PoD/Movedex
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Revision as of 09:50, 7 December 2005 by C-24-22-27-178.hsd1.or.comcast.net (talk)
Absorb: An attack that absorbs damage inflicted. Base: Special/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 Sta. Aerial Ace: An extremely speedy and unavoidable attack. Base: Physical/Fighting (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/Fighting (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: Special/Psychic (scenelong, simple) PP: 3m Effects: Boosts user's Init by Growth. Air Cutter: Hacks with razorlike wind. Base: Physical/Fighting (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: Special/Psychic (scenelong, simple) PP: 5m Effects: Boosts user's Resolve by Growth. Ancient Power: An attack that may raise all stats. Base: Physical/Rock (instant, supplemental) Move power: 6B Accuracy: +5 PP: 7m Effects: User rolls Resolve; 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: Special/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 Resolve 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: Special/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: Special/Psychic (scenelong, simple) PP: 3m Effects: Boosts user's Sta by Growth. 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: Special/Normal (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: Special/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: Opponent makes a Resolve roll at diff 2; if fails, Status Condition: Flinched. Blast Burn: Powerful, but leaves the user immobile the next turn. Base: Special/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: Special/Fire (instant, supplemental) Move power: 6B Accuracy: +2 PP: 6m Effects: Count all successes as critical successes when determining damage. Opponent makes a Stamina roll; if fails, Status Condition: Burned. Blizzard: Hits the foe with an icy storm. Base: Special/Water (instant, supplemental) Move power: 8B Accuracy: +1 PP: 7m Effects: Opponent makes a Stamina 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 Stamina roll at diff 2; if fails, Status Condition: Paralyzed. Bone Club: Clubs the foe with a bone. Base: Physical/Normal (instant, supplemental) Move power: 6B Accuracy: +2 PP: 5m Effects: Opponent makes a Resolve roll; if fails, Status Condition: Flinched. Bone Rush: Strikes the foe repeatedly with a bone in hand. Base: Physical/Normal (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/Normal (instant, simple) Move power: 4B Accuracy: +2 PP: 6m Effects: Make two attacks. Bounce: Bounces up, then down the next turn. Base: Physical/Fighting (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 Stamina 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: Special/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: Special/Water (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: -2 to opponent's Init. 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: Special/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: Special/Psychic (scenelong, simple) PP: 5m Effects: +1 to user's Wits and Resolve. 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: Special/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: Drops opponent's Brawl by user's Growth. Does no damage and may not be comboed with any Technique that does damage. Clamp: Traps and squeezes the foe repeatedly. Base: Special/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: Special/Psychic (instant, supplemental) Move power: 4B Accuracy: +5 PP: 4m Effects: Opponent makes a Special 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: Special/Psychic (scenelong, simple) PP: 5m Effects: +1 to user's Sta and Resolve. Cotton Spore: Spores cling to the foe, sharply reducing speed. Base: Special/Grass (instant, supplemental) Accuracy: +2 PP: 1m Effects: Drops opponent's Init by Growth. 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: Special/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: Special/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent rolls Resolve; on failure, -1 to opponent's Resolve. Crush Claw: Tears at the foe with sharp claws. Base: Physical/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent rolls Stamina 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, -2 to user's Init, +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 Sta. 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/Normal (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: Special/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 Stamina roll; if fails, Status Condition: Confused. Doom Desire: Summons strong sunlight to eventually attack. Base: Physical/Rock (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: Special/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: None Dragon Dance: A mystical dance that boosts attack and speed. Base: Special/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: Special/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: Special/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: Opponent makes a Stamina roll at diff 2; if fails, Status Condition: Paralyzed. Dream Eater: Absorbs damage inflicted on a sleeping foe. Base: Special/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/Fighting (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/Normal (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: Special/Fire (instant, supplemental) Move power: 4B Accuracy: +5 PP: 4m Effects: Opponent makes a Stamina 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: Special/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: Special/Psychic (instant, supplemental) Move power: 6B Accuracy: +5 PP: 3m Effects: Opponent makes a Special 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: Special/Normal (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: Special/Normal (instant, simple) Accuracy: +5 PP: 5m Effects: Drops opponent's Resolve by Growth. 