Pokémon Attack Descriptions

As always, if you think you know all the attacks already, you are probably wrong (sorry!), as many of the attacks from the Gameboy games are modified slightly to work more realistically in the PASBL.

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

A

Absorb (GR) -- The user creates a number of short green energy tendrils and drains a decent amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a decent amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. Due to its weak nature, this move does not count as a 'draining move' and does not contribute towards diminishing returns.

Acid (PO) -- The user spits an extremely acidic substance at the target, dealing good damage on contact. It burns flesh over time and can melt weak objects such as dry wall. This burning sensation can cause irritation similar to a heat burn if left exposed over a period of time, but cannot do lasting damage or cause blindness. There is a low chance of poison associated with this move, as the acid is more for its ability to melt targets and other substances.

Acid Armour (PO) --Using good energy, the user becomes coated in a thick, acidic substance that dramatically increases the user's defense. This substance is generally made of a material that enables them to hide in its natural environment (Muk in sludge, Magcargo in lava, etc.).

Acid Spray (PO) -- The user spits an orb made of an extremely acidic substance at the target, dealing moderate damage on contact. While dealing less damage than its counterpart, Acid, its effects are much more potent, dealing burns faster and able to melt substances much more quickly. This burning sensation can cause irritation similar to a heat burn if left exposed over a period of time, but cannot do lasting damage or cause blindness. It also has a low chance of poison, but is most for its ability to melt targets and other substances.

Acrobatics (FL) -- The user uses a burst of energy to rush at a high speed, darting back and forth over them and striking it with each pass by raking it with claws, talons or beak. This attack deals solid damage for solid energy. If the target has an attached item and the user does not, this move deals considerable damage.

Acupressure (NO) -- The user jabs itself in a sensitive spot with an appendage, using good energy while unlocking one of the following stats, causing (at random) either Speed, Defense, Special Defense, Special Attack or Attack to rise significantly.

Aerial Ace (FL) --The user runs towards its foe, gaining speed as it surrounds itself with Flying energy. Right before hitting its foe, it makes a quick, unpredictable move around the side of the foe, dealing a good hit. Though difficult to dodge, it does not always hit, and can be interrupted mid-charge or countered. Due to the fast and acrobatic nature of the attack, Pokémon that can fly will be able to execute this faster than normal, making it harder to dodge.

Aeroblast (FL) -- The user powers up and releases a powerful blast of air and flying energy that inflicts heavy damage to the target.

After You (NO) -- The user uses a decent amount of energy to encourage its partner in a double battle in a manner similar to Helping Hand, increasing its speed and reaction time instead of attacking power to allow it to outspeed its foes. This allows the target of this attack to get priority on its next attack or to reduce its charge time slightly.

Agility (NO) -- The user concentrates their energy into their mobility in one of two ways, either a quick burst of speed or a more long-term concentration on speed rather than power. Though the long-term version's energy depends on the situation, short-term tends to use good energy.

Air Cutter (FL) -- A weaker version of Razor Wind, Air Cutter takes much less time to work in exchange for the decrease in power. It's not quite as powerful, dealing good damage, but has approximately 2/3 the charge time of Razor Wind.

Air Slash (FL) -- The user swings a wing (or other appendage) through the air at high speed and a precise angle, propelling a section of the air itself forward to sharply strike the target, dealing solid damage. This attack can startle the target and may cause a flinch.

Ally Switch (PS) -- Using good energy, the user uses its intense Psychic abilities to literally swap places with a partner, teleporting in their place and putting them where they just were. Because this requires a consensual mental connection, only partners can swap places with the user.

Amnesia (NO) -- The user clears its mind using decent energy, forgetting the frustrations and triumphs of the battle to concentrate on other things. This mental clarity gives the user some resistance against Special Attacks, particularly mentally-affecting ones, as it is able to concentrate on defending against them, increasing Special Defense sharply. Due to the clearing of the user's mind, it is also able to clear mental blocks, mental links or other Psychic manipulations caused by moves such as Swaps, Imprison or the like.

Ancient Power (RK) - The user channels ancient powers, gathering together Rock energy between their limbs which takes the form of an orb. This attack deals good damage and has a slight chance of giving the user a boost in all statistics.

Aqua Jet (WA) -- The surrounds itself in a jet of water to propel themselves forwards, causing them to hurtle through the air at incredibly high speed towards the target, slamming into them for moderate damage.

Aqua Ring (WA) -- The user forms small, interlocking rings of Water energy, using a heavy amount of energy to do so. For the next five rounds, the user recovers mild health at the end of every round. This move counts as a Pokémon's one 'healing move' per match.

Aqua Tail (WA) -- The user wraps its tail in water energy, which it then uses to smash into the target. Damage dealt and accuracy is dependent on the user's tail but the average Pokémon will deal considerable damage. Aqua Tail uses considerable energy.

Arm Thrust (FT) -- The user gives 3-5 quick open-palm (if applicable) thrusts depending on overall energy, which each deal light damage for equivalent energy.

Aromatherapy (GR) -- Using good energy, the user emits a strong fragrance. The user and all nearby Pokémon who can smell the aroma will be jolted awake from sleep, calmed out of confusion, and given a slight jolt which would slightly ease paralysis. The scent is also very therapeutic, speeding up the healing process, curing burns and poison. Nearby Pokémon have a chance to become infatuated with the user. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can smell the odor, etc. The scent also penetrates Poké Balls of any friendly Pokémon, curing them of any status.

Aromatic Mist (FA) - Using mild energy, the user releases a cloud of magical perfume, which calms and fortifies the user and any other allied Pokémon that breathe it in, raising their Special Defense.

Assist (NO) -- The user's hand or paw glows with energy, and shoots out a random projectile attack from a random one of its trainer's other Pokémon which were brought to battle. It cannot select from fainted Pokémon's attacks, nor Pokémon who are on the field with it at the time the attack is used. There is no limit to what will come out of the hand: Bulbasaur vines, String Shot, etc. are all possible to come from the "cat's hand." The randomly selected attack is usually of the type of the Pokémon the user emulates, and is usually a good or higher-level attack.)

Assurance (DK) -- The user surrounds itself with a dark aura of wicked thoughts and intentions of doing harm before hurtling toward the target, smacking into them for decent dark type damage. If the target is afflicted by a condition or an environment which is already doing them harm however, the dark aura will be stronger and the target will be more reckless in the attack dealing twice as much damage as normal.

Astonish (XX) -- The user darts in, dealing light damage with a tackle-like attack and trying to briefly confuse the opponent, using speed to hit the opponent from an angle where it wasn't expecting.

Attack Order (BG) -- The user shoots a barrage of solid buzzing projectiles of bug energy into the target, dealing significant damage. The attack has a slight chance of leaving behind a sensitive spot that functions similarly to the mark left by Crush Claw.

Attract (NO) -- Using light energy, the user attempts to make itself look more attractive to the opposing Pokémon. In order to be effective, both Pokémon must be of opposite genders or the opposing Pokémon must be of a compatible sexuality (as specified in the bio, if at all). Success of the move is dependent on a number of factors, including mental state and the length of the battle, with mechanics similar to Charm. However, unlike Charm and similar moves, Attract also is dependent on the physical similarity between the user and its foe. Pokémon of the same species or closely tied species (e.g. Plusle and Minun) will easily fall for the Attract, with Pokémon of similar body shapes having fairly high success and very dissimilar Pokémon being unlikely to fall for the move. Attract may be performed on or by non-breeding, gendered Pokémon (e.g. babies), though the execution will focus more on maternal/paternal attraction, rather than sexual. Genderless Pokémon can neither perform nor fall prey to this move. Once Attracted, the affected foe will be calmed considerably. Its attacks will be considerably weaker and it will hesitate to perform any actions that will harm the user. Once the affected foe is struck by an attack from the user, the illusion will break and the Attraction will end. Subsequent uses will be ineffective.

Aura Sphere (FT) -- The user charges a large amount of fighting spirit within, before shooting it forward in a ball towards the target, dealing significant damage. Due to the concentrated spirit within, the ball is drawn to the fighting spirit of an opponent, allowing it to hit the true opponent in a Double Team or in low visibility. Though it is drawn to the foe, it is not an auto-hit, as it cannot turn very sharply and travels somewhat slowly, though it is more likely to hit.

Aurora Beam (IC) -- The user fires a wide, rainbow-coloured beam which expands as it travels, dealing good damage for good energy. The resulting light is rather captivating and has a 10% chance of slightly lowering the foe's physical attack for a few rounds.

Autotomize (ST) -- The user grinds down large, excessive parts of its body, making itself 10% lighter, using moderate energy to do so. This newfound lightness makes it more agile and somewhat faster.

Avalanche (Various) -- In a snowy environment, the user stomps the ground, causing a large rush of snow towards the target, hitting for significant damage. The piled snow may also trap and/or chill the foe if it accumulates. This attack may also be attempted in areas that lack snow or ice, using other similar grainy environmental features, but it will deal typeless damage and will not chill the foe. Ice type Pokémon may choose to use Avalanche by generating their own snow, dealing significant ice type damage and working as normal.

B

Baby-Doll Eyes (FA) - The user opens their eyes wide, sending forth a wave of calming magical energy using mild energy. This attack discourages the foe from attacking the user directly, decreasing the effectiveness of their physical attacks. This lasts until the user attacks the foe. Baby-Doll Eyes, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.

Barrage (NO) -- The user creates dozens of balls of energy, and lobs them at their opponent. Each ball bursts on contact, covering a large area in front of the foe with a number of small explosions. If most of balls hit, this attack can do heavy damage, though it can vary somewhat, and costs significant energy.

Barrier (PS) -- Using significant energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It is capable of withstanding a major amount of damage from all attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. If the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Baton Pass (NO) -- Using good energy, the user concentrates for a few moments before returning to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the user. While things like poison and physical injuries are not carried over, boosts and mental conditions such as confusion or fatigue will be passed to the new Pokémon. Baton Pass can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock.

Beat Up (DK) -- Using Dark energy, the user summons energy from all healthy (no paralyzed, frozen, or KO'ed) allies the trainer has brought to the battle, to create dark images of these Pokémon that hit the opponent once, each for light damage, then disappear.

Belch (PO) - The user lets out a strong burp, sending forth a massive bubble of toxic goo. The bubble then floats towards the foe, exploding on contact. Any Pokémon hit by the bubble will suffer major damage.

Belly Drum (NO) -- Using mild initial energy, the user slams its fists into its belly, mentally psyching itself up for battle. The user reaches a sort of battle frenzy, totally ignoring all defense in favor of crushing the opponent with highly-buffed attacks. This is the strongest attack buff in the game, but the user cannot even attempt to dodge or reduce damage from enemy attacks. Also, the user will consume energy at a more rapid pace due to the frenzy, and is more likely to miss with its physical blows.

Bestow (NO) -- The user uses moderate energy to give an attached item to another Pokémon. The user ceases to benefit from the effects of its item for five rounds. During this time, the target Pokémon gains the effects. The user can also hand over items such as Tropius's fruit for no energy cost. Mega Stones are not affected by this move.

Bide (NO) - Taking a defensive stance, the user endures all attacks against it and remains in one location, making no attempt to dodge. It takes full damage from all attacks against it during this time and cannot perform other actions. As it endures, a red aura surrounds it completely. This aura absorbs the power of attacks levied against it, growing in size as it does so, and breaks after absorbing the power of a major amount of of damage or greater. When it breaks, the energy absorbed is condensed in to a large beam and fired as an attack, the user able to aim it at will. The beam deals damage equal to twice the power of the energy it has absorbed and is made up of the type energy of the endured attacks (meaning that a Bide beam can deal multi type damage). Bide absorbs attack power before the user actually takes damage, meaning that it absorbs only the base power of the attacks (including the attacker's boosts) and does not take account of type effectiveness against the Bide user or any defensive boosts that the Bide user may have. Energy usage for a Bide is initially neutral, costing the user energy equal to the power of the beam fired. For each successive use, the energy cost increases by 25% in the same way as Protect. Creating the initial Bide aura uses only minor energy. A Bide aura can be maintained for up to two rounds if it is not broken by attacks and will dissipate harmlessly if it absorbs less than a major amount of damage for no energy cost. The Bide aura also shields the user from the secondary effects of attacks and prevents it from being afflicted with any statuses while it is held.

Bind (XX) -- The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. Probability of the opponent escaping depends on the conditions of the match. For example, a Pikachu which is tired stands no chance of getting out of a fresh Onix's bind, even after a few rounds. The opponent's and user's move selections during this time are hampered at the ref's discretion. The squeezing will usually do around decent damage over the course of a round, but may vary depending on how much the target struggles or size difference between the user and the target. Energy use scales similarly, with even a docile and small target taking a mild amount of energy to squeeze for a round, and stronger targets that struggle a lot taking potentially an extreme amount of energy to successfully hold for a full round.

Bite (XX) -- The user simply bites the opponent, inflicting damage depending on the Pokémon. The average Pokémon will deal good damage, though Pokémon with larger or smaller mouths may deal less or more, between moderate and solid damage. Bite may cause sharp pains that may cause softer-skinned Pokémon to flinch. Dark-typed Pokémon may use Dark energy to augment this attack, dealing no extra damage but making it deal Dark damage.

Blast Burn (FI) -- The user generates a huge number of flames that radiate out from it, before collecting them and sending a gigantic fireball towards the foe, which explodes in a massive flare, dealing extreme damage. Due to the intense nature of this attack, the user must replenish its flame for the next round, preventing the use of any fire attacks during that time.

Blaze Kick (FI) -- The user's leg becomes covered in flames a la Fire Punch, and the user deals a powerful kick which does considerable damage.

Blizzard (IC) -- The user inhales deeply or flaps vigorously and produces a powerful burst of cold air, ice and snow/freezing rain, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokémon) or wings (Delibird, Articuno, etc.). There is a 10% chance of a full-body freeze on the opponent. Though the attack is fast and powerful, the build-up may take some time and will leave the user a little winded immediately afterwards.

Block (NO) -- The user uses good energy to perform an anticipatory action, moving with abnormal speed to cut off or interrupt the movement of its target. If the target is attempting to switch, the user will position itself to intercept the recall beam or interrupt the switching move. Becuase of the nature of Baton Pass, it cannot be interrupted this way.

Blue Flare (FR) --The user releases an intense burst of beautiful blue flames which burst on contact, dealing severe damage. This attack has a 20% chance of burning the target.

Body Slam (XX) -- The user runs towards the opponent and throws their full body weight at them, using significant energy to do so. "Paralysis" only occurs if the user weighs significantly more than the opponent, and they are pinned underneath, with a varying chance of escaping. Paralysis can also come from severe damage from the attack, referee's discretion. Damage dealt is usually significant for Pokémon of similar size and weight, and scales quickly upwards if the target is much smaller than the user, as well as scaling downwards similarly if the target is much larger than the user.

Bolt Strike (EL) --The user gathers great amounts of electricity in its body, charging the foe with a heavy and fast tackle. The contact discharges the electricity directly into the foe, giving them a heavy shock and dealing great physical damage. This technique deals severe damage and has a 20% chance of paralysis.

Bone Club (GD) -- The user smashes the opponent with their earthen bone, dealing solid damage.

Bone Rush (GD) -- The user rushes forth and batters the opponent with their earthen bone before delivering a hard final blow, dealing between good and significant damage, depending on the length of the initial attack. The final blow has significant force behind it, allowing the user to push back or send the target flying if relatively light. If the user does not naturally wield a bone, it can create one out of Ground energy. This attack uses between good and significant energy overall.

Bonemerang (GD) -- The user throws their earthen bone, so it acts like a boomerang, that hits the opponent for decent damage, then hits again for more damage as the object flies back towards the thrower.

Boomburst (NO) - The user releases a gigantic blast of sound, radiating in a wide area in front of it. This extremely forceful shockwave deals massive damage. Pokémon will find this move taxing on the vocal chords, reducing the effectiveness of future sound based moves for the next two rounds.

Bounce (XX/FL) -- The user uses its own body to bounce or jump as high as possible, and landing on the opponent for solid damage, depending on the Pokémon, height of jump, etc. If the user is significantly heavier than the target (ala Body Slam), the target may become paralyzed. Flying-typed Pokémon may shroud themselves in Flying energy to achieve slightly more height and deal Flying-typed damage.

Brave Bird (FL) -- The user gains some height, charging intense energy, before diving to the ground to gain speed, leveling out just before making contact, and slamming into the foe for major damage, incurring minor damage dealt in recoil.

Brick Break (FT) -- An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals solid damage, but even more so on breakable objects such as panes due to the increase in power thanks to the follow-through. Like Rock Smash, slightly harder Pokémon will take somewhat harder damage. Brick Break is also able to more easily shatter screens (both the pane and cubic variations), dealing significant damage to the Pokémon behind the screen.

Brine (WA) -- The user spits out a stream of water laced with salts at the foe. The move normally does good damage, but if the foe has any sore spots, burns, or open wounds, the salt will aggravate them and may deal up to considerable damage. Due to the irritating nature of the salt water, it can cause the target discomfort if it gets in their mouth, eyes or other sensitive organ. This may stun them temporarily or, if it gets in their eyes, reduce their sight in a manner similar to Flash unless flushed out. Sea-dwelling Pokémon or those used to high salinity levels are immune to these irritating effects, but may still take increased damage.

Bubble (WA) -- The user spits a burst of watery bubbles which pop on contact, dealing good damage for good energy and covering the foe in a slick soapy substance. This will slow most foes down until they can get rid of the scum. Bubble is somewhat widespread, likely to cover the area around the foe with a soapy substance that may cause them to slip. Unlike Water Gun, Bubble will struggle to break through Light Screen but will easily break through Reflect.

Bubble Beam (WA) -- The user spits a high pressure stream of watery bubbles which pop on contact, dealing solid damage for solid energy and covering the foe in a slick soapy substance. This will slow most foes down until they can get rid of the scum. The soapy bubbles from the beam are also likely to leave behind a soapy substance that may cause Pokémon to slip if angled downwards. Unlike Water Gun, Bubble Beam will struggle to break through Light Screen but will easily break through Reflect.

Bug Bite (BG) -- The user bites into the target, injecting bug energy into the wound and dealing good damage. If the target has an attached item, the move deals heavy damage.

Bug Buzz (BG) -- The user charges significant energy and releases a stream of red soundwaves at the opponent. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user, with the focused version dealing significant damage. Bug Buzz has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Bulk Up (FT) -- The user toughens up, using good energy, focusing energy on boosting the power of physical attacks, and they are able to take physical punishment slightly better. The increases are less than Curse, but there is not a significant loss of speed.

Bulldoze (GD) -- The user stomps on the ground repeatedly, sending out multiple small shockwaves of Ground energy, dealing good damage overall. Unlike Earthquake, this attack shakes the ground violently, causing unstable structures to collapse and possibly starting rock slides, avalanches or other natural consequences. In particularly pliable arenas, Bulldoze may be able to destroy Stealth Rock and other entry hazards, at ref's discretion. It is also likely to cause the foe to trip, possibly interrupting an attack and dealing slightly more damage from the fall, though repeated uses will be less effective at tripping. The sustained nature of this attack makes it very difficult to use directly on the target and it can generally only be used on terrain.

