user's Str.

Metal Sound: Emits a horrible screech that sharply lowers defense.
Base: Physical/Steel (instant, supplemental)
Accuracy: +2
PP: 1m
Effects: -1 to opponent's Dodge.  Does no damage.

Meteor Mash: Fires a meteor-like punch.
Base: Physical/Steel (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 6m
Effects: User rolls Brawl; on failure, +1 to user's Brawl.

Metronome: Waggles a finger to use any Pokémon move at random.
Base: Physical/Normal (special, simple)
Move power: special
Accuracy: special
PP: 6m
Effects: Choose any one TM or HM available to the Pokémon at random.  Yes.  Randomly.  I don't have any ideas about how to make this reasonable so I won't even try - come up with your own solution, probably involving percentile dice.  May hit more than one opponent or ally.

Milk Drink: Recovers health.
Base: Physical/Normal (instant, simple)
PP: 6m
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.

Mimic: Copies a move used by the foe during one battle.
Base: Physical/Normal (instant, simple)
Accuracy: +5
PP: 6m
Effects: Replaces Mimic with next Technique used by specified opponent for the remainder of the battle.  Does no damage.

Mind Reader: Senses the foe's action to ensure the next move's hit.
Base: Physical/Normal (two turns, simple)
PP: 7m
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.

Minimize: Minimizes the user's size to raise evasiveness.
Base: Physical/Normal (scenelong, simple)
PP: 5m
Effects: +1 to user's Dodge.

Mirror Coat: Counters the foe's special attack at double the power.
Base: Presence/Psychic (instant, reflexive)
Accuracy: +5
PP: 5m
Effects: If the opponent uses a Presence attack, counters with same move power and normal successes are counted as critical on damage.  Takes place following opponent's attack.  Must be declared before making a normal move.

Mirror Move: Counters the foe's attack with the same move.
Baes: Physical (instant, reflexive)
Move power: special
Accuracy: special
PP: 5m
Effects: Counters opponent's physical Technique with same move.  Takes place following opponent's attack.  Must be declared before making a normal move.

Mist: Creates a mist that stops reduction of abilities.
Base: Presence/Water (Growth turns, simple)
PP: 3m
Effects: User's team is immune to stat and pool reductions for Growth turns.

Mist Ball: Attacks with a flurry of down.
Base: Presence/Psychic (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 7m
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Will.

Moonlight: Restores health.  The amount varies with the time of day.
Base: Physical/Normal (instant, simple)
PP: 7m
Effects: User recovers any HL penalties at -1 or below in the night, and any HL penalties at -2 or below at any other time of day.

Morning Sun: Restores health.  The amount varies on the time of day.
Base: Physical/Normal (instant, simple)
PP: 7m
Effects: User recovers any HL penalties at -1 or below in the morning (before noon, sun up), and any HL penalties at -2 or below at any other time of day.

Mud Shot: Hurls mud at the foe and reduces speed.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: -1 to opponent's Dex.

Mud Sport: Covers the user in mud to raise electrical resistance.
Base: Physical/Fighting (instant, simple)
PP: 6m
Effects: All Pokémon are now considered to be strong against electric-type moves.  Affects all Pokémon in play, allied or not.  Does no damage.

Muddy Water: Attacks with muddy water.
Base: Presence/Water (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 6m
Effects: Opponent rolls Willpower, diff 2; on failure, -1 to opponent's Will.  Can affect a number of targets equal to Growth.

Mud-Slap: Hurls mud in the foe's face to reduce its accuracy.
Base: Physical/Fighting (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 6m
Effects: -1 to opponent's Brawl.

Nature Power: The type of attack varies depending on the location.
Base: Physical/Normal (instant, varies)
Move power: special
Accuracy: special
PP: 5m
Effects: The local terrain defines which Technique is used; grasslands (Stun Spore), tall grasses (Razor Leaf), desert (Earthquake), shallow water (Bubblebeam), deep water (Surf), underwater (Hydro Pump), mountain (Rock Slide), cave (Shadow Ball), and anywhere else (Swift).

Needle Arm: Attacks with thorny arms.
Base: Presence/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Night Shade: Inflicts damage based on the user's growth.
Base: Physical/Psychic (instant, supplemental)
Move power: special
Accuracy: +5
PP: 6m
Effects: Move power is 2B per level of Growth.

Nightmare: Inflicts damage on a sleeping foe every turn.
Base: Physical/Psychic (instant, simple)
Move Power: special
Accuracy: +5
PP: 6m
Effects: Inflits two HLs damage on a sleeping enemy.

Octazooka: Fires a lump of ink to damage and cut accuracy.
Base: Presence/Water (instant, supplemental)
Move Power: 6B
Accuracy: +2
PP: 6m
Effects: Opponent makes a Resistance roll at diff 3; if fails, -1 to opponent's Will.

Odor Sleuth: Negates the foe's efforts to heighten evasiveness.
Base: Physical/Normal (instant, simple)
PP: 1m
Effects: Negates any negative modifiers to user's Brawl.

Outrage: A rampage that confuses the user.
Base: Presence/Normal (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.

Overheat: Allows a full-power attack, but sharply lowers attack.
Base: Presence/Fire (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: -1 to user's Will.