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/Fighting (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: Special/Fire (instant, supplemental) Move power: 8B Accuracy: +2 PP: 7m Effects: Opponent makes a Stamina roll; if fails, Status Condition: Burned. Fire Punch: A fiery punch. Base: Special/Fire (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent makes a Stamina roll; if fails, Status Condition: Burned. Fire Spin: Traps the foe in a ring of fire. Base: Special/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/Normal (instant, simple) Accuracy: -5 PP: 7m Effects: Opponent makes a Stamina 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: Special/Fire (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: Opponent makes a Stamina roll; if fails, Status Condition: Burned. Can be used by Frozen Pokémon to thaw themselves. Flamethrower: A powerful fire attack. Base: Special/Fire (instant, supplemental) Move power: 8B Accuracy: +5 PP: 6m Effects: Opponent makes a Stamina 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: Special/Normal (instant, supplemental) Accuracy: +5 PP: 6m Effects: +1 to opponent's Wits; 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/Fighting (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: Special/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: Special/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: Special/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: Special/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 Wits. 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/Fighting (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: Special/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: Special/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 Stamina 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: Special/Fire (instant, supplemental) Move power: 8B Accuracy: +2 PP: 6m Effects: Opponent makes a Stamina 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: Special/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: Special/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 Stamina 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: Special/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: Special/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: Special/Water (instant, supplemental) Move power: 8B Accuracy: +5 PP: 6m Effects: Opponent makes a Stamina roll; if fails, Status Condition: Frozen. Ice Punch: An icy punch. Base: Special/Water (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent makes a Stamina roll; if fails, Status Condition: Frozen. Icicle Spear: Attacks the foe by firing icicles repeatedly. Base: Special/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: Special/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: Special/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: Special/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/Rock (scenelong, simple) PP: 6m Effects: Boosts user's Sta by Growth. Iron Tail: Attacks with a rock-hard tail. Base: Physical/Rock (instant, supplemental) Move power: 8B Accuracy: +1 PP: 6m Effects: Opponent makes a Stamina 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: Special/Psychic (instant, supplemental) Accuracy: +2 PP: 6m Effects: -1 to opponent's Wits. 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: Special/Normal (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: Special/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: Special/Grass (instant, simple) Accuracy: +2 PP: 6m Effects: Each turn, opponent rolls Stamina; 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 Stamina at diff 2; on failure, Status Condition: Paralyzed. Light Screen: Creates a wall of light that shields against subconscious shocks. Base: Special/Psychic (Growth turns, simple) PP: 3m Effects: When attacked, critical successes on Special 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/Normal (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: Special/Psychic (instant, supplemental) Move power: 6B Accuracy: +5 PP: 7m Effects: Opponent rolls Resolve, diff 3; on failure, -1 to opponent's Resolve. 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: Special/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: Special/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/Normal (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: Special/Psychic (scenelong, simple) PP: 1m Effects: +1 to user's Brawl. Mega Drain: An attack that absorbs damage inflicted. Base: Special/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: Special/Normal (instant, simple) Accuracy: +5 PP: 6m Effects: -1 to opponent's Dex and Resolve; user suffers Status Condition: Fainted. Does no damage. Metal Claw: A claw attack that may raise the user's attack. Base: Physical/Rock (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/Rock (instant, supplemental) Accuracy: +2 PP: 1m Effects: Drops opponent's Dodge by user's Growth. Does no damage. Meteor Mash: Fires a meteor-like punch. Base: Physical/Rock (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: Special/Psychic (instant, reflexive) Accuracy: +5 PP: 5m Effects: If the opponent uses a Special 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/Fighting (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: Special/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: Special/Psychic (instant, supplemental) Move power: 6B Accuracy: +5 PP: 7m Effects: Opponent rolls Resolve; on failure, -1 to opponent's Wits. 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/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: -2 to opponent's Init. Mud Sport: Covers the user in mud to raise electrical Stamina. Base: Physical/Normal (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: Special/Water (instant, supplemental) Move power: 8B Accuracy: +2 PP: 6m Effects: Opponent rolls Resolve, diff 2; on failure, -1 to opponent's Wits. Can affect a number of targets equal to Growth. Mud-Slap: Hurls mud in the foe's face to reduce its accuracy. Base: Physical/Normal (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: Special/Grass (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent makes a Resolve 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: Special/Water (instant, supplemental) Move Power: 6B Accuracy: +2 PP: 6m Effects: Opponent makes a Stamina roll at diff 3; if fails, -1 to opponent's Wits. 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: Special/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: Special/Fire (instant, supplemental) Move power: 8B Accuracy: +2 PP: 7m Effects: Drops user's Wits by Growth. 