Bullet Punch (ST) -- The user coats its fist in steel energy and punches straight forward, causing the steel energy to fly forward at terrific speed, dealing mild damage to its target.

Bullet Seed (GR) -- The user sprays a large number of fast-moving golden "seeds" of grass energy at the target, dealing considerable damage for considerable energy.

C

Calm Mind (NO) -- The user meditates, using decent energy, focusing itself on its special attacks. This gives its special attack power a boost, but unlike the game, there is no increase in general special defense. However, with a calm mind in place, the user is less prone to be controlled by telepathy or any attacks which effect the mind.

Camouflage (NO) -- Using solid energy, the user consumes some energy to blend in with their background, except for certain parts or markings which can't change (e.g. Staryu's jewel and Kecleon's stripe). The part that cannot change will generally be a marking that might otherwise blend in with the environment it may naturally be found in, or it may be something that is not naturally part of the Pokémon's body (e.g. Flabébé's flower or Sewaddle's dressings). Most Pokémon can hold Camouflage more or less indefinitely, but it does require a bit of concentration to maintain. The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

Captivate (NO) -- Using mild energy, the user appeals to an opposite sex Pokémon, trying to be as alluring as possible, to convince the target that they would do better in close combat, reducing the targets enthusiasm, and thus, effectiveness in special attacks. This lasts until the user attacks the target.

Celebrate (XX) -- Using light energy, the user celebrates a positive event, increasing their enthusiasm and possibly lessening the effects of anger-related moves, as well as increasing the power of their next move.

Charge (EL) -- The user charges up their electric energy, which makes the next few electric attacks used by it launch quicker and have a slight boost in power. While Charge itself doesn't use energy, the electric attacks affected by Charge will have a slight increase in energy consumption.

Charge Beam (EL) -- The user charges a good amount of electric energy inside, and shoots a thin beam of electricity into the target to deal decent damage. The excess build-up of energy can raise the power of future special attacks as well, roughly 2/3rds of the time. This also gives the temporary effect of a weakened Charge, improving the charge time of Electric attacks.

Charm (FA) -- Using mild energy, the user makes itself look meek and vulnerable, attempting to look as cute and helpless as possible. The success of this move is dependent on a number of factors, including the cuteness of the user, the aggressiveness and mental state of the foe and the overall course of the battle. If successful, it will cause the foe to be hesitant to attack and reduce its Attack drastically until struck with an offensive move.

Chatter (FL) -- The user begins yammering nonsensical statements in the opposing trainer's voice at high volume, producing sound waves laced with Flying energy, dealing good damage to the target and also having a high chance of confusing the target.

Chip Away (XX) --The user shortly examines the foe, searching for weak spots in its defense before dealing a quick hit that focuses on this weak spot. Because it targets gaps in the foe's defense, it will deal solid damage regardless of any boosts in defense the foe may have.

Circle Throw (FT) --The user grapples the foe around the upper portions of their body or their wrists (if they have them), flinging them cleanly over their head, using their legs to propel the foe backwards. This attack will generally deal solid damage, though if thrown into a hard object or particularly firm ground, the damage will be greater.

Clamp (WA) -- The user grabs the target with its jaws or shell, squeezing tightly. Rules applying to how long this attack lasts are the same as "Bind" with damage and energy over the course of a round being solid on average and scaling similarly.

Clear Smog (PO) --The user spits a special glob of poison at her foe, dealing decent damage. The poison is specially constructed to affect only the opponent's mental state, returning them to a neutral state and eliminating any stat changes.

Close Combat (FT) -- The user hurls itself into the target, striking them quickly and repeatedly in close, dealing major damage while dropping its guard completely, leaving the user much more susceptible to attack in the future.

Coil (PO) --Using good energy, the user coils its long and sinewy body, tightening its muscles and focusing on the battle. This increases their attacking abilities and defense abilities in a manner similar to Bulk Up and increases their accuracy due to their focused state.

Comet Punch (NO) -- The user throws a lightning-fast barrage of 15-25 punches in sets of 5, depending on overall energy, which each set dealing light damage for equivalent energy.

Confide (XX) - Using mild energy, the user communicates a frightening, embarrassing or enraging secret to the foe, causing them to become distracted and lose their concentration, lowering their Special Attack temporarily. If the target has already had a couple of focus or mental boosts, this attack is less likely to work. Confide, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.

Confuse Ray (GH) --Using decent energy, the user directs a single bright wave of light at the target that affects it mentally, causing it to become confused. The user can send the Ray out in many directions, up to 180 degrees at once, but the power of the confusion will be greatly diminished the larger the area of the Ray. The power of the confusion is also influenced by the distance from the user, referee's discretion.

Confusion (PS) -- The user fires a faint blue beam of energy, and guides it towards the opponent. If the beam hits, the user gets inside the target's mind and does decent damage by assaulting them with confusing imagery. The change inside the mind has a 10% chance of making the target confused.

Constrict (XX) -- The user binds its foe with tentacles, vines or similar appendages, squeezing them for good damage and then flinging them away. Unlike Wrap or Bind, Constrict's use of appendages allows the user to more easily manipulate their foe.

Conversion (NO) -- Using heavy energy, the user's first type becomes identical to the first type of the target and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being weakened and super effective attacks made stronger, but without their type changing.

Conversion2 (NO) -- Using heavy energy, the user's first type becomes the most resistant type to the target's first type and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being weakened and super effective attacks made stronger, but without their type changing.

Copycat (NO) -- The user remembers the last attack that was used against it and uses it back against the target, within usage limits similar to Mimic. The move uses one and a half times the amount of energy it normally would.

Cosmic Power (NO)-- Consuming a decent amount of energy, the user calls upon the heavens to gain a blessing, mysteriously gaining solid increases in their physical defense and ability to resist damage from special attacks. This cosmic energy lingers longer than the normal boost, staying at full strength for 5 rounds before fading entirely.

Cotton Guard (GR) --Using moderate energy, the user releases a large puff of fluffy cotton, gathering it around their body. The cotton creates a cushion of sorts, acting as a buffer against physical attacks and increasing their defense significantly. The cotton can be burnt away, but it will resist heavy Fire damage.

Cotton Spore (GR) --Using mild energy, the user releases a cloud of dust that, when breathed by the opponent, causes the opponent to slow down by triggering allergic reactions, such as itchy eyes and sneezing.

Counter (NO) -- The user surrounds itself with a glowing red aura, preparing to absorb any kinetic energy that it comes in contact with. If the next move that hits it is a physical attack (i.e. it is solid and can break through a Light Screen), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and fuel an extremely forceful typeless counter move, using the user's weight and the force to immediately strike back, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Special attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Covet (NO) -- The user distracts the foe with a cloying look, approaching them. It then uses a good amount of energy to cause an opponent's item to disappear in a flash of light and reappear with the user, this flash dealing moderate damage. If the target has an attached token, this attack negates its effect and gives it to the user for three rounds. If the target is physically holding an item, the user of Covet will steal it. Items which are particularly important to the target, such as a Marowak's bone, will be harder to steal. Mega Stones are not affected by this move.

Crabhammer (WA) -- The user smashes either the ground or the water, sending a shockwave of water energy that deals significant damage towards the opponent, emanating from the inside of the pincer. If the user hits water with it, the attack will be much more powerful, dealing high damage for high energy. The attack can also be used directly on an opponent, which deals significant, physical damage by sending a shockwave of energy into the opponent.

Crafty Shield (FA) - The user casts a magical aura around themselves and any allies, using good energy. The aura prevents all opposing, non-damaging attacks (such as Toxic) from working, but will not protect against any damaging attacks. It fades away after successfully blocking one move. A Pokémon cannot move while using Crafty Shield, and Crafty Shield immediately fades if the user starts another attack.

Cross Chop (FT) -- Like a 'Mega Punch' version of 'Karate Chop', the user's hand glows white as it delivers a hard chop down onto the opponent for heavy damage. While the attack isn't as accurate as Karate Chop, it deals much more damage. However, there is a chance for recoil if the user is not accustomed to using the side of their hands, or the target is unique (Onix, Jolteon, etc.).

Cross Poison (PN) -- The user charges both of its forelimbs with poison and swings them forward into the target, dealing solid damage, [with a slight chance of poisoning the target]. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality but without the chance to poison.

Crunch (DK) -- The user bites the opponent fiercely, directly injecting Dark energy into their body, even if their outer body is hard. Crunch deals considerable damage for considerable energy. It has a 10% chance of slightly lowering the foe's physical defense for a few rounds.

Crush Claw (NO) -- The user swings a claw into the target, trying to dig into the target's hide, dealing solid damage. Occasionally the area hit by Crush Claw will become raw or weakened, allowing future physical strikes on that area to do increased damage.

Crush Grip (XX) -- The user wraps its arms around the target and squeezes powerfully. Most of the damage done is due to the target attempting to struggle free, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, restricted for longer and taking up to heavy damage if fresh. Energy use is proportional to damage dealt.

Curse (GH) -- If the user is a Ghost type Pokémon, it uses a significant amount of energy to cast a spell on itself and one opponent. If the spell is successful, the ghost loses half of their remaining health in order for the opponent to lose half of the sacrificed health each round. The health sacrificed is capped at a quarter of the user's total maximum health, so if the user is on more than half health, they'll only sacrifice a quarter of their maximum regardless. A ghost using Curse cannot use any methods of healing while Curse is active. After the Curse is placed, the damage done per round will decrease if the user is far from the opponent, although reduction is up to the referee. After the user is KO'ed, the attack will do a lowered amount of damage in the 2 subsequent rounds after the knockout, and then completely fade away. If the user or the target is recalled, the curse stops, but switching moves will allow it to continue.

Curse (NO) -- If the user is not a Ghost type Pokémon, the user sacrifices speed for power. The user concentrates its energy into its muscles, usually by tightening them up, like flexing, using good energy. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. Attack and defense will increase by two stages, but the Pokémon will move more slowly and react a bit more slowly as well. Multiple curses can be used, but the effects will not be seen nearly as much. The attack wears off after several rounds, or if the user is lulled into a dazed, confused or sleeping state.

Cut (XX) -- The user draws a large cut across the target's body, dealing good damage.

D

Dark Pulse (DK) -- The user sends waves of dark energy towards the opponent, dealing considerable damage and potentially making the opponent flinch.

Dark Void (DK) -- The user creates a hole in time, using considerable energy, advancing time for all Pokémon on the field until such time as they can no longer stay awake, forcing all Pokémon on the field to sleep.

Dazzling Gleam (FA) - The user releases a bright burst of magical energy, the energy dealing considerable damage to the foe and possibly lowering their accuracy for a short time, similar to Flash.

Defend Order (BG) -- At a solid energy cost, the user surrounds itself with 10 spheres of bug energy. When hit with an attack, a sphere will reduce the attack's impact by a light amount, disappearing after it has. Pokémon other than Vespiquen will only be able to produce 6 spheres.

Defense Curl (NO) -- Using light energy, the user curls up into a defensive position, causing physical blows to deal slightly reduced damage.

Defog (FL) -- Using good energy, the user slashes the air, sending a pair of bursts laced with energy that stir up the air. This move may be targeted one of three ways. If sent undirected into the arena, it will clear fogs, mists, gases, and smogs that fill the arena. If focused on the user's side, it will clear out any entry hazards, webs, snares or lingering powders or spores. If targeted at the foe, it can be used to weaken fresh screens or destroy weak ones, blow away spore or powder moves or counter wind-based moves.

Destiny Bond (GH) -- Using considerable energy, the user attempts to seal the target's fate by making sure that if it faints this round, the opponent will pay dearly. If the user faints this round, Ghost energy will erupt from underneath the foe, dealing extreme damage.

Detect (NO) -- The user uses good energy to intensely focus on their foes' location. With the user's complete focus fixed on their location(s), this allows them to react much faster and allows them to dodge the foes' attacks. While Detect is active, the Pokémon may not use any other techniques, lest they break their concentration. Because the user is focused entirely on their foe(s), they will be less able to dodge attacks or dangers from the environment. Any direct damage will break their focus and Detect will end. Detect may also be used to detect the location of a foe, due to invisibility, low visibility, or hiding. They may also use the attack to see through a Substitute, though the actions performed by the Substitute will be harder to dodge. Multiple uses of Detect within approximately a minute will cause each subsequent use to be significantly less effective.

Diamond Storm (RK) - The user creates four crystalline Rock-energy formations shining with a radiant power and launches them at the foe dealing heavy damage for heavy energy.

Dig (XX) -- The user digs underground and attacks the opponent from underneath shortly after. As the digger digs, the tunnel simply collapses, leaving nary a trace. If the user is not accustomed to being underground, then they must constantly move, as the ground will collapse on them if they stay still for too long, and certain Pokémon can't handle that. Digging for a short time will only use a decent amount of energy, but Pokémon not used to being underground will have their energy usage quickly rise the longer they continue to do so. Damage dealt is usually decent, but may rise or fall depending on the size and physical strength of the user. Ground-typed Pokémon may cover their appendages (or whatever they use to dig) in Ground-typed energy, increasing the speed of their Dig somewhat as well as allowing them to deal a Ground-typed hit that averages solid damage instead of decent.

Disable (NO) -- The user concentrates to lock a Pokémon solid and unable to move, for at most 15 seconds, possibly stopping them mid-move and causing it to fail. Concentration must be held for as long as the Disable is held, and during that time the victim is incapable of any technique. This requires some fairly intense concentration and while using other moves is possible during Disable, it is highly draining. This move, if held for the full duration, will cost high amounts of energy, but even a short interruption in the middle of a move will use significant energy.

Disarming Voice (FA) - The user lets out a coaxing cry, casting magical energy into the arena in the form of a stream of pink soundwaves. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user (which weakens its potency), with the focused version dealing good damage. The move is enchanted with strange energies that attempt to manipulate and charm the foe, making them somewhat less likely to attack. Success is akin to Charm.

Discharge (EL) -- The user releases a buildup of electrical energy towards the opponent, dealing considerable damage. This move also has a considerable likelihood of inducing paralysis.

Dive (XX) -- The user dives deep down, coming back up after several seconds to deliver a solid physical blow. Water-typed Pokémon may surround themselves in Water energy for the duration of the move, increasing their movement speed and allowing them to deal Water-typed damage.

Dizzy Punch (NO) -- The user hits its target with a solid punch that has a 20% chance of confusing the target.

Doom Desire (ST) -- The user calls on a steel-version Future Sight which can come down from the heavens in anywhere from 1 to 3 rounds. Halfway before the attack comes, snowflakes of energy come raining down gently which calm the victim. The beam of energy which rains down is Steel- Type, and deals extreme damage.

Double Hit (XX) -- The user strikes the opponent with two appendages in succession, each dealing moderate damage.

Double Kick (FT) -- The user performs either two successive kicks or a bucking kick with both legs, dealing moderate damage with the kick from each leg.

Double Team (NO) -- The user moves back and forth quickly between several locations, resulting in the user creating multiple images of itself in different locations. Once the images are created, the clone images follow along and copy the original's movements. The amount of images generated is dependent on a few factors, mainly the user's overall speed and current condition, any damage received during the match reducing the amount of images generated, depending on the severity of damage taken. Users with an average overall speed generate 4 images at full health, while slower users may only generate 2 and faster users may generate up to 6. Subsequent uses will generate less clones regardless of condition and other factors. Energy also varies depending on the amount of clones generated; the technique takes mild energy to perform, regardless of the number of clones produced, but each clone requires additional minor energy to create. If a Pokémon maintaining a Double Team illusion uses an attack of a type other than its own, the illusion will fail and its clones will vanish, but it can use STAB and typeless attacks whilst maintaining the illusion- it will appear as if all of the clones are using the attack, though only one of the attacks will be 'real' and have a tangible effect on the target. For example, a Vulpix could use Double Team and then use Flamethrower freely, but if it were to use Double Team and then Energy Ball, the illusion would fade. Double Team clones will be destroyed if hit with an attack that would cause greater than minor damage to the user, though they will usually be able to survive if simply splashed with water or hit with a single Swift star. The clones will also be destroyed by Haze. If the user is really hit by an attack of greater than light power, instead of a clone taking the hit, all clones will fade. As clones have no physical substance, it may be possible to tell them from the real Pokémon by observing rain drops falling straight through them or Smokescreen billowing through them, though this requires concentration on the part of other Pokémon. Double Team can only be used twice per Pokémon per battle.

Double-Edge (XX) -- The user slams into the opponent hard, in a fashion to maximize the damage dealt, dealing major damage, but also in a rather painful way to use, taking minor recoil damage.

Double Slap (XX) -- The user hits the opponent in a fury of 3-5 slaps depending on overall energy levels, each hit for light damage using equivalent energy.

Draco Meteor (DR) -- The user forms several projectiles of dragon energy and fires them at the opponent, dealing massive damage, exhausting the user and somewhat lowering the power of Dragon-type moves for two rounds.

Dragon Ascent (FL) -- The user begins to glow brightly with a green aura before ascending at high speeds out of sight. After a few moments, it returns at speeds comparable to Extremespeed, diving at the foe and dealing major damage. This move is rather intensive, and will leave the user vulnerable for a short time afterward.

Dragon Breath (DG) -- The user breathes out a greenish-blue mist-flame onto the opponent, dealing good damage, possibly burning (10%), or more likely, paralyzing (30%).

Dragon Claw (DR) -- The user focuses Dragon energy into their claws and then swipes at the target, dealing considerable damage.

Dragon Dance (DR) --Using decent energy, the user performs a Swords Dance-esque spin, which increases their speed significantly, increasing their attack somewhat as well. All movement done after Dragon Dance, like Agility, will consume slightly more energy.

Dragon Pulse (DR) -- The user sends out waves of dragon energy which collide with the opponent and deal significant damage.

Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. This move uses considerable Dragon and Fire energy.The fireball may be used in an aqueous environment, but the water version is arena-dependent.

Dragon Rush (DR) -- The user begins to glow with dragon energy and charges towards the opponent, striking them for quite significant damage and possibly making the opponent flinch.

Dragon Tail (DR) -- The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user's tail, though the average Pokémon will deal considerable damage.

Drain Punch (FT) -- The user strikes the opponent with a fist or other appendage, dealing considerable damage for considerable energy. The user regains an amount of health equal to half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Draining Kiss (FA) - The user coats their lips with a magical energy, lightly kissing the foe. The energy saps a good amount of health from the foe, restoring 3/4's of it to the user. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Dream Eater (PS) -- The user eats the victim's dreams by creating a number of short purple energy tendrils, draining a severe amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its energy reserves by the amount drained, with the amount recovered lessening with distance. It deals no damage but its effectiveness is based upon weakness and resistance. Though Dream Eater costs no energy to perform, it counts as using up a heavy amount of their Psychic type pool if they are not a Psychic type. If the target is having particularly bad dreams (e.g. under the effect of Nightmare or in a restless sleep), the user loses heavy energy and restores no energy. Dream Eater can only be used on targets that are completely asleep. When the move ends, targets will wake up instantly. This move counts as a 'draining move' and contributes towards diminishing returns.