Pain Split: Adds the user and foe's health, then shares them equally.
Base: Physical/Normal (instant, simple)
Move Power: special
Accuracy: +5
PP: 5m
Effects: Adds the users and opponents HLs, then splits them evenly.  Any overflow HLs are lost.  May not be used in a combo.

Pay Day: Throws coins at the foe.  Money is recovered after.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 5m
Effects: Provides Loot 1 after battle is done.  (Loot is like Resources, but more volatile; it can be converted to Resources of one dot lower, or used to make a one-time purchase at its level.)

Peck: Attacks the foe with a jabbing beak, etc.
Base: Physical/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: None

Perish Song: Any Pokémon hearing this song eventually faints.
Base: Physical/Normal (four turns, simple)
PP: 7m
Effects: Any Pokémon hearing this song faints in 3 turns.  A newly switched Pokémon that has not heard this song will not faint, and a Pokemon switched out will not faint.  Affects all Pokémon in play, allied or not.  Does no damage otherwise.

Petal Dance: A rampage that confuses the user.
Base: Presence/Grass (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.

Pin Missile: Sharp pins are fired to strike repeatedly.
Base: Physical/Grass (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 5m
Effects: Make a number of attacks equal to Growth.

Poison Fang: A sharp-fanged attack.
Base: Physical/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Poisoned.

Poison Gas: Envelops the foe in a toxic gas.
Base: Physical/Grass (instant, supplemental)
Accuracy: -1
PP: 1m
Effects: Status Condition: Poisoned.  Does no damage.

Poison Sting: A toxic attack with barbs, etc.
Base: Physical/Grass (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 2m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.

Poison Tail: A highly-damaging attack.
Base: Physical/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 7m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Poisoned. Count all successes as critical successes when determining damage.

Poisonpowder: Scatters a toxic powder.
Base: Physical/Grass (instant, supplemental)
Accuracy: +1
PP: 2m
Effects: Status Condition: Poisoned.  Does no damage.

Pound: Pounds the foe with forelegs or tail.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: None

Powder Snow: Blasts the foe with a snowy gust.
Base: Presence/Water (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 7mm
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Frozen.  Can affect a number of targets equal to Growth.

Present: A gift in the form of a bomb.
Base: Physical/Normal (instant, supplemental)
Move Power: special
Accuracy: +2
PP: 5m
Effects: Random chance of move power 4B, 6B, 8B - or restoring one HL to opponent.  I hate to do this, but on 1d10, 1-4 (4B), 5-7 (6B), 8 (8B), 9-10 (HL).

Protect: Evades attack, but may fail if used in succession.
Base: Physical/Normal (instant, reflexive)
PP: 6m
Effects: Provides one perfect dodge; -1 to user's Dex.

Psybeam: Fires a peculiar ray.
Base: Presence/Psychic (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.

Psych Up: Copies the foe's effects and gives to the user.
Base: Physical/Normal (instant, simple)
PP: 6m
Effects: Copies opponent's stat boosts and negatives.

Psychic: A powerful psychic attack.
Base: Presence/Psychic (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Presence roll; if fails, -1 to opponent's Will.

Psycho Boost: Allows a full-power attack, but sharply lowers focus.
Base: Presence/Psychic (instant, supplemental)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: Following attack, -1 to user's Presence.

Psywave: Attacks with a psychic wave of varying intensity.
Base: Presence/Psychic (instant, supplemental)
Move power: special
Accuracy: +2
PP: 6m
Effects: Move power is 2B per level of Growth.

Pursuit: Inflicts bad damage if used on a foe switching out.
Base: Presence/Darkness (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 5m
Effects: If opponent attempts to switch out, count all successes as critical successes when determining damage.  This attack may be considered reflexive as an "attack of opportunity" for the sole purposes of pre-empting an opponent switching out, but must be declared before making a normal move.

Quick Attack: An extremely fast attack that always strikes first.
Base: Physical/Normal (instant, reflexive)
Move power: 4B
Accuracy: +5
PP: 3m
Effects: May pre-empt an attack.  Must be declared before making a normal move.

Rage: Raises the user's attack every time it is hit.
Base: Physical/Normal (scenelong, simple)
Move power: 2B
Accuracy: +5
PP: 5m
Effects: Rage is automatically used until the battle ends or user faints; each time the user takes damage, Move Power increases by 2B.  User pays mote cost each turn.

Rain Dance: Boosts the power of water-type moves.
Base: Presence/Water (Growth turns, simple)
PP: 7m
Effects: Causes rain for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All fire-type Techniques are at diff 2, while water-type Techniques count all successes as critical successes when determining damage.  Affects all Pokémon in play, allied or not.

Rapid Spin: Spins the body at high speed to strike the foe.
Base: Physical/Normal (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 1m
Effects: Frees user from clinches, Leech Seed, and Spikes.

Razor Leaf: Cuts the enemy with leaves.
Base: Presence/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 4m
Effects: Count all successes as critical successes when determining damage.  Can affect a number of targets equal to Growth.

Razor Wind: A 2-turn move that strikes the foe on the second turn.
Base: Physical/Normal (two turns, simple)
Move Power: 6B
Accuracy: +5
PP: 6m
Effects: Pays for two turns, takes effect on the second.  Count all successes as critical successes when determining damage.  Attack can affect a number of targets equal to Growth.