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/Fighting (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: Special/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 Stamina 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 Stamina 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 Stamina 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: Special/Water (instant, supplemental) Move power: 4B Accuracy: +5 PP: 7mm Effects: Opponent makes a Stamina 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: Special/Psychic (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: Opponent makes a Special 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: Special/Psychic (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Opponent makes a Special roll; if fails, -1 to opponent's Resolve. Psycho Boost: Allows a full-power attack, but sharply lowers focus. Base: Special/Psychic (instant, supplemental) Move power: 8B Accuracy: +2 PP: 7m Effects: Following attack, drops user's Wits by Growth. Psywave: Attacks with a psychic wave of varying intensity. Base: Special/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: Special/Normal (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: Special/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: Special/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: Special/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: Special/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/Rock (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/Rock (instant, supplemental) Move power: 6B Accuracy: +2 PP: 6m Effects: Opponent makes a Resolve 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 Stamina 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/Rock (instant, supplemental) Move power: 4B Accuracy: +2 PP: 6m Effects: none Rock Tomb: Stops the foe from moving with rocks. Base: Physical/Rock (instant, supplemental) Move power: 4B Accuracy: +2 PP: 6m Effects: -2 to opponent's Init. Role Play: Mimics the target and copies its special ability. Base: Special/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 Resolve roll at diff 2; if fails, Status Condition: Flinched. Rollout: An attack with rising intensity. Base: Physical/Rock (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: Special/Fire (instant, supplemental) Move power: 8B Accuracy: +5 PP: 7m Effects: Opponent makes a Stamina 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/Normal (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/Normal (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/Rock (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: Drops opponent's Init by user's Growth. 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: Drops opponent's Brawl by user's Growth. 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 (-2 to Init), 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 Resolve; 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: Special/Water (instant, supplemental) Accuracy: -5 PP: 7m Effects: Status Condition: Fainted. Does no damage otherwise. Shock Wave: A fast and unavoidable electric attack. Base: Special/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 Special 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 Resolve; 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: Special/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/Fighting (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: Special/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 Stamina 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 Stamina 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 Stamina 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: Special/Normal (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 Resolve 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: Special/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: Special/Electric (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: Opponent makes a Stamina 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/Normal (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: Special/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/Rock (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/Normal (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: Opponent makes a Resolve 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 opponent's Init. Can affect a number of targets equal to Growth. Does no damage. Struggle: Used only if all PP are gone. Also hurts the user a little. Base: Physical/Normal (instant, supplemental) Move Power: none Accuracy: none PP: none Effects: The last resort of a Pokemon whose mote pool is depleted. Stun Spore: Scatters a stun powder. Base: Special/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: Special/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: Special/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; boosts opponent's Dex by user's Growth. 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: Boosts user's Brawl by Growth. Synthesis: Restores health. The amount varies with the time of day. Base: Special/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 Wits, +1 to user's Resolve. 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: Special/Normal (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: Special/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: Special/Normal (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: Special/Electric (instant, supplemental) Move power: 8B Accuracy: +1 PP: 6m Effects: Opponent makes a Stamina 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: Special/Electric (instant, supplemental) Accuracy: +5 PP: 5m Effects: Status Condition: Paralyzed. Does no damage. Hits: Selected Target Thunderbolt: A strong electrical attack. Base: Special/Electric (instant, supplemental) Move power: 8B Accuracy: +5 PP: 6m Effects: Opponent makes a Stamina 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 Stamina roll at diff 2; if fails, Status Condition: Paralyzed. Thundershock: An electrical attack. Base: Special/Electric (instant, supplemental) Move power: 4B Accuracy: +5 PP: 3m Effects: Opponent makes a Stamina 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: Special/Normal (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 Stamina 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: Special/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 Stamina