Drill Peck (FL) -- The user spins rapidly as it dives to peck at the opponent, like a flying drill, for heavy piercing damage.

Drill Run (GD) -- The user covers its claws, beak or horn with a coating of Ground energy. They then charge the foe, spinning like a drill or causing their horn to spin, dealing considerable damage. It can also be used as an enhanced and higher-speed method of digging, able to break through tougher ground, but it will deal only good damage if used to hit the foe.

Dual Chop (DR) --The user coats sharp, sword-like portions of their body (such as a fin or sharp jaw), slashing the foe twice with these portions. Each hit deals moderate damage.

Dynamic Punch (FT) -- The user punches the opponent hard with an energy-charged fist dealing significant damage. The energy creates a loud small-scale explosion on contact, sending the opponent flying, and possibly confusing it.

E

Earth Power (GD) - The user stomps on the ground and channels a stream of ground energy towards the foe, which erupts out from under them in a narrow column, dealing significant damage. Energy usage depends on the type of terrain - for example, thick clay will be more difficult to channel through than soft dirt, the attack generally requiring significant energy. It can also be used to manipulate the ground's shape somewhat, though more than slight alterations will tire the user significantly. This attack only works if the energy is sent through the ground - it cannot be used directly on an opponent. This attack has a 10% chance to lower the target's special defense.

Earthquake (GD) - The user smashes the ground, sending shockwaves of Ground energy through it. The waves transfer directly into any Pokémon who has contact with the ground, dealing significant damage. The type of ground involved determines the effectiveness of this attack, as sand, snow, mud, etc. could possibly hinder or even prevent this attack from working. If this attack is used directly on the target, it deals significant damage as if it were transferred through the ground, but will only affect that Pokémon.

Echoed Voice (NO) -- The user lets out an echoing note, the sound waves laced with Normal energy. This can be focused or spread out up to 180 degrees in front of the user. At first, it deals moderate damage, and with each consecutive use, deals slightly more damage, the sound waves being amplified in power by the echo. As long as Echoed Voice is used within about 20 seconds of the last use, it will be amplified, but the longer the delay between the attacks, the less likely it is to be amplified. After 30 seconds, the echo fades entirely and the strength of the attack returns to its original level.

Eerie Impulse (EL) - The user uses good energy to release a peculiar electric wave at a unique frequency, affecting the neural processes of the target. The mental effects of this attack sharply reduce the target's special attack power. The users mental state must be taken into account when considering the effectiveness of this move. It also suffers from diminishing returns.

Egg Bomb (NO) -- The user fires out a significant amount of egg-shaped energy contructs that explode upon contact with the target to deal heavy damage. For the same amount of energy, it may also be split into 10-12 smaller eggs, dealing more widespread damage, but slightly less damage to a single target.

Electric Terrain (EL) - For considerable energy the user sends a powerful electric charge into the ground, causing it to surge with electricity for five turns. The charge energizes any Pokémon in contact with the ground, preventing them from falling asleep and also makes Electric-type moves slightly stronger. Nature Power will become Thunderbolt while this move is in effect, and Weather Ball will become Electric-typed when used by a grounded Pokémon.

Electrify (EL) - Using significant energy, the user sends forth a powerful charge to envelop the target. Due to the realigning of electric charges and magnetic polarities, the target's next attack will always be treated as Electric. The target still uses up the same type of energy it initially used for the attack. Energy use for this attack increases with repeated uses, much like Protect.

Electro Ball (EL) --The user charges a ball of electricity which was built up as a result of the user's movement. The longer the Pokémon is in battle and moving (that is, not asleep, frozen or paralyzed), the more damage it does, starting at minor damage and dealing up to considerable damage, increasing slightly for every round the Pokémon is active. When returned to the ball, the charge is released and the strength of the move reverts back to its original level.

Electroweb (EL/BU) -- Using good energy Bug energy and light Electric energy, the user shoots out a web charged with electricity. It ensnares the foe, greatly hindering its movement, and dealing minor electrical damage every round, though it deals no Bug damage. Because of the energy coursing through the web, it is somewhat weaker than Spider Web and lacks its blocking abilities.

Embargo (DK) -- The user expends a considerable amount of energy to hide the opponent's item for five rounds, rendering the item(s) unusable for that time. If the victim has an attached item, this move negates its effect. If the victim holds an item such as a Marowak's bone, this move prevents it from being used. Mega Stones are not affected by this move.

Ember (FI) -- The user spins around and fires fire out all around or spits out a few embers, dealing moderate damage. The fire that is released is mostly light, and does not do as much damage, because the fire is not concentrated at one point. Embers may linger for up to a round potentially causing damage if stepped on or otherwise contacted.

Encore (NO) -- The user uses good energy to applaud the opponent on its last move, convincing it to perform it again. If the move cannot be duplicated, for example a Substitute, the opponent will shrug off the encore and continue as normal. The opponent will attempt to perform the Encored attack 1-3 times, spanning at most a round. Encore has a success rate akin to Charm, with the foe's mental condition and the battle's events taken in to account.

Endeavor (XX) -- The user performs a flail like attack, which deals more damage depending on the situation the user is in. If the user is in a tough spot, it will focus its energy greater. A " tough spot" is up to interpretation, but can include anything from a death-defying scenario to facing a fresh opponent while near-KO. Damage is also based on the amount of energy left, and many times, Endeavor will consume all remaining energy, depending on the situation.

Endure (NO) -- The user grits its teeth (so to speak), and bears down for the remainder of the round, simply trying to lessen damage against it, or possibly stay conscious for the duration. Energy usage for the move starts out at relatively little, but increases depending on the damage it would have taken. Multiple uses lowers the success rate, by much more if the previous Endure(s) lasted through significant damage. Any attack that is used in conjunction with Endure has a much lower chance of working, with modifiers dependent on the energy usage consumed during Endure.

Energy Ball (GR) -- The user charges up and fires a ball of significant Grass energy at the opponent. Upon impact, the ball bursts, letting out a brief wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Entrainment (NO) --Using good energy, the user performs a strange dance, entrancing the target. The target then begins to perform the strange dance itself while the user sends a wave of energy towards them, sending them a wave that imbues them with a selected feature of the user in a manner similar to Role Play. This works essentially as a forced Role Play with similar restrictions.

Eruption (FI) -- The user gushes fountains of lava and flames, dealing damage to any Pokémon that gets in the way. This move is highly dependent on the state of the user: a fresh Pokémon can easily deal extreme damage with it, but the more tired and less healthy it becomes, it will deal much less damage. A Pokémon at half energy and half health will only deal solid damage, and a Pokémon near fainting will deal very little damage.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power and the size of the user. The amount of power put into Explosion can be anywhere between one to two Hyper Beam's worth, Quick Charge being a Hyper Beam and Full Charge capping at two, with Mid Charge around one and a half. The charge time is proportional to the energy used, with a Hyper Beam's worth of energy taking a fairly short time with the full charge taking a good deal of time. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, possibly fainting the user. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage. Explosion will always cost more energy than damage done.

Extrasensory (PS) -- The user shoots out a beam of golden psychic energy which deals considerable damage, but also attacks one of their senses at random, which can startle, irritate or confuse the victim.

Extreme Speed (XX) -- The user consumes a significant amount of energy to move as quickly as it possibly can, striking the opponent for solid physical damage, which is boosted thanks to the increased momentum. It is also much more difficult to control direction. Additionally, unlike other moves, it is very straining to use this move over long distances. Extremespeed is faster and more powerful than Quick Attack, but uses a lot more energy.

F

Facade (XX) -- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses. If the user has not been affected within the past round, it will deal good damage. If the Pokémon has suffered from a status in the past round, it will deal major damage for significant energy, though subsequent uses will deal only significant damage for significant energy. Each time the Pokémon is affected with a new status, it will deal major damage before reverting back to significant. Once the status is cleared, it will deal good damage again.

Fairy Lock (FA) - The user casts a strange spell over the battlefield, interfering with the mechanisms in Pokéballs, preventing any switching during the next three rounds, both by the user and foe, including through Baton Pass or similar moves. This move costs decent energy.

Fairy Wind (FA) - The user stirs up an enchanted wind laced with magical energy, sending it at the foe for good damage.

Fake Out (NO) -- The user darts in as quickly as possible and gets in a light hit, which can startle the opponent. The hit, unlike Astonish, is a straight on attack, not from the side, which makes repeated usage nigh impossible.

Fake Tears (DK) -- Using moderate energy, the user pretends to cry, which may leave the victim(s) open to being attacked. It also can be somewhat distracting and can fluster the foe, distracting them from the battle and lowering their special defense significantly. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

False Swipe (XX) -- The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent. The user will greatly exaggerate their attack attempt, which will often force a response from the opponent and cause them to perform any defensive techniques or possibly flinch them out of an attack. Multiple uses of this move will be less effective.

Feather Dance (FL) -- The user performs an intricate dance, using decent energy in an attempt to calm the victim, lowering its attack power if successful.

Feint (XX) -- The user feigns an attack in one direction, forcing the opponent to respond. The user then gauges the opponent's reaction and tackles the opponent, dealing mild damage. This attack cannot be dodged and use of Protect/Detect will not shield the opponent from the attack.

Feint Attack (DK) -- The user either draws the target into a false sense of security or distracts it in some way by either playing possum, gesturing to another direction, or some other sly act. When the target's guard is down, the user smacks the target with a blow of dark energy, dealing good damage. Due to the underhandedness of the attack, if the user has success in throwing the opponent off guard, the attack will always hit.

Fell Stinger (BG) - The user coats a stinger or sharp forelimb in moderate Bug energy and stabs the opponent with it using great force. If this attack is the attack that causes the target to faint, this Pokémon gets a massive boost in Attack.

Fiery Dance (FI) --The user covers its wings in fire as it flits around gracefully, flapping them quickly at its opponent to send the flames at the target. This attack deals considerable damage and due to the buildup of energy, has a moderate chance of increasing the user's Special Attack.

Final Gambit (XX) --In a final attempt to damage the foe, the user gathers together all its life force and power, charging the foe for an extremely risky tackle, possibly inflicting great harm to itself in the process. This attack deals damage equivalent to the user's remaining health as long as it is lower than its energy. If it is not, it will deal damage equal to its remaining energy. If the Pokémon is over a Hyper Beam of health, this move will take a significant amount of time to charge. Over 1.5 Hyper Beams of health, this move may fail. When the user finishes the attack, they faint.

Fire Blast (FI) -- The user fires a stream of flame that quickly takes the form of the Japanese kanji for "large" (the shape of a stick figure person). The attack is made of compressed flame, and gains a semi-physical property, allowing it to deal a bit of a 'physical' hit as it smashes into its target, causing major damage with a 30% chance of burning the target. Due to the charging time and relatively slow motion of this attack (as compared to a direct, quicker flamethrower), it's not amazingly difficult to avoid.

Fire Fang (FI) -- After charging its teeth with fire energy, the user bites the opponent. In addition to dealing solid damage, the bite may also burn the opponent or cause them to flinch.

Fire Pledge (FI) --The user blows flames under its foes which erupt into three pillars of fire, dealing considerable damage. If used immediately before Grass Pledge, it creates a burning pillar of leaves and grass that surround the target for the next two rounds, dealing moderate damage at the end of the round.

Fire Punch (FI) -- The user punches the target hard with a fist charged with fire energy dealing solid damage. This move has a 10% chance of burning the area hit.

Fire Spin (FI) -- Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, which will linger on average for about half a round, though it may be dispelled earlier. Pokémon trapped inside the tornado will sustain light fire damage, but trying to escape from it will deal good fire damage.

Fissure (GD) -- The user focuses for a few moments before hitting the ground so hard that it splits in a practically straight line, starting from right in front of the user and going straight out for several metres, depending on the mass and skill of the user and the arena and splitting further on unstable or soft ground. The width and depth of the crevasse is similarly determined, splitting as much as a metre at most. Ground type Pokémon are the most proficient with Fissure. Most Pokémon will easily escape from a Fissure. Due to the sudden and dramatic effects of this attack, Pokémon which fall in to the fissure can take up to major damage depending on the size of the crevasse. The amount of energy used is dependent on the size of the crevasse but will be considerable at a minimum. Fissure cannot be used directly on a target Pokémon like Earthquake. In the ASB, this attack is not a 'one hit KO' move.

Flail (XX) -- The user channels its desperation into an attack, flinging themselves at the opponent and writhing violently to deal damage. When relatively healthy, this move deals low amounts of damage, but can deal up to extreme damage when the user is just shy of KO. At half health, the move will deal solid damage and increase as the user's health lowers. The higher damage this move does, the more tiring it becomes, and using Flail when the user is near fainting may result in the user fainting from recoil; repeated uses of the move past 3/4ths health may also result in KO.

Flame Burst (FI) --The user releases a cascade of mildly explosive flames, dealing solid damage to the target. The flames burst upon contact, possibly hitting any Pokémon nearby for moderate damage.

Flame Charge (FI) --The user surrounds itself with powerful flames and charges at the foe, slamming into them for decent damage. The intensity of the flames and the charge help to loosen up the user's muscles, increasing their speed slightly.

Flame Wheel (FI) -- The user surrounds themselves in a mass of flame and races towards the target. It deals good damage and has a 10% chance of causing a burn. If the target is frozen, this attack thaws them out as well, and warms them up too.

Flamethrower (FI) -- The user fires out a long, straight beam of fire that hits the target for significant damage. It has a 10% chance of giving the target a burn.

Flare Blitz (FI) -- The user covers its body in flames and charges into the opponent at a high speed, dealing major damage. Because of the intensity of the strike and the flames surrounding the user's body, the user will take mild recoil damage. It has a 10% chance to inflict a burn on the target.

Flash (NO) -- The user consumes a decent amount of energy to flare brightly in a burst of light that heads in all directions. This causes discomfort in the eyes of any other Pokémon and slight loss of vision for the next ten or so seconds. While the foe will not be totally unable to see, they will be startled and may have some trouble seeing their foe for a few moments afterwards. Flash may also be used as a long-term move to light darkened areas for a minor amount of energy per turn. This will increase visibility greatly but make the location of the user easy to see as long as the Flash is active.

Flash Cannon (ST) -- The user charges significant Steel energy in its mouth or other opening, releasing a bright beam of Steel energy, dealing significant damage. Flash Cannon has a 10% chance of slightly lowering the foe's Special Defense for a few rounds.

Flatter (NO) -- Using moderate energy, the user glows red and moves about in an odd fashion, flattering the target and inflating their ego. This makes the target likely to disobey orders to use defensive or evasive moves. The target's Special Attack stat is raised by 10% for five rounds, with each subsequent boost to this stat being 25% less effective. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account. Techniques such as Calm Mind will diminish the effects of Flatter and reduce the boost.

Fling (XX) -- The user throws its item. This can be a held item, such as a Cubone's bone, though if the user does not have an item it can be ordered to grab a nearby object (such as a rock or branch) and throw it. Damage dealt and energy used will depend on the size and weight of the item thrown. Alternatively, if the user has an attached item, it can throw this at the foe to deal considerable damage for considerable energy. Attack damage will be XX unless the user is holding a type enhancing token or type based type token, in which case it will be of the appropriate type(s). This will not use any type energy or affect a Pokémon's total energy. If an attached item is thrown, it ceases to have any effect upon the user. Fling's damage is never boosted by type enhancing tokens. Mega Stones may not be thrown.

Flower Shield (FA) - Using solid energy, the user releases a burst of magical energy, creating a flowery shield around all Grass-type Pokémon which raises their Defense. Any Grass type Pokémon that enter battle will gain a boost in Defense. This boost fades like any normal boost.

Fly (XX) -- The user flies up very high, moving at an erratic pace in an attempt to evade attacks levied against it. The user then swoops down, smacking into the victim for solid damage. Flying-typed Pokémon may surround themselves in Flying energy for the duration of the move to deal a Flying-typed hit, also somewhat increasing the speed of their ascent.

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. Since this move is half Flying and half Fighting, its type-effectiveness is slightly different, dealing super effective damage to Normal, Fighting, Ice, Dark and Grass Pokémon and resisted damage to Electric, Flying, Poison, Psychic and Fairy Pokémon. The damage from Flying Press will never be doubly effective or doubly ineffective against a single-typed Pokémon. This move uses considerable Flying and Fighting energy.

Focus Blast (FT) -- The user charges a mass of fighting spirit into a large ball of energy which is then fired at the opponent, dealing a major amount of damage. If used by a Fighting-type, they are able to regulate their fighting spirit and use a lower power version of this attack that deals considerable damage instead.

Focus Energy (NO) -- Using decent energy, the user concentrates on the battle, and attempts to shed any sort of mind-altering effects (charm, berserk, etc.). If the user has no current negative effects, its senses are heightened, and accuracy, attack, and evasion increases. With multiple uses of this move, the benefits decrease greatly.

Focus Punch (FT) -- The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack. Energy and damage are equivalent to Hyper Beam, with damage also being modified by the user of the move. The charge time, as well, is like Hyper Beam, with a full charge doing the lethal damage, but consuming a very significant amount of time and energy. Quick charge and Mid-Charge variations of this move are possible, but consume slightly more energy than they do damage due to the need to break the focus before the technique is complete. Since this attack requires intense concentration, anything that would break the user's focus, including damage of good levels or higher, will cause the attack to fail.

Follow Me (NO) -- Using good energy, the user taunts the opponent(s), putting them in a (non-curse) Taunt-like state, coaxing them to attack the user instead of anything else. This will stop moves targeted at the target's partner and cause them to use any extended moves in a focused form, targeted at the user. Success rate is akin to Taunt, in that the victim's mental state and the current battle must be taken into account.

Force Palm (FT) -- The user drives its palm into a vulnerable area of the opponent's body, dealing good damage and possibly causing paralysis.

Foresight (NO) -- The user shoots out a red beam from its eyes, using good energy to fill the arena with the light, which fades immediately. Double Team, Invisibility, etc. will prove to be worthless, and the user of Substitute will be shown, among other effects. Ghosts will be physical for the duration of Foresight. The effects of Foresight last for 7-10 rounds, regardless of whether the user is switched or KO'd.

Forest's Curse (GR) - The user uses solid energy to tap into the power of nature, placing a strange curse on a Pokémon. For the next few rounds, the target will take less damage from Grass, Ground, Water and Electric attacks, but will be vulnerable to Bug, Fire, Ice, Flying and Poison attacks.