Recover: Recovers health.
Base: Physical/Normal (instant, simple)
PP: 5m
Effects: User recovers any HL penalties at -2 or below.

Recycle: Recycles a used item for one more use.
Base: Physical/Normal (turn, simple)
PP: 6m
Effects: Allows user to re-use a held item.

Reflect: Creates a wall of light that weakens physical attacks.
Base: Presence/Psychic (Growth turns, simple)
PP: 5m
Effects: When attacked, critical successes on physical attacks are treated as normal successes.  Lasts for Growth turns.

Refresh: Heals poisoning, paralysis, or a burn.
Base: Physical/Normal (instant, simple)
PP: 5m
Effects: Negates Burned, Poisoned, or Paralyzed.

Rest: The user sleeps, restoring health.
Base: Presence/Psychic (instant, simple)
PP: 6m
Effects: Returns user to 0-penalty HLs; any status condition is replaced by Status Condition: Asleep.

Return: An attack that increases in power with friendship.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5
PP: 5m
Effects: Move power is 2B per dot of Compassion.

Revenge: An attack that gains power if injured by the foe.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: If user has taken damage in this turn, count all successes as critical successes when determining damage for user's attack.

Reversal: Inflicts more damage when the user's health is down.
Base: Physical/Fighting (instant, supplemental)
Move power: special
Accuracy: +5
PP: 6m
Effects: Move power is equal to HLs user has taken in damage.

Roar: Makes the foe flee to end the battle.
Base: Physical/Normal (instant, simple)
Accuracy: +5
PP: 5m
Effects: Forces the trainer to switch Pokémon.  Does no damage.

Rock Blast: Hurls boulders repeatedly at the foe.
Base: Physical/Fighting (instant, extra action)
Move power: 4B
Accuracy: +2
PP: 6m
Effects: Make a number of attacks equal to Growth.

Rock Slide: Large boulders are hurled.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.  Can affect a number of targets equal to Growth.

Rock Smash: A rock-crushing attack.
Base: Physical/Fighting (instant, supplemental)
Move power: 2B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, -1 to opponent's Sta.  Adds 4 to Str+Ath pool for breaking objects.

Rock Throw: Throws small rocks to strike the foe.
Base: Physical/Fighting (instant, supplemental)
Move power: 4B
Accuracy: +2
PP: 6m
Effects: none

Rock Tomb: Stops the foe from moving with rocks.
Base: Physical/Fighting (instant, supplemental)
Move power: 4B
Accuracy: +2
PP: 6m
Effects: -1 to opponent's Dex.

Role Play: Mimics the target and copies its special ability.
Base: Presence/Psychic (instant, simple)
Accuracy: +5
PP: 6m
Effects: Changes user's ability to the opponent's until the user leaves battle.  Does no damage.

Rolling Kick: A fast kick delivered from a rapid spin.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Rollout: An attack with rising intensity.
Base: Physical/Fighting (instant, simple)
Move power: 4B
Accuracy: +2
PP: 5m
Effects: Each successful attack raises move power by 2B.  This continues up to Growth turns or until user takes some other action.

Sacred Fire: A mystical fire attack.
Base: Presence/Fire (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 7m
Effects: Opponent makes a Resistance roll at diff 3; if fails, Status Condition: Burned.

Safeguard: A mystical force prevents all status problems.
Base: Physical/Normal (Growth turns, simple)
PP: 4m
Effects: User's team is protected from all status abnormalities for Growth turns.

Sand Tomb: Traps and hurts the foe in quicksand.
Base: Physical/Fighting (instant, supplemental)
Move power: 2B
Accuracy: +1
PP: 6m
Effects: Clinches opponent.

Sand-Attack: Reduces the foe's accuracy by hurling sand in its face.
Base: Physical/Fighting (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: -1 to opponent's Brawl.  Does no damage.

Sandstorm: Causes a sandstorm that rages for some time.
Base: Physical/Fighting (turn, simple)
PP: 6m
Effects: All Pokémon in play soak damage each turn, beginning at 1B and increasing indefinitely at the rate of 1B/turn, up to 3*Growth.  Once no longer being used each turn, lasts for Growth turns.  Affects all Pokémon in play, allied or not.

Scary Face: Frightens with a scary face to sharply reduce speed.
Base: Physical/Normal (instant, supplemental)
Accuracy: +2
PP: 6m
Effects: -1 to opponent's Dex.  Does no damage.

Scratch: Scratches the foe with sharp claws.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: none

Screech: Emits a screech to sharply reduce the foe's defense.
Base: Physical/Normal (instant, supplemental)
Accuracy: +2
PP: 1m
Effects: -1 to opponent's Brawl.  Does no damage.

Secret Power: An attack with effects that vary by location.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: The local terrain defines its effects.  Grasslands (Status Condition: Poisoned), tall grasses (Status Condition: Asleep), shallow water (-1 to Dex), deep water (-1 to Str), underwater (-1 to Sta), mountain (Status Condition: Confusion), cave (Status Condition: Flinched), and anywhere else (Status Condition: Paralyzed).

Seismic Toss: Inflicts damage based on the user's growth.
Base: Physical/Fighting (instant, supplemental)
Move power: special
Accuracy: +5
PP: 5m
Effects: Move power is 2B per level of Growth.