roll; if fails, Status Condition: Poisoned. Hits: Selected Target Twister: Whips up a vicious twister to tear at the foe. Base: Special/Normal (instant, supplemental) Move power: 4B Accuracy: +5 PP: 5m Effects: Opponent makes a Stamina 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: Special/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: Special/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: Special/Water (instant, supplemental) Move power: 4B Accuracy: +5 PP: 4m Effects: none Water Pulse: Attacks with ultrasonic waves. Base: Special/Water (instant, supplemental) Move power: 6B Accuracy: +5 PP: 5m Effects: Opponent makes a Resolve roll; if fails, Status Condition: Confused. Water Sport: The user becomes soaked to raise Stamina to fire. Base: Special/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: Special/Water (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: Special/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: Special/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: Special/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/Fighting (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: Special/Water (scenelong, simple) PP: 1m Effect: +1 to user's Sta. 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: Special/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 for Fire-type moves. 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 Special; 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 Stamina; if fails, Status Condition: Paralysis. FLAME BODY Any opponent directly attacking rolls against Stamina; 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. FLYING Immune to normal-type moves; disabled if opponent also has Flying. FORECAST Changes type according to the weather. GROUNDED Immune to electric-type moves; disabled if opponent also has Grounded. 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. HYPER MODE When in effect, can only use damaging moves, but any normal successes are counted as critical successes on damage. Use of items is impossible, and each attack inflicts 1 HL recoil damage on the user. 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 Special 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 Special pools while partnering a Pokémon with Minus. POISON POINT Any opponent directly attacking rolls against Stamina; if fails, Status Condition: Poisoned. PRESSURE Attacks that hit the Pokémon are at +50% mote cost. 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 Stamina; 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 Grass-type 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 Water-type 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. SHADOW TECHNIQUES: See Shadow Pokemon for more details. Shadow Bolt: A shadowy thunder attack. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: Opponent makes a Stamina roll at diff 2; if fails, Status Condition: Paralyzed. Shadow Blast: A wicked blade of air formed using a shadowy aura. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 3m Effects: none Shadow Blitz: A Pokemon throws this tackle while casting a shadowy aura. Base: Physical/Shadow (instant, supplemental) Move power: 4B Accuracy: +5 PP: 2m Effects: none Shadow Break: A shattering ram attack with a shadowy aura. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 3m Effects: none Shadow Chill: A shadowy ice attack. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: Opponent makes a Stamina roll at diff 2; if fails, Status Condition: Frozen. Shadow Down: A shadowy aura sharply cuts the foe's defenses. Base: Special/Shadow (instant, simple) Accuracy: +5 PP: 4m Effects: Drops opponent's Sta by user's Growth. Can affect a number of targets equal to Growth. Does no damage. Shadow End: A shadowy aura ram attack that also rebounds on the user. Base: Physical/Shadow (instant, supplemental) Move power: 8B Accuracy: -1 PP: 5m Effects: User loses one HL recoil upon doing damage. Shadow Fire: A shadowy fireball attack. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: Opponent makes a Stamina roll at diff 2; if fails, Status Condition: Burned. Shadow Half: A shadowy aura's energy cuts everyone's health in half. Base: Special/Shadow (two turns, simple) Accuracy: +5 PP: 7m Effects: Drops HLs to next penalty down. User must spend next turn recharging. Affects all Pokemon in play, allied or not. Shadow Hold: A shadowy aura descends to prevent fleeing. Base: Special/Shadow (instant, supplemental) Accuracy: +2 PP: 3m Effects: Status Condition: Trapped. Can affect a number of targets equal to Growth. Does no damage. Shadow Mist: A shadowy aura sharply cuts the foe's evasiveness. Base: Special/Shadow (instant, supplemental) Accuracy: +5 PP: 3m Effects: Drops opponent's Brawl by user's Growth. Can affect a number of targets equal to Growth. Does no damage. Shadow Panic: A shadowy aura emanates to confuse the enemy. Base: Special/Shadow (instant, supplemental) Accuracy: +5 PP: 5m Effects: Status Condition: Confused. Can affect a number of targets equal to Growth. Does no damage. Shadow Rave: A shadowy aura in the ground is used to launch spikes. Base: Special/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 6m Effects: Can affect a number of targets equal to Growth. Shadow Rush: A Pokemon executes a tackle while casting a shadowy aura. Base: Physical/Shadow (instant, supplemental) Move power: 6B Accuracy: +5 PP: 4m Effects: none Shadow Shed: A shadowy aura eliminates Reflect and other similar moves. Base: Special/Shadow (instant, supplemental) Accuracy: +5 PP: 3m Effects: Negates Reflect, Light Screen and Safeguards. Affects all Pokemon in play, allied or not. Does no damage. Shadow Sky: Darkness hurts all except Shadow Pokemon. Base: Special/Shadow (instant, simple) PP: 6m Effects: Causes shadow weather for Growth turns; everyone involved must soak 2B the first turn, 4B the next, etc. Affects all Pokémon in play, allied or not. Shadow Storm: A shadowy aura is used to whip up a vicious tornado. Base: Physical/Shadow (instant, supplemental) Move power: 8B Accuracy: +5 PP: 7m Effects: Can affect a number of targets equal to Growth. Shadow Wave: Shadowy aura waves are used to inflict damage. Base: Special/Shadow (instant, supplemental) Move power: 4B Accuracy: +5 PP: 4m Effects: Can affect a number of targets equal to Growth.