Foul Play (DK) --The user waits for the foe to attack with a physical attack while charging a significant amount of energy into their hand or claw. Just as the foe begins to perform its attack, the user counters by mirroring the foe, using the momentum of the attack against them and stopping them short. Since the user manages to counter much of the force of the attack, the damage done is reduced. This move does damage proportional to the original damage of the move countered, but since it is considered unsporting, it will aggravate the target, and cannot be used on the same target more than once.

Freeze Shock (IC/EL) --The user surrounds itself with ice crystals charged with a significant amount of electricity. After about four seconds, it launches a flare of ice propelled by a huge burst of electricity, dealing both Ice and Electric damage and massive damage overall. This attack has a 30% chance of causing paralysis.

Freeze-Dry (IC) - The user breathes out extremely cold air which surrounds the foe, rapidly chilling them and dealing solid damage, possibly causing localized freezing. Ice types use this move to its full potential, the rapid freezing the rapid freezing making it extremely effective against Pokémon who hold a significant amount of moisture and thus super effective against Water types.

Frenzy Plant (GR) -- The user slams its forelimbs into the ground, sending several large thorned vines through the ground at a fairly high speed, before all bursting back through the surface together in front of the target, lashing them for extreme damage. Energy usage is extreme as well, and after using Frenzy Plant, the user must remain still for the next round to retract the vines completely.

Frost Breath (IC) --The user breathes out a heavy breath of cool ice, dealing good damage and causing the target to shiver with cold, possibly slowing, delaying or weakening their next attack.

Frustration (XX) -- The user releases any frustration it has accumulated this match, through misses, damage, or general annoyance, in a savage beat down on the opponent for considerable damage on average. Pokémon who are fresh or have a significant advantage over their foe will deal much less damage with this move than those who are losing, beaten, or have had a lot of bad luck.

Fury Attack (FL) -- The user rushes the opponent and throws an assault of 3-5 hard beak or horn stabs, each hitting for light damage for equivalent energy.

Fury Cutter (BG) -- The user strikes the opponent in a fury of slashes, each hit becoming more powerful than the previous, as the user devotes itself to a battle frenzy. If a hit misses, the user's hits become weak again. The damage starts light, but can get increasingly powerful as the move goes on, dealing up to heavy damage in total if let to continue. The chance of the target escaping or the move missing increases with each hit, becoming very easy to evade after the first few hits. It can inflict increasingly large cut wounds. Since this move sends the user into a frenzy, it will leave it a little winded for a brief time if it does full damage.

Fury Swipes (XX) -- The user swipes at the opponent 3-5 times depending on overall energy levels, usually with claws or something sharp. Each swipe deals light damage for equivalent energy, though these wounds can bleed in Realistic matches.

Fusion Bolt (EL) --The user generates a massive amount of electricity, forming it into a sphere around its body. The user then throws the orb into the air, and it comes crashing down upon the foe, bursting with a shockwave of electricity, dealing heavy damage. This attack is highly influenced by heat, and deals massive damage if used in the same round as Fusion Flare.

Fusion Flare (FI) --The user generates a massive amount of heat, forming it into a huge orb of flames above their head. The user then slams the orb into the foe, causing it to explode with a shockwave of heat and fire, dealing heavy damage. This attack is highly influenced by electricity, and deals massive damage if used in the same round as Fusion Bolt.

Future Sight (PS) --Using considerable energy, the user summons an attack that will arrive anywhere from 1 to 3 rounds later, depending on how long the rounds last time-wise. Before the attack comes, a light wind picks up. The attack itself is a large, powerful sphere of energy which comes from where the user is currently at, and can be aimed anywhere right before it's sent. This sphere deals considerable damage.

G

Gastro Acid (PO) -- The user vomits on the opponent using high energy. Although no damage is dealt, the acid in the vomit is constructed so that that the opponent will lose any damage boosts or reductions, as well as any increases or decreases in attack effectiveness (intimidation boosts, confusion resistances) gained through their SC for the remainder of the match. No physical traits or characteristics will be lost.

Gear Grind (ST) --The user grinds the foe between its gears, dealing considerable damage.

Geomancy (FA) - Using significant energy, the user taps into the essence of nature itself, pulling pure energy into its body in a ring of colorful lights. This sharply raises its Special Attack, Special Defense and Speed at the beginning of the next round.

Giga Drain (GR) -- The user creates a number of short green energy tendrils and drains a heavy amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a heavy amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Giga Impact (XX) -- The user gathers spiraling purple energy around itself, gaining momentum however it can before charging its foe. They ram into the foe in a way to maximize damage, dealing extreme damage. The user must then spend the next round resting.

Glaciate (IC) --The user sends a freezing gust of wind laced with some ice and snow at the opponent (origin of attack follows the same rules as Blizzard) which is slightly more powerful than Icy Wind, dealing solid damage, causing them to become chilled. This attack is capable of blowing around lighter objects and Pokémon, and is much like a miniature version of Blizzard without the chance of freeze.

Glare (NO) -- Using decent energy, the user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds. This move is somewhat hypnotic, taking advantage of the user's snake-like charms, and somewhat effective even on Pokémon that would not otherwise be intimidated.

Grass Knot (GR) -- Using decent energy, the user pumps grass energy into the ground in order to make grass grow and snare the foe, dealing moderate damage. The grass will knot itself around their limbs, causing them to trip and fall and suffer additional damage. Heavier Pokémon will take more damage, up to a total of heavy damage. Grass type Pokémon can use this move on any solid surface even if it doesn't usually have any Grass i.e. a concrete floor, while other Pokémon require that there is already grass present to be able to use the move.

Grass Pledge (GR) --The user sends a trio of spiraling energy-based leaves at the target which cut at the foe, dealing considerable damage. If used immediately before Water Pledge, it leaves a swamp of grass, leaves and mud which can hinder the movements of the foe.

Grass Whistle (GR) -- Using moderate energy, the user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a while, all Pokémon who can hear it will start to become drowsy, falling asleep after about 7 seconds after continuous playing, though they may fall asleep faster if relaxed or slower if energetic. Partially executed Grass Whistles may cause Drowsiness. Grass Whistle can also affect allied Pokémon.

Grassy Terrain (GR) - For considerable energy the user spreads invigorating Grass energy along the ground, causing grass and flowers to sprout in even the most rugged environments. This super invigorated grass will restore some (~light) health to all Pokémon touching the ground for the next five rounds, until the energy fades and also makes Grass-type moves slightly stronger. Nature Power will become Seed Bomb while this move is in effect, and Weather Ball will become Grass-typed when used by a grounded Pokémon.

Gravity (PS) -- The user channels a heavy amount of psychic energy to pull all flying/levitating Pokémon to the ground and making it impossible for any Pokémon to fly or levitate higher than about a foot for five rounds. Jumping is possible while Gravity is in effect, however, jumps will not achieve much height. Climbing or scaling vertical surfaces will also be hindered for the duration of the move.

Growl (XX) -- Using mild energy, the user growls loudly at the target, scaring it slightly and possibly interrupting its action. Growl also has a 30% chance to slightly lower the foe's physical attack stat for a few round. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.), Growl will fail.

Growth (NO) -- Using decent energy, the user draws energy from light in the arena or other ambient energy, boosting their special attack and attack, as well as making their moves charge slightly faster. In strong sunlight or similar circumstances, its potency is doubled.

Grudge (GH) -- The user, summoning power akin to Destiny Bond, accepts defeat and gives up all of its Ghost energy, absorbing the final attack and fainting. Upon fainting, the energy is immediately transferred to the Pokémon who KO'ed it (If multiple Pokémon KO it at once, both Pokémon are affected half as much). If the move has any kind of energy attached to it, the target loses all the energy of that type if not Normal/XX/STAB and loses major overall energy, or loses extreme energy if Normal/XX/STAB. The user must have at least major Ghost (and overall) energy remaining to reap the full effects of this attack - any less will cause the energy drained to be equivalent, though they will still lose all the type energy.

Guard Split (PS) --The user expends significant energy to surround both it and its foe with a mysterious energy, attempting to average both their Defense and Special Defense. All attacks will now hit both Pokémon equally before modifiers for effectiveness, either reducing their defense slightly if its defense is higher or raising it if their defense is higher.

Guard Swap (PS) -- The user expends significant energy to create a mental link between itself and a target, allowing them to cast a strange Psychic energy over both of them. This energy causes the user and its target to go into a Role Play-like state, swapping any defensive boosts from Species Characteristics or boosts/drops for 5 rounds.

Guillotine (XX) -- The user attempts to trap the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent. This move relies on putting the opponent in a position where their pincer will get the best leverage - tired, paralyzed, sleeping or otherwise incapacitated opponents will take heavy damage, while more energetic, aware and more nimble opponents may take only good damage. This move will use considerable energy on average, but multiple uses of this move will increase its energy use slightly due to the strain on the user's pincers.

Gunk Shot (PO) -- The user hurls a large amount of poisonous slime at the opponent, dealing a major amount of damage and potentially poisoning the opponent.

Gust (FL) -- The user flaps its wings, creating powerful gusts of wind which hit the opponent for good damage. It may also be used defensively to clear away mists, smogs, fogs and gases that linger in the arena.

Gyro Ball (ST) --The user charges orbs of Steel energy into its extremities before spinning extremely quickly, flying towards the foe and grinding into them. Because this move works primarily on centripetal force, heavier, slower Pokémon will deal higher damage, up to major damage, where faster, lighter Pokémon will deal good damage, dealing significant damage on average, with energy use proportional to the damage. The steel orbs' solid nature allows it to break through some energy-based attacks with greater ease and still retain its power.

H

Hail (XX) -- The user spends moderate energy sending a beam of energy in to the sky. Much like Rain Dance, clouds will form over the course of a round and begin to drop hailstones upon the battlefield. These hail stones will deal light damage per round to any non-Ice type Pokémon on the field, as well as generally stinging and possibly making it harder to concentrate. Pokémon may find it harder to stay aloft if flying or levitating during a hailstorm. Ice types will feel more at home in such conditions and Ice attacks will deal 10% more damage, whilst Dragon attacks will deal 10% less damage. If the arena is particularly hot, for example a desert, this technique will not work. Unless extended or cancelled, the hailstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Hail can be used to extend or restart a hailstorm, but use of another weather move such as Rain Dance will cancel the hailstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Hammer Arm (FT) -- The user slams its arm into a vulnerable area of the opponent's body, dealing heavy damage. Because this move puts so much strain on the user's joints, the user's speed will be slightly reduced afterwards.

Happy Hour (NO) -- Using significant energy, the user radiates a positive energy field that doubles the beneficial and detrimental effects on the stats of all active participants in the battle for the remainder of the round.

Harden (NO) -- The user's exterior glows, making its shell/exoskeleton harder. This increases physical defense, with multiple uses giving less of a boost each time. The boost is both short term (very high, indeed) and long term (fair increase in defense), both using good energy.

Haze (IC) --Using moderate energy, the user exhales a light purple mist to fill the arena, which eliminates Double Team images as well as lowers visibility.

Head Charge (NO) -- The user focuses energy into its large, hairy head, charging the foe. They ram into the foe, dealing a hit that does major damage and throwing back Pokémon who are lighter than the user. The user suffers some moderate recoil from the attack, though some of the force is absorbed by the user's protective layer of hair. If this move is used via Metronome, the user will suffer slightly higher recoil.

Head Smash (RK) -- The user lowers its head and charges headfirst into the opponent, dealing a massive amount of damage. Because of the blow to the skull, the user takes decent recoil damage.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard. Damage varies depending on the size of the Pokémon, but most will deal solid damage.

Heal Bell (NO) -- Using good energy, the user magically creates a lulling chime from its body that soothes and assists all who hear it and cures the user of burn, paralysis, freezing and poison. Hearing the bell will put nearby Pokémon in a more relaxed state of mind, curing confusion, rage and even sleep. Alternatively, the user can direct the energy to cure another Pokémon of burn, paralysis, freezing and poison. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can hear the chime, etc. The sound of the chime also penetrates Poké Balls of any friendly Pokémon, curing them of any status.

Heal Block (PS) -- The user uses a significant amount of energy to implement a psychic block on the opponent, instilling thoughts of pride into the opponent's head to force the opponent to ignore commands based on its physical status. The block lasts five rounds and during those five rounds the opponent cannot use any moves that exclusively heal itself (Recover cannot be used, while Giga Drain can be, etc.).

Heal Order (BG) -- At a major energy cost, the user creates a number of spheres of Bug energy and then consumes them to restore an extreme amount of health and cure any physical status conditions. At ref's discretion, this move will heal minor wounds such as cuts and bruises. This move counts as a Pokémon's one 'healing move' per match.

Heal Pulse (PS) -- The user sends out a wave of healing Psychic energy, healing a significant amount of health to any friendly party. This can either be directed at another Pokémon, using major energy, or on the user itself, using significant energy. This move counts as a Pokémon's one 'healing move' per match.

Healing Wish (PS) -- The user makes a wish for the well being of the next ally sent out after the user has been KO'd, using massive energy. When the next friendly Pokémon is sent out, status effects are instantly cured and up to an extreme amount of health will be restored. This move counts as a Pokémon's one 'healing move' per match.

Heart Stamp (PS) --The user charms its opponent, trying to distract them with their cuteness in an attempt to get close. The user then charges Psychic energy in a limb, smacking them for good damage. The rather deceptive nature of this move makes it relatively surprising, giving it a 30% chance to cause a flinch. Even if the coquetting fails, the attack still can be performed successfully.

Heart Swap (PS) -- Using considerable energy, the user focuses on empathizing with the opponent, developing a great understanding of the opponent's being and mindset. This allows the user to experience and exchange all changes to the opponent's stats and forces the opponent to feel as the user feels.

Heat Crash (FI) --The user surrounds itself with an intense ball of flame, leaping into the air and coming crashing down upon the foe. Generally, it will deal solid damage, but it can deal heavy damage if there is a great contrast or moderate damage if there is only a slight difference in weight. This move uses solid energy.

Heat Wave (FI) -- The user spends a lot of fire energy to shoot out a large blast of superheated air mixed with tiny flames towards its opponent(s). Damage done is in between Flamethrower and Fire Blast (heavy damage), but there isn't nearly as much of a chance for burning than either of those moves.

Heavy Slam (ST) --The user surrounds its body with Steel energy, ramming into the foe. The lighter the target is in comparison with the user, the more damage is done. Generally, it will deal solid damage, but it can deal major damage if there is a great contrast or moderate damage if there is only a slight difference in weight. This move uses solid energy.

Helping Hand (NO) -- Using moderate energy, the user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.

Hex (GH) -- The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user's sense of schadenfreude, and will deal significant damage for good energy if the foe is afflicted by a status effect. Repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at significant energy.

Hidden Power (Various) --The user's eyes glow briefly before creating a large amount of orbs which spiral around them. After a few moments, the orbs all fly towards the foe, dealing solid damage. The type of the attack is determined by the primary type of the Pokémon (Normal/X Pokémon will take their secondary typing). A Pokémon may be trained to change their Hidden Power to be any type in the Squad Maintenance subforums. Once changed, Pokémon have the type energy for a single use of Hidden Power if they don't already have a move of that type. If they do already have a move of that type, Hidden Power counts as one more for the purposes of working out how much energy the Pokémon gets. If the Hidden Power of a Pokémon is of their secondary type, the move is treated as STAB and can be used unlimitedly. Pokémon can only be given one Hidden Power type. If a Pokémon changes types (with the exception of type changes via Transform), the type of the unspecified Hidden Power will stay the same.

High Jump Kick (FT) -- The user jumps very high into the air, then falls down towards them with a foot extended to deal a hard kick for high damage. If it misses, some damage is taken to the leg as it lands with its full weight on the one leg.

Hold Back (XX) -- The user hits the target with a swift, but controlled strike, dealing light damage for light energy. This move will never cause a Pokémon to faint. The user will greatly exaggerate their attack attempt, which will often force a response from the opponent and cause them to perform any defensive techniques or possibly flinch them out of an attack. Multiple uses of this move will be less effective.

Hold Hands (XX) -- The user holds hands with an ally while radiating a positive aura, improving the mood of their partner and calming them, resetting the mental state of both Pokémon and causing them to fight more enthusiastically. Their next attack will also be somewhat more effective. This move uses moderate energy.

Hone Claws (NO) --Using moderate energy, the user sharpens its claws by running them together or against a tough surface. This increases their attack somewhat and allows for more accurate blows.

Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts moderate to considerable damage for equivalent energy, depending on the size of the horn, with a Pokémon like Nidoran Male doing considerably less damage tha a Pokémon like Mamoswine.

Horn Drill (XX) -- The user's horn spins round at high speed, like a drill. If the horn hits the target completely, it pierces the target, dealing heavy damage.

Horn Leech (GR) -- The user charges Grass energy into its horns and rams the foe, dealing considerable damage for considerable energy. The user regains an amount of health equal to half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Howl (NO) -- Using light energy, the user howls, increasing their confidence in battle. which in turn increases their attack/special attack power, and can also boost the confidence of their partner(s). Also, the Howl can intimidate foe(s) much like Scary Face, with the same rules.

Hurricane (FL) --The user whips up an extremely violent wind storm, creating a huge group of cyclones which lift the foe and throw them around violently, dealing major damage. This attack leaves the foe disoriented due to the intensity of the winds and being thrown about by them and the user tired due to the effort required to create such a violent storm. The user's flying ability may also be impaired somewhat after the attack.

Hydro Cannon (WA) -- The user charges a large, churning orb of water, firing it at an incredibly high speed and force at the opponent, bursting in a huge spray of water, dealing extreme damage. This move drains the user's Water reserves temporarily, requiring a round to restore them before it can use further Water attacks.

Hydro Pump (WA) -- The strongest water attack, it comes in a variety of forms. The basic premise is that the user fires out as much water as possible, from as many places as possible. Blastoise uses its cannons to fire the Hydro Pump, Squirtle and Wartortle withdraw into their shells and fire it from all points. The other water Pokémon that use Hydro Pump generally shoot the water straight out of their mouths, like other water attacks. All forms deal roughly major damage.

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing extreme damage or destruction. It takes an extreme amount of energy, and leaves the user very drained for a period immediately afterwards. The user may try to attack during this time, but success is less likely. An alternate to this is more of a "quick-charge" Hyper Beam, which deals good damage, but uses less energy and no recharge time. In reality, this attack can run the gamut from minimal charge, which would do quick, but only good damage, to mid charge, dealing significant damage for significant energy, to the fully charged version, which deals extreme damage for extreme energy.

Hyper Fang (XX) -- The user bites very hard into the target, doing heavy damage.

Hyper Voice (NO) -- A sound-based attack, the user creates a loud, violent boom with its voice which travels as a soundwave either focused or spread out up to 180 degrees in front of the user. The focused version deals significant damage.

Hyperspace Fury (DK) -- The user (always Unbound Hoopa) uses its dimensional rings to open up a number of hyperspace portals surrounding the target, using them to launch a flurry of blows that deal heavy damage for equivalent energy. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. However, due to the rather intensive process of opening these portals, the user will be vulnerable for a short time after using it. Hyperspace Fury will fail if used by Pokémon other than Hoopa-Unbound.