Self Destruct: Inflicts severe damage but makes the user faint.
Base: Physical/Normal (instant, simple)
Move power: 10B
Accuracy: +5
PP: 7m
Effects: User suffers Status Condition: Fainted.  Count all successes as critical successes when determining damage.  Affects all Pokémon in play, allied or not.

Shadow Ball: Hurls a black blob.
Base: Physical/Psychic (instant, supplemental)
Move Power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent rolls Willpower; on failure, -1 to opponent's Dodge.

Shadow Punch: An unavoidable punch that is thrown from shadows.
Base: Physical/Psychic (instant, supplemental)
Move power: 6B
Accuracy: 0
PP: 5m
Effects: Perfect attack with a minimum of one success after defense.

Sharpen: Reduces the polygon count and raises attack.
Base: Physical/Normal (scenelong, simple)
PP: 5m
Effects: +1 to user's Brawl.

Sheer Cold: A chilling attack that causes fainting.
Base: Presence/Water (instant, supplemental)
Accuracy: -5
PP: 7m
Effects: Status Condition: Fainted.  Does no damage otherwise.

Shock Wave: A fast and unavoidable electric attack.
Base: Presence/Electric (instant, supplemental)
Move power: 6B
Accuracy: 0
PP: 5m
Effects: User's next move is a perfect attack, guaranteeing at least one success after defense.

Signal Beam: A strange beam attack.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Presence roll; if fails, Status Condition: Confused.

Silver Wind: A powdery attack.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
P: 7m
Effects: User rolls Willpower; on success, +1 to all user's pools.

Sing: A soothing song lulls the foe into a deep slumber.
Base: Physical/Normal (instant, supplemental)
Accuracy: -1
PP: 6m
Effects: Status Condition: Asleep.  Does no damage and may not be comboed with any Technique that does damage.

Sketch: Copies the foe's last move permanently.
Base: Physical/Normal (instant, simple)
PP: 10m+1w
Effects: Permanently replaces Sketch with the last Technique used by the opponent.

Skill Swap: The user swaps special abilities with the target.
Base: Presence/Psychic (instant, simple)
Accuracy: +5
PP: 6m
Effects: User and opponent trade abilities.  Does no damage.

Skull Bash: Tucks in the head, then attacks on the next turn.
Base: Physical/Normal (two turns, simple)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Pays for two turns; on first turn, +1 to user's Sta; on second turn, attack takes place.

Sky Attack: Searches out weak spots, then strikes the next turn.
Base: Physical/Grass (two turns, simple)
Move power: 8B
Accuracy: +2
PP: 7m
Effects: Pays for two turns; charges on first turn, then attacks on second turn.

Sky Uppercut: An uppercut thrown as if leaping into the sky.
Base: Physical/Fighting (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 6m
Effects: Can hit an opponent using Fly.

Slack Off: Slacks off and restores health.
Base: Physical/Normal (instant, simple)
PP: 6m
Effects: User recovers any HL penalties at -2 or below.

Slam: Slams the foe with a long tail, vine, etc.
Base: Physical/Normal (instant, supplemental)
Move Power: 6B
Accuracy: +1
PP: 5m
Effects: none

Slash: Slashes with claws, etc.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Count all successes as critical successes when determining damage.

Sleep Powder: Scatters a sleeping powder.
Base: Presence/Grass (instant, supplemental)
Accuracy: +1
PP: 6m
Effects: Status Condition: Asleep.  Does no damage.

Sleep Talk: Uses an own move randomly while asleep.
Base: Physical/Normal (varies)
Move power: special
Accuracy: special
PP: 6m
Effects: Only useable while Asleep; uses one of user's other Techniques on user.

Sludge: Sludge is hurled to inflict damage.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.

Sludge Bomb: Sludge is hurled to inflict damage.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.

Smellingsalt: Powerful against paralyzed foes, but also heals them.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: If opponent is Paralyzed, Count all successes as critical successes when determining damage; negates Paralyzed in opponent.

Smog: An exhaust-gas attack.
Base: Physical/Grass (instant, supplemental)
Move power: 2B
Accuracy: +1
PP: 5m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Poisoned.

Smokescreen: Lowers the foe's accuracy using smoke, ink, etc.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Brawl.  Does no damage.

Snatch: Steals the effects of the move the foe uses next.
Base: Presence/Darkness (instant, reflexive)
Accuracy: +5
PP: 6m
Effects: If the opponent uses a move that has a positive effect, that effect is performed on the user and/or the user's allies instead.

Snore: A loud attack that can be used only while asleep.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Only useable while user is Asleep.  Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Softboiled: Recovers health.
Base: Physical/Normal (instant, simple)
Move power: N/A
Accuracy: N/A
PP: 6m
Effects: User recovers any HL penalties at -2 or below.  Outside of combat, transfers one HL from user to another Pokémon.

Solarbeam: Absorbs light in one turn, then attacks next turn.
Base: Presence/Grass (multiple turns, simple)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Pays for as many turns as necessary.  Normally in first turn, charges up with sunlight, attack takes place in second turn.  When Sunny Day is in effect, no charge is necessary; when Rain Dance is in effect, two charges are necessary.

Sonicboom: Launches shock waves that nearly always inflict damage.
Base: Physical/Normal (instant, simple)
Move power: none
Accuracy: +2
PP: 5m
Effects: All damage dice are considered to have one success.

Spark: An electrified tackle.
Base: Presence/Electric (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.

Spider Web: Ensnares the foe to stop it from fleeing or switching.
Base: Physical/Grass (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Status Condition: Trapped.  Does no damage.

Spike Cannon: Launches several sharp spikes.
Base: Physical/Normal (instant, extra action)
Move power: 2B
Accuracy: +5
PP: 6m
Effects: Make a number of attacks equal to Growth.

Spikes: Sets spikes that hurt a foe switching out.
Base: Physical/Fighting (scenelong, simple)
PP: 5m
Effects: When any enemy Pokémon is switched in, they immediately lose 1 HL.  Affects an area around the enemy trainer equal to Growth *3 meters.  Does no damage to Pokemon currently in play.

Spit Up: Releases stockpiled power - the more the better.
Base: Physical/Normal (instant, supplemental)
Move power: special
Accuracy: +5
PP: 6m
Effects: Stockpile stores energy; if 0 turns stored, does no damage.  With 1 turn stored, move power 6B.  Each turn stored afterwards adds 2B to the move power.

Spite: Spitefully cuts the energy of the foe's last move.
Base: Physical/Psychic (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Drains motes equal to those the opponent spent on their last Technique.  Does no damage.

Splash: It's just a splash... has no effect whatsoever.
Base: Physical/Normal (instant, simple)
PP: 1m
Effects: Has no effect; this is not an attack, it just... is.

Spore: Scatters a cloud of spores that always induce sleep.
Base: Presence/Grass (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Status Condition: Asleep.  Does no damage.

Steel Wing: Strikes the foe with hard wings spread wide.
Base: Normal/Steel (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 4m
Effects: User rolls Sta; if fails, +1 to user's Sta.

Stockpile: Charges up power.
Base: Physical/Normal (turn, simple)
PP: 6m
Effects: Stores energy for use with Spit Up and Swallow.  Can be used up to Growth times before maxing out energy reserve.

Stomp: Stomps the enemy with a big foot.
Base: Physical/Stomp (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Willpower roll at diff 2; if fails, Status Condition: Flinched.

Strength: Builds enormous power, then slams the foe.
Base: Physical/Normal (instant, supplemental)
Move Power: 6B
Accuracy: +5
PP: 6m
Effects: Outside combat, adds 4 to a Str+Ath pool for brute strength.

String Shot: Binds the foe with string to reduce its speed.
Base: Physical/Grass (instant, supplemental)
Accuracy: +5
PP: 1m
Effects: -2 to Init.  Can affect a number of targets equal to Growth.  Does no damage.

Stun Spore: Scatters a stun powder.
Base: Presence/Grass (instant, supplemental)
Accuracy: +1
PP: 3m
Effects: Status Condition: Paralyzed.  Does no damage.

Submission: A reckless body slam that also hurts the user.
Base: Physical/Fighting (instant, supplemental)
Move Power: 6B
Accuracy: +2
PP: 4m
Effects: User loses one HL recoil upon doing damage.

Substitute: Creates a decoy to take damage.
Base: Physical/Normal (instant, simple)
PP: 6m
Effects: User sacrifices a number of HLs up to Growth to create a decoy; the decoy soaks all damage and status conditions until it loses these HLs and breaks.

Sunny Day: Boosts the power of fire-type moves.
Base: Presence/Fire (Growth turns, simple)
PP: 7m
Effects: Causes sunshine for Growth turns; affects Thunder, Solarbeam, similar Techniques.  All water-type Techniques are at diff 2, while fire-type Techniques count all successes as critical successes when determining damage.  Affects all Pokémon in play, allied or not.

Superpower: Boosts strength sharply, but lowers abilities.
Base: Physical/Fighting (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 7m
Effects: After attack takes place, -1 to user's Str and Dex.  Outside combat, +2 to one Str+Ath check, followed by -1 to Str and Dex.

Supersonic: Emits bizarre sound waves.
Base: Physical/Normal (instant, supplemental)
Accuracy: -1
PP: 5m
Effects: Status Condition: Confused.  Does no damage.

Super Fang: Attacks with sharp fangs and cuts the foe's health down.
Base: Physical/Normal (instant, supplemental)
Move power: N/A
Accuracy: +2
PP: 6m
Effects: Drops HLs to next penalty down.

Surf: Creates a huge wave, then crashes it down on the foe.
Base: Presence/Water (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Allows sea travel out of combat.  Can affect a number of targets equal to Growth.

Swagger: Confuses the foe, but also sharply raises attack.
Base: Physical/Normal (instant, supplemental)
Accuracy: +2
PP: 6m
Effects: Status Condition: Confusion; +1 to opponent's Dex.  Does no damage.

Swallow: Absorbs stockpiled power and restores health.
Base: Physical/Normal (instant, simple)
PP: 6m
Effects: Stockpile stores energy; if 0 turns stored, has no effect.  User recovers HLs equal to number of turns stored.

Sweet Kiss: Demands a kiss with a cute look.
Base: Physical/Normal (instant, supplemental)
Accuracy: +1
PP: 6m
Effects: Status Condition: Confused.  Does no damage and may not be comboed with any Technique that does damage.