Hyperspace Hole (PS) -- The user (always Hoopa) uses their rings to open a hyperspace portal next to the foe, allowing them to deal a quick strike for considerable damage and catch the foe off-guard. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. Hyperspace Fury will fail if used by Pokémon other than Hoopa.

Hypnosis (PS) -- Using good energy, the user carefully focuses and releases slow-moving, hypnotic waves that can either put the opponent to sleep or implant false visions in their mind (Trainer's choice), which can be somewhat distracting to the foe. In order for the visions to work or the victim to fall asleep, eye contact is absolutely necessary. A lack of eye contact can result in the attack leaving the victim drowsy or confused.

I

Ice Ball (IC) -- The user shoots a small ball of ice at the opponent, which hits for minor damage. If Ice Ball is used consecutively, the size and power of the ball doubles each time, upon the 5th use reaching the size of a Snorlax and becoming incredibly resilient to damage. Energy use is equivalent to damage dealt and is capped at extreme damage. If Ice Ball is used for a 6th consecutive time, its size and power reverts to that of the first use.

Ice Beam (IC) -- The user fires a slightly erratic beam (more like a lightning bolt) of ice energy that deals significant damage. Although it only freezes the average Pokémon locally and about 10% of the time, it is effective at freezing room temperature or cold surfaces and can create sheets of ice. Ice-typed Pokémon are also able to create more complex or solid crystalline structures.

Ice Burn (IC) --The user charges a massive amount of Ice energy, concentrating it in its extremities. After about four seconds, it releases it in an extremely concentrated burst, dealing massive damage. This burst is extremely cold, well below 0°C, and can inflict frostbite instantaneously. There is about a 30% chance of causing a frost burn.

Ice Fang (IC) -- After charging its teeth with ice energy, the user bites the opponent. In addition to dealing solid damage, the bite may also freeze the bitten area of the opponent's body or cause them to flinch.

Ice Punch (IC) -- The user punches the target hard with a fist charged with ice energy dealing solid damage, which has a 10% chance of a local area freeze.

Ice Shard (IC) -- The user shoots a pointed shard of ice at the opponent at a terrific speed, dealing mild damage.

Icicle Crash (IC) --The user forms a large pillar of pointed ice which it hurls at the foe. This attack deals considerable damage and has a slight chance of causing the foe to flinch.

Icicle Spear (IC) -- The user sends a few small icicles (created like Ice Beam) towards the user, which hit for good damage, and have a slight chance of breaking the skin.

Icy Wind (IC) -- The user sends a freezing gust of wind at the opponent (origin of attack follows the same rules as Blizzard), dealing good damage and causing them to become chilled. This attack is capable of blowing around lighter objects and Pokémon. It is a weak version of Blizzard, as it doesn't contain the snow, ice and freezing rain of its more powerful counterpart.

Imprison (PS) -- The user consumes significant energy to prevent one opponent from reusing a move it's used in the last few rounds. The user must be able to use this move in order to Imprison it. Imprison can only happen if the attack is one which deals with energy (has some sort of glow). For example, a Squirtle's Body Slam can't be Imprisoned, but Skull Bash can be, due to the normal energy used in the attack. If the attack which is attempted to Imprison is of the victim's type, the energy required to use Imprison rises significantly, and the attack takes much longer to do.

Incinerate (FI) -- The user fires a burst of flames, hitting the foe for good damage and using solid energy. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once. If the target has an attached item, this move has a 50% chance to negate its effect for the remainder of the match. Mega Stones are not affected by this move.

Inferno (FI) --The user expends major energy to create a huge, intense flame that it launches at its foe. Due to the great size and intensity of the flame, it travels very slowly, much like Zap Cannon, and will burn on contact, dealing heavy damage. Even if the foe is not hit directly by the attack, its intense heat can still cause lighter burns with a grazing hit.

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug-like creatures made from energy to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target. They can be cleared by moves like Rapid Spin, as well as by washing in water.

Ingrain (GR) -- The user plants several roots or vines, attempting to restore itself. At the end of every round the user remains planted, it recovers mild health and mild energy. This move can be used only on natural terrain such as a lawn arena and will fail if used on concrete or a similar surface. Less nutritious arenas such as a Rock field will restore less than the optimum amount. Though this move does not cost the user any energy, it counts as using up a decent amount of their Grass type pool if they are not a Grass type when initiated. The user cannot move from its location whilst planted and is difficult to dislodge, but can willingly retract its roots at the cost of a move.

Ion Deluge (EL) - Using significant energy, the user releases a burst of charged particles, ionizing every Pokémon on the battlefield. All physical moves listed as XX will be treated as Electric for the next five rounds, but will use no Electric energy.

Iron Defense (ST) -- Using decent energy, the user steels itself, tightening its muscles to close gaps in its natural defenses, as well as imbuing itself with Steel energy to protect its hard body. This raises its defense by two stages.

Iron Head (ST) -- The user coats its head with steel energy and rams it into the opponent, dealing considerable damage and potentially making the opponent flinch. The metallic casing of the head allows it to break through some energy-based attacks with greater ease and still retain its power.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent. Damage and accuracy can vary based on the user's tail, though on average it will deal considerable damage. The metallic casing of the tail allows it to break through some energy-based attacks with greater ease and still retain its power.

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Judgment (Various) -- The user gathers the very essences of existence into an orb of radiantly glowing energy above its head, launching it skywards in a spiraling display of light. When the orb reaches its apex, it bursts in a flash of light, raining down extremely powerful shards of energy upon the ground below. The pure destructive power of this move will likely result in significant destruction of the arena, as well as heavy damage to any Pokémon, friend or foe, who is not the user. Pokémon are likely to suffer some collateral damage from the destruction of the arena in addition to the direct damage from the attack itself. The type of the attack is determined by the primary type of the user.

Jump Kick (FT) -- The user jumps into the air in front of the target, thrusting their knee forward to hit the upper regions of the foe's body, dealing significant damage. If it misses, the momentum of the kick can flip the user partially, resulting in a poor, unbalanced landing or not on its feet at all, thus taking some damage.

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Karate Chop (FT) -- The user chops at the target, dealing decent damage. Karate Chop is a very precision move, allowing the user to strike burns and Crush Claw-like weak points more easily, and giving it a slight boost against targets with a defense boost.

Kinesis (PS) -- A telekinetic variation, the user uses it to lock on to energy/beam attacks and alter their course to force them to miss. A high power use of this move can redirect the attack to a new target, usually the opponent. Energy use depends on the attack diverted --lower energy moves like Charge Beam will only take decent energy to divert while more powerful attacks like Flamethrower or Ice Beam will take much more.

King's Shield (ST) -- The user arms itself with its shield, expending a significant amount of energy to protect against incoming attacks. This move will block the next attack that comes in contact with it, expending significant energy to do so, increasing by light energy each time it blocks an attack. Any enemy that comes into contact with Aegislash while King's Shield is active will have their physical strength reduced for the following round from the jarring impact of crashing against the shield. King's Shield will not protect against non-damaging techniques. The user of King's Shield will not be able to attack for a short time immediately after the move. The increase in energy is shared with Protect and Spiky Shield.

Knock Off (DK) -- The user strikes the target from an unexpected angle, hitting for good damage and using solid energy. If the victim has an attached item, this move negates its effect for five rounds, dealing significant damage for solid energy. If the victim holds an item such as a Marowak's bone, this move will knock it some distance away. Mega Stones are not affected by this move.

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Land's Wrath (GD) - The user focuses a spike of Ground energy that erupts from the ground and pierces into the target. Unlike Earthquake, this move can be used on most if not all terrain, and also deals significant physical damage.

Last Resort (NO) -- This move is only usable when a Pokémon is on the verge of being knocked out. The user recklessly draws in all of its remaining energy and blasts it forward in a bright beam similar to Hyper Beam. Much like Hyper Beam, this attack takes a long time to charge and aim, especially if the user has a significant amount of energy remaining. The damage dealt is equivalent to the total amount of energy remaining in the Pokémon, and after using this move, the user will be knocked out.

Lava Plume (FI) -- The user spews lava up into the air, causing the lava to rain down over the opponent and dealing considerable damage. This move also has a substantial chance of inflicting a burn.

Leaf Blade (GR) -- The user performs a slash attack with leaves attached to their body, which are covered in grass energy, dealing considerable damage.

Leaf Storm (GR) -- The user forms a huge number of leaf shaped projectiles of grass energy and fire them at the opponent, dealing massive damage, exhausting the user and somewhat lowering the power of Grass moves for two rounds.

Leaf Tornado (GR) --The user uses significant energy to create a vortex much in the same way as Twister, releasing a flurry of leaves into the cyclone, hitting the foe and dealing significant damage, possibly blowing away gasses, lighter attacks or Pokémon in the process. The debris contained within the tornado has a chance of entering the foe's eyes and hindering their vision, possibly reducing their accuracy until it is removed.

Leech Life (BG) -- The user bites the target and holds on, dealing moderate damage for moderate energy. The user recovers health equal to half the damage dealt. This move does not count as a 'draining move' and does not contribute towards diminishing returns.

Leech Seed (GR) -- The user charges good energy and fires a seed onto the target which releases vines which drain energy from the target. These vines are rather thick and can snare the foe, and will plant themselves in the ground if the ground is soft. Each round the vines will sap light energy from the target and restore an equal amount to the user. The vines can be easily uprooted, but they are somewhat difficult to break and can restrict movement somewhat, but are vulnerable to Fire and slashing attacks.

Leer (NO) -- Using light energy, the user glowers at the opponent while its eyes glow brightly, trying to spook the opponent. When eye contact occurs, the opponent will freeze in place for a moment, potentially interrupting their attack and lowering their defense temporarily. The accuracy of this attack depends on the distance apart the two Pokémon are, as there needs to be close to moderate range for this attack to work.

Lick (GH) -- The user licks the target with its tongue, to cause light ghost damage. It also has a 30% chance of paralyzing the target.

Light Screen (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks special blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of physical attacks. Physical projectiles such as Mud Bomb will easily break through a Light Screen. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a special attack, the damage received is reduced by 25%. Physical attacks will pass through unaffected and have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Lock-On (NO) -- Using solid energy, the user focuses totally on its opponent, following its every movement. This will greatly increase the accuracy of most attacks, although attacks which take longer to set up or aim (Fissure and Guillotine, among others) will only be given a slight boost in accuracy. Lock-On lasts for 1-2 rounds. While in use, the user moves much slower than normal, both in physical movement and attack charge time, as it uses a lot of concentration on its opponent's whereabouts.

Lovely Kiss (NO) -- Using decent energy, the user kisses the target or sends a few heart shaped pieces of energy, which lulls the opponent into a drowsy daze, possibly putting them to sleep.

Low Kick (FT) -- The user delivers a kick to the opponent's legs or lower extremities in hopes of causing it to trip or lose its balance. Though the kick itself deals moderate damage, most of the damage is dealt in the fall, which can vary based on the target's size and weight.

Low Sweep (FT) -- The user kicks at the opponent in its lower areas, usually the legs, dealing good damage and possibly making movement more difficult.

Lucky Chant (NO) -- Using good energy, the user chants a magical prayer to the heavens that aims to increase their fortune. As a result, for five rounds, moves that would generally hit a weak point are diverted by the heavens ever so slightly away from the vulnerable spot to an area where the target takes normal damage. Additionally, moves that have a secondary effect will be 5% more likely to happen during this time.

Lunar Dance (PS) -- The user calls on the power of the moon to heal its allies. Making this wish consumes a massive amount of the user's energy. As soon as the next Pokémon is sent out, the wish is granted and any benefits will be gained immediately. If the next Pokémon is injured or is suffering from a status effect, the status will be cured and up to one quarter of its maximum health will be restored. While the moon is not needed for this attack to work, using it at night will extend its abilities to heal two allies.

Luster Purge (PS) -- A mix of Flash and Psybeam, the user shoots out a very bright beam of Psychic energy which deals considerable damage, and possibly can affect the opponent(s) sight, especially if the attack hits the eyes.

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Mach Punch (FT) -- The user compresses fighting energy into its fist and punches forward, sending itself speeding forwards much like a Quick Attack, but direct and leading with the fist. Though only dealing mild damage, its quick speed allows for fast travel.

Magic Coat (PS) -- Using a good amount of energy, the user glows like Mirror Coat, and prevents any part of an attack which would paralyze (like Thunderwave, not like Body Slam), sleep, poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect. This move is rather quick to set up, typically beating out most other moves, and will generally linger until a move has struck the user.

Magic Room (PS) -- The user uses significant energy to create a strange realm in the arena, encapsulating all the battlers on the field. This “room" isolates the battlers from the outside environment, sealing out any effects that the arena might have on the battlers. This room is not blank, meaning all the arena's topography and features (water, rocks, trees, ground, etc.) will still be present, but any attempts to change the arena (e.g. weather, the non-damaging effects of Magnitude/Fissure, Terrain moves, etc) will fail, but moves transferred through or using the arena (Surf, Earthquake, etc) will work. Additionally, any beneficial or detrimental effects caused passively by the arena itself (such as enthusiasm or being uncomfortable, weather-like effects, etc) will not be in play for the duration of the move, nor will the effects of items. Magic Room cannot be escaped in conventional battles and has an approximate radius of 30 feet in GMs, but can be freely entered and exited. Magic Room will last for 5 rounds.

Magical Leaf (GR) -- The user sends a grass type Swift at the opponent, as little leaf-shaped bits of grass energy are used, dealing good damage. This attack has a slight homing effect, making it slightly harder to dodge.

Magma Storm (FI) -- The user fires a spray of lava that covers the opponent and surrounds them, keeping them confined to the area within the ring of lava and dealing extreme damage.

Magnet Bomb (ST) -- The user shoots a ball of steel energy at the opponent, dealing solid damage for a solid amount of energy. The energy ball has a charge which attracts it to the target, causing it to follow the target until the attack hits.

Magnet Rise (EL) -- The user expends a significant amount of energy to magnetically lift itself up off the ground and allowing it to hover for up to three rounds. Pokémon who already float will have their flight ceiling increased by four feet and will have greater aerial maneuverability.

Magnetic Flux (EL) - Using considerable energy, the user releases an electromagnetic burst, causing all friendly Electric Pokémon to be surrounded by a magnetic barrier. This barrier robs attacks of their power and momentum, effectively giving a slight boost to the Defense and Special Defense of any friendly Electric Pokémon for the next five turns, including the user.

Magnitude (GD) --The user smashes either the ground or the opponent, sending shockwaves of Ground energy through it. If sent through the ground, the waves transfer energy directly into any Pokémon who has contact with the ground. The type of ground involved determines the effectiveness of this attack, as sand, snow, mud, etc. could possibly hinder or even prevent this attack from working. Magnitude is more destructive than Earthquake and can fracture the terrain, destroying small structures and possibly breaking entry hazards like Stealth Rock. If this attack is used directly on the target, it deals damage as if it were transferred through the ground, but will only affect that Pokémon. Magnitude costs considerable energy, but has a variable damage output, dealing anything from good to major damage.

Mat Block (FT) -- The user pulls up a chunk of the ground, using it to protect it and any nearby allies from a single move. The effectiveness and energy use depends on the type of terrain the user is standing on; soft, loamy ground will not create an effective shield but only use a moderate amount of energy, while hard, rocky ground or metallic ground will defend against a wide array of attacks but use up to a heavy amount of energy.

Me First (NO) -- The user listens to the opposing trainer's orders and uses energy equal to 1.5 times the amount of energy needed to execute the opponent's first ordered attack before the opponent can act. This move can only be ordered when going second and Mimic limits apply.

Mean Look (NO) --Using good energy, the user glares at the opponent, covering it in a blue glow for a moment which quickly fades. This move makes the victim unable to be recalled until it has fainted, including with the use of switching moves like Baton Pass. It also can intimidate the opponent in a fashion similar to Leer.

Meditate (PS) -- The user concentrates and focuses its energy more effectively, boosting its attack power using decent energy. This focused state makes the user less prone to be controlled by telepathy or any attacks which effect the mind and can help to clear any negative mental states.

Mega Drain (GR) -- The user creates a number of short green energy tendrils and drains a considerable amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a considerable amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Mega Kick (NO) -- The user's foot glows white with energy, and gives a high impact kick that sends smaller opponents flying, dealing significant damage.

Mega Punch (NO) -- The user's fist glows white with energy, and deals a high impact punch that sends smaller opponents flying, dealing considerable damage.

Megahorn (BG) -- The user smashes a horn glowing with bug energy, into the target, dealing major damage.

Memento (DK) -- The user attempts to lower the ability of one of its opponents by fainting, and placing a curse on the victim. The curse lowers the attack and special attack of the user, dropping abilities by anywhere from 10-25%, depending on energy left when the move was used. When the move is completed, the user always faints.

Metal Burst (ST) -- The user surrounds itself with a glowing silvery aura, preparing to absorb any energy that it comes in contact with. When the next attack hits it, it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and fire back a beam of Steel energy, dealing exactly x1.5 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). This move uses moderate energy plus the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Metal Claw (ST) -- A claw of the user becomes covered in a metallic silver-coloured shell, which flickers with a silver lightning, which it then uses to slash the opponent for good damage. The metallic casing of the claw allows it to break through some energy-based attacks with greater ease and still retain its power.

Metal Sound (ST) -- The user makes a loud ping noise, irritating the opponent and making it lose concentration. This has a good chance to interrupt the actions of Pokémon in the area as they move to cover their ears. Despite being less potent than Screech, Metal Sound's effects last for a little while longer after it has stopped, possibly causing a loud ringing in the foe's ears which can last a round and make reacting to threats more difficult. Metal Sound uses decent energy.

Meteor Mash (ST) -- The user's fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, for heavy damage. The metallic casing of the claw or fist allows it to break through some energy-based attacks with greater ease and still retain its power. The lingering Steel energy has a 20% chance of remaining, increasing the users attack by one stage.

Metronome (NO) --The user twitches a pair of digits, usually fingers, back and forth in unison. Then, these digits glint with white light, and strange things happen with no explanation. The user will use a completely random attack, using any of the attacks usable by any Pokémon, including legendaries. Because of the strange properties of the attack, the energy that fuels it comes from a strange source beyond the users's capabilities, and does not drain their own type energies.

Milk Drink (NO) -- The user drinks some milk to heal itself. This will restore a significant amount of health, costing significant energy. Alternatively, it can give the milk to another Pokémon. This move counts as the user's one 'healing move' per match.

Mimic (NO) -- Using good energy, the user copies the technique that the target last used (barring signature moves), and now has the ability to use that attack for the rest of the battle, though not always at normal power, if at all. If the attack is, say, a water technique, and the Mimicker is a fire type, it won't work. This technique does not perform the attack itself, the additional order must be given for the attack to be used. After the battle, the user forgets the attack. Only one attack may be Mimicked per Pokémon per battle.