Sweet Scent: Allures the foe to reduce evasiveness.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Dodge.  Out of combat, attracts any wild Pokémon in the area.  Can affect a number of targets equal to Growth.  Does no damage.

Swift: Sprays star-shaped rays that never miss.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Ignores any bonuses to Dodge or Dex affecting the opponent.

Swords Dance: A fighting dance that sharply raises attacks.
Base: Physical/Normal (scenelong, simple)
PP: 3m
Effects: +1 to user's Brawl.

Synthesis: Restores health.  The amount varies with the time of day.
Base: Presence/Grass (instant, simple)
PP: 7m
Effects: User recovers any HL penalties at -1 or below in the day (after noon, sun up), and any HL penalties at -2 or below at any other time of day.

Tackle: Charges the opponent with a full-body tackle.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 2m
Effects: none

Tail Glow: Flashes a light that sharply raises awareness.
Base: Physical/Grass (scenelong, simple)
PP: 5m
Effects: +1 to user's Presence, +1 to user's Per.

Tail Whip: Wags the tail to lower the foe's defense.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 3m
Effects: -1 to opponent's Dodge.  Can affect a number of targets equal to Growth.  Does no damage and may not be comboed with any Technique that does damage.

Take Down: A reckless charge attack that also hurts the user.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +2
PP: 5m
Effects: User loses one HL recoil upon doing damage.

Taunt: Taunts the foe into only using attack moves.
Base: Presence/Darkness (instant, simple)
Accuracy: +5
PP: 5m
Effects: Any non-damaging Techniques used by opponent for Growth turns automatically fail.  Does no damage.
Hits: Selected Target

Teeter Dance: Confuses all Pokémon on the scene.
Base: Physical/Normal (instant, simple)
Accuracy: +5
PP: 5m
Effects: Confuses all Pokémon on the field but the user.  Affects all Pokémon in play, allied or not.  Does no damage.

Teleport: A psychic move for fleeing from battle instantly.
Base: Presence/Psychic (instant, simple)
PP: 5m
Effects: Automatically switches out from battle; out of combat, may be used to return to known location.

Thief: While attacking, it may steal the foe's items.
Base: Presence/Darkness (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: If the opponent has any sort of item, the item is taken.  Normal disarm defenses apply.

Thrash: A rampage that confuses the user.
Base: Physical/Normal (two turns, simple)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Pays for two attacks across two turns; after second attack, user suffers Status Condition: Confused.

Thunder: A Electric attack.
Base: Presence/Electric (instant, supplemental)
Move power: 8B
Accuracy: +1
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.  Sunny Day lowers accuracy to -5; Rain Dance boosts accuracy to +5; if opponent is using Fly, all successes on damage dice count as critical.

Thunder Wave: A weak jolt of electricity that paralyzes the foe.
Base: Presence/Electric (instant, supplemental)
Accuracy: +5
PP: 5m
Effects: Status Condition: Paralyzed.  Does no damage.
Hits: Selected Target

Thunderbolt: A strong electrical attack.
Base: Presence/Electric (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.

Thunderpunch: An electrified punch.
Base: Physical/Electric (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition: Paralyzed.

Thundershock: An electrical attack.
Base: Presence/Electric (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 3m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Paralyzed.

Tickle: Makes the foe laugh to lower attack and defense.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 5m
Effects: -1 to opponent's Dex.  Does no damage and may not be comboed with any Technique that does damage.
Hits: Selected Target

Torment: Torments the foe and stops successive use of a move.
Base: Presence/Darkness (instant, simple)
Accuracy: +5
PP: 6m
Effects: Opponent can no longer use same move twice in a row.  Wears off if opponent is switched out.  Does no damage.

Toxic: Poisons the foe with an intensifying toxin.
Base: Physical/Grass (instant, supplemental)
Accuracy: +2
PP: 6m
Effects: Status Effect: Poisoned.  Does no damage.

Transform: Alters the user's cells to become a copy of the foe.
Base: Physical/Normal (scenelong, simple)
Accuracy: +5
PP: 6m
Effects: Turns user into a copy of the attacking Pokémon, with all stats and Techniques copied.  HL levels remain the same and the cost for all Techniques is 7m.

Tri-Attack: Fires three types of beams at the same time.
Base: Physical/Normal (instant, supplemental)
Move Power: 6B
Accuracy: +5
PP: 6m
Effects: Opponent makes a Resistance roll at diff 2; if fails, Status Condition takes effect.  I hate to do this, but on 1d6, 1-2 (Frozen), 3-4 (Burned), 5-6 (Paralyzed).

Trick: Tricks the foe into trading held items.
Base: Presence/Psychic (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: If the opponent has any sort of item, the item is switched with that of the user.  The user must be holding an item for this to have an effect.  Does no damage and may not be comboed with any Technique that does damage.

Triple Kick: Kicks the foe three times in a row with rising intensity.
Base: Physical/Fighting (instant, extra action)
Move power: 2B
Accuracy: +2
PP: 6m
Effects: Make three attacks.  Each successful attack raises the move power of the next attack by 1B.