Mind Reader (NO) -- Using solid energy, the user reads the mind of its opponent, following its every movement. This will greatly increase the accuracy of most attacks, although attacks which take longer to set up or aim (Fissure and Guillotine, among others) will only be given a slight boost in accuracy. Mind Reader lasts for 1-2 rounds. While in use, the user moves much slower than normal, both in physical movement and attack charge time, as it uses a lot of concentration on its opponent's whereabouts. Also, similar to Detect, this move can see through DT clones, due to the increased focus.

Minimize (NO) -- The user shrinks to nearly half its size, decreasing its physical Attack and Defense slightly while its speed and special powers remain constant. Due to its now decreased size, it can much more easily evade attacks, though attacks that involve crushing, stomping or the weight of the user (e.g. Stomp, Wring Out, Body Slam, Heavy Slam) will deal significantly more damage. The move uses significant energy, and lasts about 4-5 rounds.

Miracle Eye (PS) -- The user's eyes glow with a supernatural power, revealing the true nature of the opponent. Using this move requires a considerable amount of energy, but allows the user to use psychic attacks on dark type Pokémon and determine the true location of the opponent, under any circumstances (except when the opponent has a Substitute).

Mirror Coat (NO) -- The user surrounds itself with a glowing multicolored aura, preparing to absorb any free energy that it comes in contact with. If the next move that hits it is a special attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and burst forth in a wave of typeless energy that is directed right at the foe, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Physical attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Mirror Move (FL) -- The user remembers the attack that was last used against it, and then uses it back against the opponent, within usage limits similar to Mimic. The Mimicked attack uses one and a half times the energy it normally would.

Mirror Shot (ST) -- The user fires a projectile of steel type energy at the opponent which deals good damage if it hits. The projectile has a reflective surface, meaning that there is a possibility that it will reflect light into the opponent's eyes, thereby reducing accuracy.

Mist (IC) --Using moderate energy, the user exhales a freezing cold cloud of light blue fog , severely reducing visibility and also deals light ice damage if it hits the opponent.

Mist Ball (PS) -- The user sends a ball of Psychic energy at the opponent, dealing solid damage and possibly lowering their ability to concentrate on high-powered attacks for a short time.

Misty Terrain (FA) - For considerable energy the user spreads magical Fairy energy along the ground, causing a low pink mist to rise up. This strange mist protects any Pokémon making contact with ground from being afflicted by statuses for five rounds, as well as strengthening Fairy-type moves slightly and making Dragon-type moves slightly weaker. Nature Power will become Moonblast while this move is in effect, and Weather Ball will become Fairy-typed when used by a grounded Pokémon.

Moonblast (FA) - The user feeds from the magical energy of the moon, gathering power into an orb in front of them before launching it at the foe, dealing significant damage. Unlike Moonlight, this attack is not affected by the time of day nor the location of the battle arena. Moonblast has a 20% chance to slightly lower the foe's special attack stat for a few rounds.

Moonlight (FA) -- Using significant energy, the user calls upon moonlight to recharge itself. If the sky is clear and the moon can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the moon is not out or is completely obstructed, though it may be used during the day if the moon is visible (which is often the case). This move counts as a Pokémon's one 'healing move' per match.

Morning Sun (NO) -- Using significant energy, the user calls upon sunlight to recharge itself. If the sky is clear and the sun can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the sun is not out or is completely obstructed. This move counts as a Pokémon's one 'healing move' per match.

Mud Bomb (GD) -- The user spits a volley of mud balls at the foe, aiming for their face/eyes. The mud itself deals good damage and may obscure the vision of the foe.

Mud Shot (GD) -- The user spits out orbs of Ground energy, which burst into mud upon contact, dealing good damage. This mud is rather thick and gooey, possibly slowing down the foe if it accumulates.

Mud Sport (GD) -- The user tries to kick up a lot of mud or dirt using moderate energy in an attempt to weaken the ability of all Pokémon to use electric attacks. Electric attacks used for the next 5 rounds will be 20% less effective.

Muddy Water (GD/WT) -- The user shoots out a very powerful, but dirty, stream of water, which does considerable damage and might lower the opponent(s) accuracy if it hits in their eyes. Since it is both Ground and Water, its type-effectiveness is slightly different, dealing super effective hits to Poison, Steel, Ground, Electric, Rock and Fire types, while being resisted by Water, Dragon, Grass and Bug types. The damage from Muddy Water will never be doubly effective or doubly ineffective against a single-typed Pokémon. This move uses considerable Ground and Water energy.

Mud-Slap (XX) -- The user throws mud, or whatever available debris is around, at the target's eyes, trying to prevent them from seeing properly. This attack does moderate damage, and lowers the target's accuracy until the mud comes off.

Mystical Fire (FI) -- The user exhales a magical, dancing flame, scalding the foe for solid damage and using solid energy. Due to the mysterious nature of the fire, it lowers the foe's Special abilities.

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Nasty Plot (NO) -- The user expends a decent amount of energy and channels wicked thoughts in order to sharply improve its special attack powers.

Natural Gift (Various) - The user gathers energy from the environment around them and concentrates it into a burst of energy, sending it through the ground to strike from below and deal decent damage. The burst rises to surround the target, going high enough to hit most airborne foes. The type of the attack depends on the environment it's used in, as it pulls its energy directly from nature. For instance, if used in a Grass field or forest, it will be Grass-typed, if used in a clay arena, it will be Ground-typed, if used in a power plant, it will be Electric-typed, etc. The exact type is up to the referee. The type of Natural Gift can change if the arena is altered (the grass is burned, snow is melted, water evaporates) or the arena changes (like in the Shifting Stadium). If the user does not naturally have the type energy associated with the environment from their normal movepool, the move will swiftly grow weaker, eventually failing to work after only a few uses.

Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, though it must be reasonable for the Pokémon to use it (e.g. no Water Gunning Cyndaquils). If the arena is a sandy one, perhaps Earth Power; in a mountain area, Rock Slide, etc. Moves pulled by this move will range between good and significant damage.

Needle Arm (GR) -- The user's arm or other appendage glows with energy, as the user smacks it into the opponent for good damage. It has a 30% chance of causing a flinch.

Night Daze (DK) --The user gathers dark energy into its hands, slamming them against the ground. A shockwave of dark, churning, red energy bursts forth, slamming into the foe for significant damage. This move may cause the target to be somewhat disoriented, breaking their concentration and making it difficult to retaliate for a short time.

Night Shade (GH) -- The user emits a large, black thunderbolt shape from its eyes, dealing good damage for good energy. Night Shade deals good damage regardless of any special defense buffs that the foe may have, be they from a move or species characteristics. It remains affected by standard weakness and resistance, however.

Night Slash (DK) -- The user's claws glow with dark energy before it slashes them across a vulnerable area of the opponent's body for solid damage.

Nightmare (GH) -- Using decent energy, the user causes its sleeping opponent to have a nightmare, which forces them to lose on average good energy every round, and can leave the victim scared, disoriented, and possibly confused when they awaken. Nightmare does not wake the opponent from sleep itself, it occurs on its own just as it would awaken from normal sleep. Nightmare's effects continue on in the next round if the user does not awaken. This Nightmare taints the target's thoughts, and any attempt to leech their thoughts may be damaging to the leecher.

Noble Roar (XX) -- Using mild energy, the user lets out a throaty, noble roar, attempting to intimidate the foe to discourage them from attacking, slightly lowering both their Attack and Special Attack. This move will only work if the foe would be reasonably intimidated by the user. The debuff fades like a normal boost.

Nuzzle (EL) - The user's cheeks begin to spark with electricity before rushing the foe, rubbing their nose against them. Between the friction of the rubbing and the sparks released from their cheeks, this attack deals moderate damage for good energy. The static build up is also very likely to cause intense paralysis.

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Oblivion Wing (FL) - The user coats their wings in a haunting energy before firing the aura and dealing considerable damage for considerable energy. The user regains an amount of health equal to three quarters of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Octazooka (WA) -- The user fires off an inky beam from its mouth, dealing significant damage. If the ink-filled water hits the opponent's eyes, it could severely hinder the opponent's vision.

Odor Sleuth (NO) -- Using moderate energy, the user attempts to sniff out where its opponent is. This will allow the user to find the real target through Double Team and other deceptive moves, or track its target through an area it can't see.

Ominous Wind (GH) -- The user sends an eerie purple wind towards the opponent, dealing good damage. It also has a slight chance of leaving behind excess energy, boosting all stats slightly.

Origin Pulse (WA) -- The user draws from the primal power of the seas and creates a number of orbs of pure water energy, each of which send forth a beam of water energy that hits the foe, dealing high damage overall.

Outrage (DG) -- The user goes on a battling frenzy for a short period of time, beating on the opponent relentlessly both with physical blows and bursts of blue dragon flame for an extended period of time, usually until a strong hit is delivered that separates the two out of immediate reach or one is knocked over. After the Outrage is over, the user might be stunned for a while, trying to regain its bearings. This move often varies in the amount of damage dealt, but it deals high damage on average.

Overheat (FI) -- The user shoots out a very heavy stream of flame which does massive damage, but leaves the user very tired afterwards, and Fire attacks will have somewhat lowered power for the next two rounds.

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Pain Split (NO) -- The user creates a direct link between itself and the victim, attempting to balance the health between the two. Health is stolen in clumps from the victim, a mild amount being transferred every few seconds, and up to an extreme amount of health may be stolen at an equal energy cost to the user. The health stolen is used to replenish the user's own health levels. If the user and the victim's health become equal at any point during the drain, the link is automatically terminated. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Parabolic Charge (EL) - The user releases a burst of electrical energy, creating an electrical link between it and its foe that drains a heavy amount of energy in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a considerable amount of their Electric type pool if they are not an Electric type. It deals no damage but its effectiveness is based upon weakness and resistance. The user may also use this to drain from two or more Pokémon at once, though energy draining will be divided equally between them, and they will also be able to choose who to drain from. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Parting Shot (DK) - The user charges large amount of power and taunts the foe in a menacing fashion, causing them to suffer a drop in their Attack and Special Attack. It then uses the rest of the power to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, Parting Shot will not pass boosts or mental conditions from the user to the new Pokémon. Parting Shot can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If Parting Shot lowers a Pokémon's stats, it uses considerable energy. If it fails to affect the foe, it uses heavy energy.

Pay Day (NO) -- The user creates coins that fly at the opponent to deal a good hit, similar to Swift, yet the coins remain in the arena and can be used for other things later in the battle.

Payback (DK) -- This move is only usable when the user is going second. The user waits for the opponent to finish all of its attacks for the round, and then surrounds themselves in a dark aura before slamming back into the target. For every attack that the user was struck with, the power of the dark aura increases, dealing good damage if it is hit with one move, dealing heavy damage if it is hit with a two move combo, and dealing massive damage if it is hit with a three move combo. Energy usage is proportional to the aura's power.

Peck (FL) -- The user surrounds an appendage, usually the beak or horn, in Flying energy to peck the target. This attack does moderate damage.

Perish Song (NO) -- The user sings a haunting song, during which the course of the battle will certainly be affected. The move must be used for 3 full rounds in order to be complete, with the user singing the entire time, using a considerable amount of energy for each round the user continues to sing. During this time, the victim(s) are slowly incapacitated. Sleeping Pokémon will automatically be woken up by the melody. Black lightning crackles through its victims during the process of the attack, as long as it is successful. During the first full round of Perish Song, there is a 50% chance of each victim breaking free and being able to attack. During the second full round, there is a 30% chance, and the third round holds a 20% chance of each victim breaking free. These percentages are modified by energy and level as usual, at the referee's discretion. Once the user of Perish Song loses concentration, the move fails, though even if the foe breaks out of the grip of the attack, it can still continue. If the user sings for the full 3 rounds, the affected Pokémon and the user faint. The Pokémon who would be deemed affected by this attack must be able to hear the attack clearly and be close to the user (within a normal battling distance).

Petal Blizzard (GR) - The user releases a violent shower of petals, flinging a storm of sharp petals at the foe for significant damage. Due to the force and amount of the petals used in the attack, this attack can break through Light Screens.

Petal Dance (GR) -- The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent, dealing major damage. The high-speed and erratic nature of the attack make it somewhat more difficult to dodge than other attacks of this caliber. The attack is basically a higher powered Razor Leaf, but thanks to the dancing and moving involved, the user will be disoriented for a short time after the move is over.

Phantom Force (GH) - The user vanishes, striking a few moments later to surprise the foe and deal solid damage for significant energy. Due to the surprising nature of this attack, it cannot be easily dodged, protected or countered, but is by no means impossible.

Pin Missile (BG) -- The user fires a barrage of greenish-white spikes from its body using considerable energy, which rapidly converge on the target for considerable damage, possibly piercing the skin of softer Pokémon.

Play Nice (XX) -- Using mild energy, the user acts playfully, attempting to dissuade their foe from battle. If successful, the foe will become friendlier and calmer, lowering its Attack. The victim's mental state and the current battle must be taken into account.

Play Rough (FA) - The user roughhouses with the foe, beating them with a number of sneaky blows while maintaining a playful facade, dealing significant damage. Because of the carefree and playful nature of this attack, the foe may be discouraged to fight back, lowering the effectiveness of its next attack or any attack used during this move. The victim's mental state and the current battle must be taken into account for this additional effect.

Pluck (FL) ---The user charges its beak, teeth or talons with Flying energy and stabs at the foe, dealing good damage. If the user has an attached badge or token, it has a 20% chance of taking the effects from the target and granting them to the user for three rounds. Mega Stones are immune to these effects.

Poison Fang (PO) -- The users fangs glow with poison energy as it bites the opponent for good damage, with a decent chance of inflicting Toxic poison on the victim.

Poison Gas (PO) -- Using decent energy, the user spits a cloud of weak, light, poisonous gas. This gas will probably poison anything that breathes it in, and Pokémon that attempt to attack while breathing it will use more energy than normal due to the fact that they're getting insufficient oxygen. This attack is not flammable.

Poison Jab (PO) -- The user jams its horn or claws into the opponent for considerable damage. This move has a 35% chance of poisoning the foe.

Poison Powder (PO) -- Using moderate energy, the user releases a cloud of poisonous dust that poisons when inhaled. If the powder stays on the opponent's skin for too long, there's a slight chance of the user becoming poisoned from it.

Poison Sting (PO) -- The user fires a massive amount of pin-like projectiles from its mouth or quills, dealing moderate damage, and can poison if enough hit.

Poison Tail (PO) -- The user's tail becomes covered in a venomous purple-coloured sheath, which it then uses to smash into the target. Damage and accuracy may vary based on the user's tail but the average Pokémon will deal good damage. Poison Tail uses good energy. It has a 10% chance to poison the target.

Pound (XX) -- The user thumps the opponent with an appendage, causing moderate damage.

Powder (BG) - Using solid energy the user coats the foe in a fine, volatile powder. If the target uses a Fire-type move, the powder will explode violently, dealing significant damage. Targeting an open flame on a Fire-type Pokémon will have a chance of dealing good damage instead.

Powder Snow (IC) -- The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does moderate damage, but extremely chills the opponent and has a 10% of partial freezing.

Power Gem (RK) -- The user forms a shining dodecahedron of hard rock energy, which is then hurled at the foe for considerable damage.

Power Split (PS) --The user expends significant energy to surround both it and its foe with a mysterious energy, attempting to average both their Attack and Special Attacks. The Pokémon with the higher stat (i.e. is more adept in that) will lose power in that stat, while the one with the lower stat will gain power.

Power Swap (PS) -- The user expends significant energy to create a mental link between itself and a target, allowing them to cast a strange Psychic energy over both of them. This energy causes the user and its target to go into a Role Play-like state, swapping any offensive boosts from Species Characteristics or boosts/drops for 5 rounds.

Power Trick (PS) -- The user consumes a high amount of energy to place a psychic barrier in its mind, redirecting the energies in its body that correspond to attacking and being attacked. As a result, Pokémon which tend to have better defenses will expend more energy in physical attacks and do more damage as a result while their physical ability to receive blows drops by the same amount, and vice versa for Pokémon with a higher ability to attack.

Power Whip (GR) -- The user employs a vine (or other appendage) as a makeshift whip, cracking it across the target for major damage.

Power-Up Punch (FT) - The user builds a radiating energy into their fist, punching the foe for moderate damage for good energy. Due to the powerful energy built up to use this attack, every use of this move will raise the user's Attack slightly.

Precipice Blades (GD) -- The user draws from the primal power of the earth and summons a number of molten spikes from the ground below the foe which create small explosions on contact, dealing high damage.

Present (NO) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from moderate, near harmless damage to a heavy amount of damage, and may even restore some health (solid health for solid energy) to the opponent. Energy use will be equivalent to the amount of damage dealt or health healed.

Protect (NO) -- A green semi-transparent shield surrounds the user and automatically protects it from the next attack that hits, after which it fades away. Initial energy use for Protect is equal to the energy of the attack blocked, increasing by 25% for each time Protect is used by the same Pokémon in the current battle (e.g. 1.25x energy for the second use, 1.5x for the third, 1.75x for the fourth, etc.). A Pokémon cannot move while using Protect, and Protect immediately fades if the user starts another attack.

Psybeam (PS) -- The user creates a rainbow-coloured beam of powerful Psychic energy, which is fired at the opponent to hit for good damage. It is controlled directly by the user, and so if the target attempts to flee from the beam, its heading can be redirected and can still hit the target. If the target is a Psychic type Pokémon as well, then it too can control the beam of Psychic energy. The Pokémon which is in the best shape will win control of the Psybeam, and be able to try and hit the opponent. Psybeam has a slight chance of confusing the target.

Psych Up (NO) -- The user taps into the mind and body of a target using good energy, hypnotizing itself to take on the mental and physical state of their foe or ally, albeit artificially and incompletely. This copies any mental states - positive or negative - that the target may have. This includes happiness, rage, enthusiasm, focus, calmness, and even states such as drowsiness or confusion, among others. Additionally, any stat boosts or drops, physical or mental, are also copied, but will fade at twice the rate that a boost normally would (e.g., if a freshly used Nasty Plot was copied, it would fade to one stage after a round and a half and fade completely after 3 full rounds).

Psychic (PS) -- In the default setting, the user directs a simple wave of force at the opponent, hitting fairly hard and sending them and anything loose in the arena such as rocks or leaves flying or rolling back. This deals significant damage for significant energy. Alternatively, the user channels telekinetic abilities to pick up and move any solid object, including the opponent and physical projectile attacks. The effect of this move is expected to be specified, being it moving things in the arena into the opponent, or picking up and moving or slamming the opponent. The user's proficiency with telekinesis is dictated by their level, evolutionary state, freshness and focus. Psychic types are more proficient than other Pokémon. Size and weight are not that important, but in general telekinesis will not be able to launch foes a huge distance. Telekinetic Psychic will use solid energy, but also has considerably more control and stopping power than Telekinesis.

Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does massive damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time.