Twineedle: Stingers on the forelegs jab the foe twice.
Base: Physical/Grass (instant, extra action)
Move power: 4B
Accuracy: +5
PP: 4m
Effects: Make two attacks.  Opponent makes a Resistance roll; if fails, Status Condition: Poisoned.
Hits: Selected Target

Twister: Whips up a vicious twister to tear at the foe.
Base: Presence/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Resistance roll; if fails, Status Condition: Flinched.  Can blow away spikes.  Count all successes as critical successes when determining damage against opponents using Fly.  Can affect a number of targets equal to Growth.

Uproar: Causes an uproar and prevents sleep.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: Apart from attack, starts an uproar which lasts for Growth turns and prevents Status Condition: Asleep in any Pokémon in play.  Affects all Pokémon in play, allied or not.

Vicegrip: Grips the foe with large and powerful pincers.
Base: Physical/Normal (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 3m
Effects: none

Vine Whip: Strikes the opponent with slender, whiplike vines.
Base: Presence/Grass (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: none

Vital Throw: Makes the user's move last, but it never misses.
Base: Physical/Fighting (instant, reflexive)
Move power: 6B
Accuracy: +5
PP: 6m
Effects: Automatically loses initiative; perfect attack with a minimum of one success after defense.  Must be declared before making a normal move.

Volt Tackle: A life-risking tackle that slightly hurts the user.
Base: Presence/Electric (instant, supplemental)
Move power: 8B
Accuracy: +5
PP: 5m
Effects: User loses one HL recoil upon doing damage.

Water Gun: Squirts water to attack the foe.
Base: Presence/Water (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 4m
Effects: none

Water Pulse: Attacks with ultrasonic waves.
Base: Presence/Water (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 5m
Effects: Opponent makes a Willpower roll; if fails, Status Condition: Confused.

Water Sport: The user becomes soaked to raise resistance to fire.
Base: Presence/Water (scenelong, simple)
PP: 6m
Effects: User is considered strong against fire-type moves until end of battle.

Water Spout: Inflicts more damage if the user's health is high.
Base: Presence (instant, supplemental)
Move power: special
Accuracy: +5
PP: 7m
Effects: Move power is equal to the number of HLs user has remaining.  Can affect a number of targets equal to Growth.

Waterfall: Charges the foe with speed enough to climb waterfalls.
Base: Presence/Water (instant, supplemental)
Move Power: 6B
Accuracy: +5
PP: 6m
Effects: none in combat; out of combat, allows a Pokémon with Surf to climb waterfalls.  (Shrug.)

Weather Ball: The move's type and power change with the weather.
Base: Physical/Normal (instant, supplemental)
Move power: 4B
Accuracy: +5
PP: 6m
Effects: When a weather effect is in play, count all successes as critical successes when determining damage; damage type matches that of the weather effect.

Whirlpool: Traps and hurts the foe in a whirlpool.
Base: Presence/Water (instant, supplemental)
Move power: 2B
Accuracy: +1
PP: 6m
Effects: Clinches opponent.  Outside combat, may have beneficial effects against bad weather at sea, or vice versa.

Whirlwind: Blows away the foe with wind and ends the battle.
Base: Physical/Normal (instant, supplemental)
Move power: N/A
Accuracy: +5
PP: 5m
Effects: Blows away spikes.  Forces opponent to switch Pokémon.

Will-O-Wisp: Inflicts a burn on the foe with intense fire.
Base: Presence/Fire (instant, supplemental)
Accuracy: +1
PP: 6m
Effects: Status Condition: Burned.  Does no damage.
Hits: Selected Target

Wing Attack: Strikes the foe with wings spread wide.
Base: Physical/Grass (instant, supplemental)
Move power: 6B
Accuracy: +5
PP: 2m
Effects: none

Wish: A wish that restores health. It takes time to work.
Base: Physical/Normal (two turns, simple)
PP: 6m
Effects: User recovers any HL penalties at -2 or below.  This takes effect at the end of the following turn.

Withdraw: Withdraws the body into its hard shell to raise defense.
Base: Presence/Water (scenelong, simple)
PP: 1m
Effect: +1 to user's Resistance.

Wrap: Wraps and squeezes the foe with vines, etc.
Base: Physical/Normal (instant, supplemental)
Move power: 2B
Accuracy: +2
PP: 5m
Effects: Clinches opponent.

Yawn: 	Lulls the foe into yawning, then sleeping next turn.
Base: Physical/Normal (instant, supplemental)
Accuracy: +5
PP: 6m
Effects: Status Condition: Asleep; takes effect at the end of the next turn.  If Pokémon is switched before this time, effect is cancelled.  Does no damage and may not be comboed with any Technique that does damage.

Zap Cannon: Powerful and sure to cause paralysis, but inaccurate.
Base: Presence/Electric (instant, supplemental)
Move power: 8B
Accuracy: -1
PP: 7m
Effects: Status Condition: Paralyzed.