Psycho Cut (PS) -- The user's claws glow with psychic energy before it slashes them across a vulnerable area of the opponent's body for solid damage. For slightly more energy, the energy can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality.

Psycho Shift (PS) -- The user employs Psychic energy to isolate the part of its brain or body that is affected by a status, both mental (Confusion, attraction, rage etc.) or physical (burn, paralysis, poison, sleep) or a curse and copies it to the same area of their opponents mind or body, causing the opponent to adopt the user's state. Curses and mental states will cost only good energy to shift, but physical statuses will cost considerable energy. If the target has no analogous area to where the status is inflicted, it will be generalized (in the case of paralysis) and somewhat weaker, or moved to the same general area of the body (e.g. upper, lower, center) for burns. When used during confusion or sleep, this attack has at least an 85% chance of success, despite the level of confusion or deepness of sleep (though this will make the foe drowsy, not put them to sleep).

Psyshock (PS) -- The user releases a small burst of Psychic energy which hits the foe with a solid, physical hit by affecting the physical structure of the foe's body and brain and dealing considerable damage. This attack pulls its power from Special Attack but is considered a physical attack due to its somewhat "solid" nature and assault of the target's body.

Psystrike (PS) -- The user releases a massive pulse of Psychic energy which bombards the foe with a solid, physical hit by effecting the physical structure of the foe's body and brain and dealing heavy damage. This attack pulls its power from Special Attack but is considered a physical attack due to its somewhat "solid" nature and assault of the target's body.

Psywave (PS) -- The user emits powerful waves of mental energy in the direction of the target that take the form of a number of rings, about the size of the user and then becoming progressively smaller. The number of rings generated varies randomly between 3 and 7, though if the user is concentrating on the attack hard, it will often generate a number of rings in the larger end. Each ring generated does light damage for light energy, and will cause some mental disorientation and pain to the average target, with a higher chance the more rings are generated.

Punishment (DK) -- The user attacks the opponent out of resentment for any stat boosts. Damage from the beating delivered varies with the number and intensity of the stat boost(s). This attack with no boosts or drops, deals light damage, but with each boost, it deals slightly more damage, potentially dealing a heavy amount of damage.

Pursuit (DK) -- The user becomes covered in a dark veil, and hits the user with a quick attack, which deals good Dark damage. The user will be able to track the foe even if they could not normally sense them, being naturally attracted to their position, but if the Pokémon is out of their normal reach, the move will end early without an attack. If the target is trying to be recalled and the attack is initiated, it will hit just as the target is turned into light and is in the process of returning to the ball. The surge of dark energy disrupts the 'pattern buffer' of the Pokéball's scan, and causes major damage to the victim.

Q

Quash (DK) -- Using good energy, the user surrounds an appendage or limb(s) with a great deal of Dark energy, extending the energy to twice the length of their body. They then use these extended limbs to attempt to squash the foe and surpress their actions, attempting to delay their moves or movement as long as possible or prevent it from being executed at all.

Quick Attack (XX) -- The user runs towards the opponent with faster-than-Agility speed, then slams into the opponent for fast but mild damage. Energy use varies on the duration of the attack and how much maneuvering is needed.

Quick Guard (XX) --The user concentrates on the movements of a single foe, focusing on reacting to its opponent's actions. Right as the target begins to move, the user reacts, moving in the path of the attack and erecting a forcefield to stop the attack. The speed of the attack allows it to even intercept attacks like Extremespeed and Quick Attack. This can be used to intercept attacks aimed at allies (or friendly fire on the opponent's side) in Doubles. This move costs the energy of the attack guarded x1.25 and increases by 25% of the energy of the attack guarded with each use.

Quiver Dance (BG) --The user performs a graceful, fluttering dance that releases a solid amount of energy into their body. This improves the user's special abilities, resistance to special attacks and speed slightly.

R

Rage (XX) -- The Pokémon feeds on the frustration built up in them, using it to fuel a thrashing attack. Though this attack will start of relatively weak, dealing only about decent damage, subsequent uses of the attack will cause their rage to build, increasing its power slightly. If the Pokémon is allowed to rest or use other, non-anger-based moves, its rage may fade, resetting the attack to its initial power. How long this period lasts depends on a variety of factors (e.g. being under Taunt or Swagger, failed moves, damage, etc.) and the attack may start at a higher base damage at the ref's discretion. Moves or techniques that calm the Pokémon (e.g. Focus Energy, Calm Mind) will reset this counter and automatically bring the base damage down to Decent.

Rage Powder (BG) -- The user releases a powder that angers the foe upon ingestion using good energy, putting them into a (non-curse) Taunt-like state and causing them to believe that the user is the biggest threat. The target will focus solely on the user for the remainder of the round, directing all attacks towards it. This will stop moves targeted at the target's partner and cause them to use any extended moves in a focused form, targeted at the user.

Rain Dance (XX) -- The user does an ancient dance, calling to the sky to make it rain and using moderate energy. Much like Hail, clouds will form over the course of a round and begin to drop rain upon the battlefield. When the clouds move in, the first round or so is just drizzle, which is then followed with a constant rain. Water Pokémon will be more at ease in these conditions and Water attacks will deal 10% more damage, whilst Fire and Rock Pokémon will feel uncomfortable (especially if they have an exposed flame) and Fire attacks will deal 10% less damage. Electric attacks will be sent directly where they are aimed, but opponents can still dodge as normal. Solarbeam takes twice the usual time to charge up and the effects of 'Moonlight', 'Morning Sun' and 'synthesis' are reduced to at least half of their original effectiveness. If the arena is in an especially arid place, the attack might take several rounds to start or not even work at all, it's up to the referee's discretion. Unless extended or cancelled, the rainstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Rain Dance can be used to extend or restart a rainstorm, but use of another weather move such as Sunny Day will cancel the rainstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Rapid Spin (NO) -- The user spins round very quickly and charges at the target, dealing decent damage for decent energy. The spinning action may act to deflect attacks directed at the user, reducing damage slightly, and prevent foes from grappling or entrapping it with moves like Fire Spin or Leech Seed. Alternatively, using considerable energy, the user spins rapidly in one place and emanates an aura of energy that clears the user's side of all enemy entry hazards, such as Stealth Rock, and clears away other obstacles like Spikes. If the user is caught in attacks such as Wrap or Leech Seed, it will escape if it can pull off the attack. This version of Rapid Spin deals no damage.

Razor Leaf (GR) -- The user fires off a large number of sharp-edged leaves at the opponent, dealing good damage. The edges are very sharp, and cut most things easily, however, due to their light weight, they don't cut very deep because they lack the mass to remain on course, and 'bounce' away. They are also easily blown away by wind, and burn up quickly in flames.

Razor Shell (WA) -- The user charges solid water energy into its shell, slashing across the foe for solid damage. This attack has a 10% chance to slightly lower the foe's physical defense for a few rounds.

Razor Wind (FL) -- The user creates a strong wind (usually by flapping wings, blowing, etc.) that blows towards the opponent. Within this wind, small pockets of air become compressed, creating small pieces of 'hard' (like the hard flame in 'Fire Blast') wind that fly in the direction of the opponent and hit for significant damage. These pieces of hard wind also have a very good chance to inflict small cuts.

Recover (NO) -- The user glows white and takes a few moments to restore a major amount of their health at the cost of major energy. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. This move counts as a Pokémon's one 'healing move' per match.

Recycle (NO) -- Using decent energy, the user regains the effects of an attached item which has been negated in some way. If a foe has stolen the effects of the item, Recycle will restore them to the user without taking them away from the foe. If a foe has traded the effects of its own item for the user's, Recycle will restore the effects of the user's held item without affecting the foe. Recycle can also be use to magically repair a physically held item such as a Kadabra's spoon which has been damaged in some way.

Reflect (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks physical blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of special attacks. Physical projectiles such as Mud Bomb will be easily walled by Reflect. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a physical attack, the damage received is reduced by 25%. Special attacks will pass through unaffected and will have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Reflect Type (NO) -- The user chooses an opponent and expends high energy to cover itself in an aura which lasts the next few rounds. For the duration of this aura, attacks targeted against the user that the chosen opponent resists are weakened, whilst those that the chosen opponent is weak to are made stronger.

Refresh (NO) -- The user fills its body with a bright green energy, expending good energy to cure itself of all status effects. Alternatively, it can transfer this energy to any allies to cure them of status ailments instead.

Relic Song (NO) -- The user sings a song of great power that appeals to the foe's emotions. The song, despite dealing solid damage, is also very soothing and will calm the foe, putting it to sleep if allowed to go on for longer than five or so seconds.

Rest (NO) -- The user settles down and goes to sleep in order to regain energy at a fast rate. The user will sleep for about the length of an average round, and will restore x1.5 a Hyper Beam worth of energy if able to sleep for the maximum time. The user may continue sleeping in to the next round if Rest is started late in the round or in similar circumstances. Since Rest is self-induced sleep, it is somewhat deeper than average sleep, meaning that more damage is needed to wake the user, around heavy, and only sound moves such as Uproar that specialize in waking can disturb them. Each subsequent use of Rest will restore energy less quickly than before and restore less energy overall.

Retaliate (XX) --The user charges at their target and launches a swift, harsh but reckless tackle, dealing solid damage for significant energy. If a Pokémon allied with the user is KOed in the round that Retaliate is used or the round immediately preceding its use, the user travels much faster and deals major damage for significant energy.

Return (XX) -- The user relates to its current happiness state, becoming 'energized' depending on how content it is and how well it's doing in the battle. It then uses this energy to deliver a strong hit, dealing more damage the happier it is, ranging between good and significant damage for equivalent energy.

Revenge (FT) -- This move is only usable when the user is going second. The user waits for the opponent to finish all of its attacks for the round, and then surrounds themselves in a glowing red aura before slamming back into the target. For every attack that the user was struck with, the power of the aura increases, dealing good damage if it is hit with one move, dealing heavy damage if it is hit with a two move combo, and dealing massive damage if it is hit with a three move combo. Energy usage is proportional to the aura's power.

Reversal (FT) -- The user waits for its foe to use a damaging move, charging Fighting energy in its limb. As the foe begins to execute the move, the user quickly approaches and uses its weight and the energy charged to turn the move around on the user, reversing its energy and any momentum to deal damage equal to that of the damage done by the move. The success of this move is dependant on a wide variety of factors, including exhaustion, overall energy, size of the user and foe, etc., the most important of which being the Reversed move's power. Higher-damage moves like Focus Punch are very difficult to counter, while moves like Pound will be countered every time. Some moves, particularly wind-, electricity- or other similarly pure-energy moves may not be Reversable at all, while compact energy forms, such as Energy Ball, may be counterable if used close enough or in the right context. Energy use is at least that of the move Reversed, though often it will be more than that, potentially being x1.5 the move's power if the Reversal was particularly stressful.

Roar (NO) -- Using mild energy, the user roars loudly, scaring most opponents (unless they have no reason to fear a roar from the user, such as a large size advantage) and distracting them from the battle.

Roar Of Time (DR) -- The user lets out a time-rending bellow, which causes a distortion of time and space around the target, dealing massive damage. However, modifying time results in the time around the user being slowed for a round, reducing their speed and reaction time somewhat.

Rock Blast (RK) -- The user gathers considerable rock energy in the form of two small waves, sending them in an arc at the foe one by one for considerable damage overall.

Rock Climb (XX) -- The user extends its claws, hands or limbs with energy and uses it to climb up to any available high point (such as the top of a tree or large boulder) and then leaps down on top of the opponent, dealing significant damage for significant energy. If the opponent's head is struck, it may induce confusion. Alternatively, the user stomps heavily on the ground and causes a sloped mound to rise from the arena floor, to a height of about two metres, before using it to perform the tackle. This version of Rock Climb also deals significant damage but costs heavy energy and cannot induce confusion. It can only be used in arenas with pliable surfaces such as Rock fields and Lawn arenas. Tougher surfaces might cause the attack to use more energy. Once the attack is over, the terrain will return to its previous state.

Rock Polish (RK) -- Using good energy, the user grinds any and every particularly pointy and un-aerodynamic part of its body into the ground, smoothing itself and decreasing wind resistance to its movements. However, the user is then able to move with less resistance, thus using less energy to move from place to place via any means (apart from teleportation). The effects only last until the end of the battle.

Rock Slide (RK) -- The user summons boulders from the ground in front of them and proceeds to either launch them in the form of an avalanche (the default form) or physically strike the foe. While Rock Slide usually deals considerable damage, particularly solid or large rocks may deal slightly more. Rock Slide generally uses considerable energy, but this can vary from solid-heavy depending on the arena's toughness and the availability of boulders. Rock type Pokémon may cause boulders to appear at greater distances, allowing them to attack remotely in appropriate arenas, and may also create boulders themselves using considerable energy. Non Rock types may only use this attack in arenas containing boulders.

Rock Smash (FT) -- The user uses a karate chop or punch which focuses the momentum to a single spot, which is designed to do damage based on how hard and sturdy the target is. The majority of Pokémon are relatively soft, thus taking only around moderate damage for equivalent energy, and are not rooted into the ground, so they are pushed back to lower damage further. Parts of the arena, such as walls and pillars, are both hard and fixed in location, therefore this attack will do lots of damage to these type of objects, usually breaking them. Some Pokémon, such as Golem, Onix, Steelix, etc, are rather hard and fairly immobile, and therefore suffer a fairly hard hit, around considerable damage for equivalent energy, and, like fixed objects, could suffer serious injuries (cracks/breaks).

Rock Throw (RK) - The user picks up a rock or piece of compressed land from the surrounding area and chucks it at the target. Though this move only deals decent damage, it is a relatively fast move and travels rather quickly. While non-Rock types must use earth from the arena, Rock-types can generate rocks from Rock energy. This move will typically use decent energy.

Rock Tomb (RK) -- The user stomps on the ground and summons rocks which emerge from the ground and surround the victim from all sides. The amount of energy needed to perform this attack is highly variable. In arenas with soft ground or abundant rocks, the energy cost will be decent, but if the ground is particularly hard, the energy cost will rise. Alternatively, the user charges considerable energy and fires a number of energy projectiles at the foe, the projectiles dealing no damage but creating a group of rocks that surround the target. The energy projectiles will only solidify on contact with the ground, preventing them from bringing down flying or levitating foes. Rock type Pokémon will be able to summon Rock Tombs in nearly any environment, and their Rock Tombs will be larger, able to trap Pokémon just off the ground, as well make escape slightly more difficult. Rock Tomb will encompass the target from all sides and above.

Rock Wrecker (RK) --The user gathers together stones and rocks from its body and the environment around it, creating a gigantic glowing boulder between its hands, which it launches at the foe, dealing extreme damage. After this attack, the user feels extremely drained, and must spend the next round recuperating.

Role Play (PS) -- The user consumes solid energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Generally, if the target Pokémon has some sort of alteration to a particular type of move or moves using a particular body part, they will gain a slightly less potent version of that boost. Role Play's ability should be moderate, and shouldn't give the user amazing abilities. The user of Role Play can specify the section of the SC they desire to copy.

Rolling Kick (FT) -- The user tumbles forwards towards the opponent in a roll, then springs off its hands to deliver a kick into the opponent from the ground for good damage.

Rollout (NO/RK) -- The user curls up or tries to make themselves generally rounder in order to roll around the arena. The user can either build up speed in place for a fast, good damage and energy attack or roll around the arena to slowly gain speed. While rolling, most Pokémon are able to be relatively evasive, but they will generally be unable to perform other attacks while rolling. Although they will more easily dodge attacks, they can still be hit and may be knocked out of their roll if hit directly by an attack of good or higher damage. They can be ordered to strike the foe up to twice a round, dealing slightly more damage with each hit, starting at moderate and capping out at heavy, with each hit increasing by minor damage. Most Pokémon will expend roughly good energy per round if they do not attack and roughly good energy if they attack, though the exact energy use is variable. Rough or complicated terrain may increase energy use or make it harder to accelerate. Similarly, certain Pokémon that are naturally round, such as Voltorb, Miltank or Donphan, will gain speed more quickly and use slightly less energy. If a Pokémon performs a Defense Curl immediately before this attack, they will start at a relatively high speed, dealing good damage initially, or will deal significant damage if using the one hit version. Rock Pokémon may use Rock energy to a similar effect, making the move deal Rock-typed damage as well.

Roost (XX) -- The user settles on to a perch and relaxes its wings, focusing and restoring a major amount of health at the cost of major energy. Despite the energy use, this technique is fairly restful, refreshing them somewhat, akin to a weaker version of Wish's initial effect. This move counts as a Pokémon's one 'healing move' per match. Alternatively, Flying Pokémon may use Roost to restore major energy instead of health, being refreshed with the full potency of Wish's initial effect. This version does not count as the one healing move per match.

Rototiller (GD) - The user tills the soil by spinning or digging rapidly using good energy, bringing up fresh nutrients from underneath. Any Grass Pokémon that come into contact with the ground will be able to reap its nutrients, giving them a boost to their Attack and Special Attack as long as they have contact with the ground. The leftover energy from tilling the ground will give the user an equivalent boost that does not require contact with the ground, but if they are not Grass-typed or lose contact, it will fade normally. This may only be used on terrain with soil, dirt or sand. It can be used in arenas with clay or other, harder ground types, but it will require more energy and be possibly less effective.

Round (NO) -- The user sings a sharp, echoing note which spreads as a cone of multi-coloured soundwaves in front of it, dealing good damage for good energy. If two rounds cross, both attacks will deal considerable damage. After striking a foe, the sound will immediately fade, preventing it from hitting multiple targets.

S

Sacred Fire (FI) -- The user surrounds itself in rosy-gold flames, either launching them at the foe in a stream of fire or charging the foe for a physical hit, both dealing heavy damage. It has a 50% chance of inflicting a burn.

Sacred Sword (FT) -- Charging Fighting energy into its horn(s) or other sharp appendage, the user slashes at the foe, dealing significant damage. Due to the great skill it takes to use this move and the almost magical nature of the attack, this attack will deal full damage regardless of the foe's boosts in Defense.

Safeguard (NO) -- Using solid energy, the user creates a dome of pure white energy around it, which absorbs any attack, prevents noise or wind from hitting it, and prevents visual attacks such as Flash, Taunt and the like. Unlike Protect, Safeguard is usually set up right before the attack would make contact, but Safeguard can be expanded to whatever size the user wishes, protecting allies at a quick increase in energy cost depending on the distance covered. As the aura starts within the body, all Pokémon which the user does not want in the Safeguard will be pushed away as if being hit by a moving wall.

Sand Tomb (GD) -- The user churns up a great deal of sand, either issuing it from its body or using the dirt or ground in the arena. This sand or dirt is sent at the foe, enveloping it in a low swirl of grating sand. The sand deals light damage without direct contact, though if the Pokémon attempts to pass through the vortex, it will suffer good damage. It also reduces line of sight somewhat for the Pokémon in it. If the arena is sandy, the vortex will be more of a whirlpool of sand, causing the foe to sink into it, making it harder to break from. The sand vortex also prevents the foe from being returned. Sand Tomb generally will last about a round after its use. Sand Tomb uses considerable energy.