SPECIAL ABILITIES

AIR LOCK	Negates all weather effects.
ARENA TRAP	Prevents a Pokémon from switching/fleeing.
BATTLE ARMOR	Any critical successes are counted as normal successes.
BLAZE		Any HL penalties are added to attack pools.
CHLOROPHYLL	If Sunny Day is in effect, automatically wins initiative.
CLEAR BODY	Pokémon's stats cannot be reduced by the opponent.
CLOUD NINE	Negates all weather effects.
COLOR CHANGE	Pokémon will change to the type of attack that last hit it.
COMPOUND EYES	+1 to Brawl.
CUTE CHARM	Any opponent directly attacking rolls against Presence; if fails, Status Condition: Attracted.
DAMP		Prevents the use of Selfdestruct and Explosion.
DRIZZLE		Sets up Rain Dance when active.  Rain Dance continues for Growth turns after the Pokémon leaves the battle.
DROUGHT		Sets up Sunny Day when active.  Sunny Day continues for Growth turns after the Pokémon leaves the battle.
EARLY BIRD	+1 to recover from Status Condition: Asleep.
EFFECT SPORE	Any opponent directly attacking rolls against Resistance; if fails, Status Condition: Paralysis.
FLAME BODY	Any opponent directly attacking rolls against Resistance; if fails, Status Condition: Burned.
FLASH FIRE	Activates when attacked by a fire-type move.  Acts as strong against fire moves and boosts fire-type pools by +1.
FORECAST	Changes type according to the weather.
GUTS		Any normal attack successes are counted as critical successes while under a status condition.
HUGE POWER	Any normal physical successes are counted as critical successes.
HUSTLE		+1 to damage pools, but -1 to attack pools.
HYPER CUTTER	Pokémon's Brawl pool cannot be reduced by the opponent.
ILLUMINATE	Heightens the rate of wild Pokémon battles.
IMMUNITY	Negates Status Condition: Poisoned.
INNER FOCUS	Negates Status Condition: Flinched.
INSOMNIA	Negates Status Condition: Asleep.
INTIMIDATE	-1 to opponent's attack pools.
KEEN EYE	Pokémon's Brawl pool cannot be reduced by the opponent.
LEVITATE	Negates ground-type attacks and Arena Trap.
LIGHTNING ROD	This Pokémon draws all Electric-type moves to itself.
LIMBRE		Negates Status Condition: Paralyzed.
LIQUID OOZE	If opponent uses an absorption attack, they take damage instead of absorbing it.
MAGMA ARMOR	Negates Status Condition: Frozen.
MAGNET PULL	Prevents Metal Pokémon from switching/fleeing.
MARVEL SCALE	Any normal defense successes are counted as critical successes while under a status condition.
MINUS		+1 to Presence pools while partnering a Pokémon with Plus.
NATURAL CURE	Negates all status conditions when switched out.
OBLIVIOUS	Negates Status Condition: Attracted.
OVERGROW	Adds any HL penalties to the damage of Grass-type Techniques.
OWN TEMPO	Negates Status Condition: Confused.
PICK UP		Provides Larceny equal to Growth.
PLUS		+1 to Presence pools while partnering a Pokémon with Minus.
POISON POINT	Any opponent directly attacking rolls against Resistance; if fails, Status Condition: Poisoned.
PRESSURE	Attacks that hit the Pokémon cost twice the number of normal motes.  No effect on WP costs.
PURE POWER	Any normal attack successes are counted as critical successes.
RAIN DISH	Heals one HL per turn when Rain Dance is in effect.
ROCK HEAD	Negates recoil damage against this Pokémon.
ROUGH SKIN	Any opponent directly attacking soaks 4B recoil damage.
RUN AWAY	Easier to flee from wild Pokémon battles
SAND STREAM	Sets up Sandstorm indefinitely when active.
SAND VEIL	If Sandstorm is in effect, +1 to defense pools and takes no damage from Sandstorm.
SERENE GRACE	When rolling to avoid status conditions from Techniques, pools are at +1.
SHADOW TAG	Prevents a Pokémon from switching/fleeing.
SHED SKIN	User rolls Growth; on success, removes all status conditions.
SHELL ARMOR	Negates critical successes against this Pokémon, treating as normal successes.
SHIELD DUST	Negates all additional side effects from damaging attacks.
SOUNDPROOF	The following sound moves have no effect: Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Sing, Supersonic, Screech, Snore, Uproar.
SPEED BOOST	+1 to init every turn, stacking.
STATIC		Any opponent directly attacking rolls against Resistance; if fails, Status Condition: Paralyzed.
STENCH		Reduces the rate of wild Pokémon battles.
STICKY HOLD	Items cannot be removed from this Pokémon.
STURDY		Negates one-hit KOs that result in Fainted.
SUCTION CUPS	Negates Whirlwind and Roar.
SWARM		Any HL penalties are added to damage pools.
SWIFT SWIM	If Rain Dance is in effect, increase init by +2.
SYNCHRONIZE	If this Pokémon is paralysed, burned or poisoned, the same status ailment is inflicted on the opponent.
THICK FAT	Negates Status Conditions: Burned and Frozen.
TORRENT		Any HL penalties are added to damage pools.
TRACE		Copies the opponent's Ability.
TRUANT		Moves every second turn.
VITAL SPIRIT	Negates Status Condition: Asleep.
VOLT ABSORB	Absorbs any critical successes on damage from Electric-type attacks.
WATER ABSORB	Absorbs any critical successes on damage from Water-type attacks.
WATER VEIL	Negates Status Condition: Burned.
WHITE SMOKE	Pokémon's pools cannot be reduced by the opponent.
WONDER GUARD	Only STAB-affecting damaging attacks can hit this Pokémon (fire attacking metal, etc).  The following attacks will still have an effect: Hail, Leech Seed, Sandstorm, Spikes.  Is still vulnerable to status ailments.