Sand Attack (GD) -- Using light energy, the user kicks up sand or grit into the target's face, making it harder for them to see and so reduces the target's accuracy.

Sandstorm (XX) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt and powerful winds, usually using moderate energy but increasing in cost if the user maintains its movement. Pokémon which are not Ground, Rock, or Steel type will take light damage per round from the sand and loose stones being blown around in the wind. Rock-typed Pokémon also gain some extra benefit, as the sand will often coat their hides or skin and grant them a slight boost to their special defense as long as the sand is in the air. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located, and lighter Pokémon may find it hard to maintain their footing. Many Pokémon will have their vision and hearing impaired, making it difficult to locate opponents, and Pokémon may find it harder to stay aloft if flying or levitating. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for 2 rounds. The size and severity of Sandstorm can vary, based on the user's size and energy, smaller Pokémon obviously not as capable of generating the same power of storm as a larger Pokémon. Sunny Day cannot be used to cancel Sandstorm, but Rain Dance and Hail do, their effects pulling down a lot of the sand. Sandstorm will increase the charge time of Solarbeam and cut the effectiveness of light based moves much like Rain Dance. Certain Pokémon, such as Larvitar or Hippopotas, are capable of generating a Sandstorm using sand in their bodies; these Pokémon can use Sandstorm regardless of the arena and their Sandstorms will last for 5 rounds without the need to be maintained, though they may still be cancelled by use of Hail or Rain Dance as with other weather moves.

Scald (WA) --The user releases a stream of scalding hot water heated by a light amount of Fire energy which douses the foe, dealing considerable damage. This water is so hot that it has a significant chance of burning the foe, about 30% chance of moderate burns forming at the contact site.

Scary Face (NO) -- The user makes a face that scares the target, using moderate energy to distort their features and cause their eyes to glow. Foes who are intimidated by this will move and act slowly and cautiously as they watch for attacks from all sides, dropping their speed significantly. This move is slightly more initimidating than others of its kind, making it work slightly more effectively on Pokémon who may not normally be intimidated by the user.

Scratch (XX) -- The user scratches the target, dealing light damage.

Screech (NO) -- The user screeches at a very high pitch, irritating the opponent and making it lose concentration. This has a high chance to interrupt the actions of Pokémon in the area as they move to cover their ears. Screech uses decent energy.

Searing Shot (FI) -- The user remotely heats the space around the foe, causing it to erupt spontaneously with a large flame, dealing heavy damage. This move has a 30% chance of inflicting burns on the foe.

Secret Power (NO) -- The user glows pink and grabs or otherwise makes contact with their target, injecting a shot of energy that deals solid damage for solid energy. This attack is laced with some strange powders and energies that will cause status effects in the target 10% of the time, either poison, confusion or drowsiness.

Secret Sword (FT) --The user charges Fighting energy into its horn to extend and solidify it and slashes at the foe, dealing significant damage. Due to the amount of energy put into this attack, the attack is powered by Special abilities but targets the foe's Defense.

Seed Bomb (GR) -- The user shoots a barrage of explosive seeds that blow up on contact, dealing significant damage in all for significant energy.

Seed Flare (GR) -- The user draws in energy from the nature around it, sucking in any unnatural or polluting influences, before releasing them in a gigantic, explosive burst of grass energy, dealing extreme damage. Since the user draws in both positive and negative energy, this move will cause the user to suffer somewhat with multiple consecutive uses. However, it will cause any pollutants or otherwise harmful forces (e.g. fire, floods, etc.) to disappear.

Seismic Toss (FT) -- The user grabs the opponent, then slams them to the ground. This move is effectively a more focused version of Strength, using the strength of the user and the physical weight of the foe against them. Due to the focused technique of the move, it deals more consistent damage than Strength, typically dealing significant damage. When used by non-Fighting Pokémon or those without Fighting familiarity, it will allow them to lift Pokémon they could not through Strength but will deal less damage if they are more than x1.5 the weight of the user.

Self-Destruct (NO) -- The user glows with extreme energy and releases the energy in a hasty, self-endangering explosion that extends 4 meters from the center. If it is near to the target it inflicts extreme damage, dealing slightly less damage to any Pokémon not in the blast's epicenter. Due to the hastiness of this attack, it is a fast attack, but also deals a great deal of recoil to the user, close to extreme, non-resisted damage. While not as destructive as Explosion, it does have some significant ability to cause collateral damage.

Shadow Ball (GH) -- The user charges up and fires a ball of significant Ghost energy at the opponent. Upon striking the foe, the ball bursts, letting out a ghostly wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Shadow Claw (GH) -- The user slashes the target with a claw laced with ghostly energy dealing solid damage.

Shadow Force (GH) -- The user uses extreme energy to vanish from existence in the physical world. The user then maneuvers to behind the target and reappear surrounded by a ghostly aura, before sending the aura into the target for extreme damage. Due to not being in the physical world and being able to read the spiritual sense of the opposing Pokémon, the user will always identify the target out of a double team or in any other conditions, and due to the speed of the sudden reincorporation the aura is not dodgeable.

Shadow Punch (GH) --The user covers its fists with Ghost energy, punching the air and sending two ghostly fists towards the foe, dealing good damage.

Shadow Sneak (GH) -- The user expends moderate energy to animate their shadow with spiritual energy, which immediately causes the shadow to stretch out at high speed towards the target, before smacking the opponent with the ghostly energy left over from animating the shadow, dealing moderate damage.

Sharpen (NO) -- The user concentrates, sharpening its attack power greatly at good energy cost. It can also possibly use this to alter its physical form, but any alteration costs extreme amounts of energy. This form can only be used by the Porygon line.

Sheer Cold (IC) -- The user shoots out a very concentrated, very narrow blast of wind which may render a limb or section of the victim's body numb on contact. This move generally deals extreme damage and is quite exhausting for the user.

Shell Smash (NO) -- The user surround itself with good energy then immediately smashes its shell with its claw, arm or by hitting it on the ground. This cracks its shell, creating a weak point and lowering its defense somewhat. The jagged portions and residual energy, however, increase the damage from its physical attacks and the energy used increases its special abilities, also making them a bit lighter when they lose a portion of their shell, increasing their speed. This attack cannot be used more than once a battle considering the extreme measures of this attack and if the shell is badly damaged, a Pokémon Centre stay of one battle may be required. Those without shells can still perform this technique, using the energy to boost their attacks, though the speed boost will be slightly less.

Shift Gear (ST) --The user begins to rotate their gears rapidly to send itself into an "overdrive" of sorts, using good energy, increasing its efficiency and allowing it to move faster and react to moves more quickly. Its Attack is also increased slightly as a result of the increased efficiency, allowing it to concentrate its energy on attacks. This "overdrive" state will last until the user is interrupted in some manner or is ordered out of it, using light energy each round.

Shock Wave (EL) -- The user charges a small ball of blue energy, releasing a few arching bolts of electricity which bounce right towards the foe, dealing good damage. This attack is somewhat hard to dodge due to its quick and bounding nature.

Signal Beam (BG) -- The user shoots out a beam of bug energy which looks like Psybeam and does solid damage. It has a 10% chance of causing confusion.

Silver Wind (BG) -- The user performs a Gust attack which has small waves of bug energy in it, doing good damage. It also has a slight chance of leaving behind excess energy, boosting all stats slightly.

Simple Beam (NO) --Using solid energy, the user fires a beam of strange energy at their foe or partner which resets their mental state, making them neither angered nor calm, but causes all boosts or drops in effect to be doubled.

Sing (NO) -- Using good energy, the user sings a soothing tune that sends the target to sleep. It takes a while for Pokémon to fall asleep, however, about 7 seconds of uninterrupted singing will do that. More relaxed Pokémon will fall asleep faster, while more energetic or angry Pokémon may take longer to fall asleep. Partially executed Sings may cause Drowsiness. Sing CAN affect all Pokémon in the area, meaning "friendly" Pokémon are also affected.

Sketch (NO) -- The user quickly copies the last attack that was made against it, learning it permanently. Sketch uses decent energy.

Skill Swap (PS) -- The user consumes a significant amount of psychic energy to perform a sort of double Role Play, not only using Role Play on itself, but making the opponent have a characteristic of the user. The user may select both SC versions to give.

Skull Bash (NO/XX) -- The user launches itself head-first at the target in a flying headbutt, set to do considerable damage. The user is protected from recoil by a white glow covering its head, which adds damage to the attack as well.

Sky Attack (FL) -- The user charges up energy and glows white, then flies very fast at its opponent, dealing high damage if it hits.

Sky Drop (FL) --The user grips the foe in their talons, lifting them into the sky and plummeting towards the ground, throwing them at the last minute. The damage dealt depends on the weight of the foe, but deals good damage on average. The foe must be no more than one and a half times the weight of the user in order to be lifted into the air.

Sky Uppercut (FT) -- The user performs a vicious uppercut punch, jumping while performing it, which sends the victim flying and dealing considerable damage.

Slack Off (NO) -- The user takes a break, entering a relaxed state in order to regain energy at a fast rate. After about half a round of time, it will restore an extreme amount of energy, after which the user will automatically focus up, feeling refreshed and energetic. While in this state, the Pokémon is still aware of its surroundings and its foe and can break out of this state early (though they will restore less energy as a consequence). Pokémon will generally be able to react to oncoming attacks even in this state, but will have a slower reaction time and reacting to attacks may cause the overall energy restored to be lower in spite of having taken the whole time. This move will also reset the user's mental state and make them slightly more resistant to mental or emotional effects for the next few rounds.

Slam (XX) -- The user quickly picks up the opponent and slams it to the ground (exactly how, to be ordered by the user), dealing decent damage depending on the situation. Variations on this move are endless, and may include a variety of grappling throws and wrestling techniques. Pokémon without arms or other means to pick up the opponent will simply whip their body around quickly, slamming a solid part of their body into the target for good damage.

Slash (XX) -- The user scratches at the target with its claws to deal solid damage. Since Slash targets weak points, it is more likely to deal extra damage from Burns or Crush Claw-like soft spots, and will also deal slightly more damage against a Pokémon with a defensive boost than other physical moves.

Sleep Powder (GR) -- Using decent energy, the user releases a broad cloud of fine powder, which if inhaled, causes the target to go to sleep.

Sleep Talk (NO) -- When asleep, the user begins to talk in its sleep, causing its subconscious to rouse them from their sleep. In this semi-conscious state, the user executes a random damage-dealing attack from their moveset, between moderate and major damage. Only moves of the user's original type or Normal/Typeless damaging moves will be used. Due to being asleep, this attack will contribute less to short-term exhaustion.

Sludge (PO) -- The user fires a large mass of sludge at its target that splatters on contact, dealing solid damage. The sludge has a high chance (~30%) for poison on contact.

Sludge Bomb (PO) -- The user fires a large ball of poison energy at the foe, which bursts upon contact in a wave of sludge for significant damage. The sludge is highly toxic, and has a 30% chance of poisoning the foe. This attack may also be used in a scattershot variation, where multiple small balls are launched at the foe, which can be spread out or focused as desired. This version also deals significant damage in total, with each ball dealing roughly moderate damage.

Sludge Wave (PO/WA) --The user issues a huge watery wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This attack has a 10% chance of poisoning. Since it uses half Poison and half Water energy, its type-effectiveness is slightly different, dealing super effective hits to Fire and Fairy, while being resisted by Dragon, Ghost, Poison and Water. Steel types are considered resistant in the same way they resist moves such as Sludge Bomb. The damage from Sludge Wave will never be doubly effective or doubly ineffective against a single-typed Pokémon.This move uses significant Poison and Water energy.

Smack Down (RK) --The user gathers a solid orb of Rock energy, firing at its foe. This attack is very forceful, dealing decent damage, and is likely to push the foe over. If the Pokémon is airborne, it has a good chance of knocking the foe out of the air, especially if the wings are targeted. The force of the attack is also likely to knock Pokémon who naturally levitate from the air. Pokémon knocked from the air by this attack will likely strain to regain height again for about a round, although their overall flying or levitating ability (i.e. speed, deftness, etc.) will not be affected. If a Pokémon is hit by Smack Down again, it will adapt to prevent being hit in a vulnerable place, and though it may lose height, it will not be forced to stay near the ground for a round.

Smelling Salts (NO) --The user releases a salty substance from their pores, covering their arms with the salts. They then deliver a solid punch to the foe for good damage. If the target is paralyzed, the salt delivers a shock to their system which causes extra damage, up to significant, also curing their paralysis. The salt from this move will also help to shock the user out of paralysis.

Smog (PO) --Using good energy, the user exhales a thick cloud of vision-reducing smoke at the opponent, which not only is possibly poisonous if inhaled, but also rather explosive if ignited. The explosion from the Smog can deal considerable damage.

Smokescreen (PO) -- Using mild energy, the user exhales a light smoke that fills the arena to greatly inhibit sight. The smoke is mostly harmless, and does little other than reduce visibility to about two or three feet. Unlike Smog, it is not combustible.

Snarl (DK) -- The user gives a loud bark, creating a shockwave of Dark energy that hits the foe for good damage. This bark is loud and possibly frightening in a manner similar to Roar, causing foes that might be reasonably intimidated by the user to cringe and be less willing to attack.

Snatch (DK) -- Using good energy, the user places a curse on the opponent which steals the effects of any recovery moves or status boosting attacks on themselves for the next few rounds. If the victim does use one, then the Snatch-er gains the benefits. Snatch is relatively fast and will generally be able to snatch away any boost used around the same time as Snatch.

Snore (NO) -- While asleep, the user snores very loud so that it creates a shockwave of sound, capable of delivering good damage for moderate energy. Because Snore is used only while sleeping, it does not contribute to short-term exhaustion. The sound of the snore may also startle the foe.

Soak (WA) -- Using considerable energy, the user drenches its target in a deluge of water energy, soaking them. For the next few rounds or until the target dries, they will be more vulnerable to Electricity and Grass attacks, but it acts as a buffer against Ice, Fire and Water attacks. Water types and other naturally "wet" Pokémon are immune to Soak's effects.

Soft-Boiled (NO) -- The user concentrates extreme energy into a glowing egg and consumes it, causing instant restoration of an extreme amount of health. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. Alternatively, the user can give the egg to any friendly party. This move counts as a Pokémon's one 'healing move' per match.

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of Grass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack has an almost rapid fire nature. If Rain Dance is in effect, the charging time is increased. Solar Beam can be used in low-light environments or at night, but the charge time will be significantly increased. When used by a Grass Pokémon, this attack uses considerable energy, while non-Grass types use significant energy to convert the sunlight to a beam of energy.

Sonic Boom (NO) -- Using decent energy, the user darts forward a short distance of a few inches, and in the process creates a small sonic boom, creating a loud noise and a small force that shoots forward to hit the opponent. Like a short very powerful gust of wind, it only does mild damage, rather just disrupting the target, and on smaller ones, possibly knocking them over. If the opponent is too close, the loud noise could hurt their ears. The shockwave of sound can have other effects, such as breaking glass, etc.

Spark (EL) --The user surrounds itself with electricity, tackling the foe for good damage with a 30% chance of causing localized paralysis.

Spatial Rend (DR) -- The user shoots a beam of condensed dragon energy straight ahead which drives into the opponent, temporarily distorting their existence in real space. Note that the beam itself does not do damage, only the after effect, which deals high amounts of damage.

Spider Web (BG) -- The user shoots out a web which covers the target, greatly hindering its movement. Unlike other string-based moves, the complex web of sticky string entangles the foe more easily. The string is also composed out of tough spider silk, making it more resistant to cutting and Fire moves than standard String Shot or Electroweb. Due to the thick and entangling nature of the web, it has an effect on the recall beams of Pokéballs, preventing switching as long as the foe is entangled in the web, including through moves like Baton Pass. After three rounds, the tensile strength will begin to weaken, making it easier to destroy. It is also vulnerable to repeated energy assaults. Because of the resistant properties of the web, this technique uses good energy.

Spike Cannon (NO) --The user fires a barrage of white spikes from its body using considerable energy, which rapidly converge on the target for considerable damage, possibly piercing the skin of softer Pokémon.

Spikes (GD) -- The user spins around, expending good energy and spreading small spikes all over the arena. Spikes can either be localized around the opponent, where they will stay above ground, or spread around the field, where they will bury under the surface. If above the surface, they will become a hazard, making it difficult for Pokémon to walk or run without stepping on a sharp spike. If they step on a Spike, they will take light damage and be slowed temporarily. If the spikes go underground, they will act as traps. Whenever the opponent sends out a new Pokémon, they will explode, dealing good damage. Spikes can also be sent directly at the target, dealing good damage upon contact, though they will not disperse as widely and hinder the target less.

Spiky Shield (GR) - The user forms a spiny shield from Grass energy, using it to block the next move. This move uses as much energy as the attack it blocks, using slightly more energy with each subsequent use in a similar fashion to Protect. Due to the spiky nature of the shield, it will cause any Pokémon making physical contact with it to suffer recoil damage equal to a quarter of the base damage they would have dealt. The increase in energy is shared with Protect and King's Shield.

Spit Up (NO) -- The user shoots out a beam of energy comprised of the energy taken during Stockpile. Since it pulls from already partitioned energy, Spit Up will not contribute to exhaustion as significantly, exhausting the Pokémon roughly half as much as a move of equivalent power.

Spite (GH) -- The user consumes significant energy putting a curse on the opponent. After the user finishes Spiting the opponent, the victim will feel like they performed the last move they pulled off more than once. If the attack was high powered (Fire Blast, Hyper Beam), they will feel an energy drain like the last usage was instead 1.5 uses of the move. If the attack was medium powered (Thunderbolt, Flamethrower), it will seem like they used the attack twice instead of once. For low powered attacks, it will feel like they used it three times, not once. The energy drainage will be directly of the type of move last used. This move suffers diminishing returns like any draining move and will deplete other draining moves' potency.

Splash (XX) -- The user flops around randomly, doing next to nothing. It is possible it could deal some minor damage if it hits the opponent, but is likely to take just as much damage in recoil. If in a liquid, the liquid can be splashed around, possibly on the target.

Spore (GR) -- Using decent energy, the user releases a small, very localized cloud of spores at the target. The spores are a bit denser, making them harder to clear, but are somewhat more volatile, making them flammable. When inhaled, the target falls asleep.

Stealth Rock (RK) -- The user expends a significant amount of energy to stomp or pound on the ground and raise several medium sized rocks onto the field, which surround the opponent and strike into the opponent for moderate damage, before receding partially underground until the next Pokémon is sent out. Every time a new opposing Pokémon is sent out, the rocks appear again and strike the new Pokémon once in the same fashion. Since the rocks do protrude from the ground when idle, they can be destroyed by moves such as Rapid Spin or other moves that target the ground or the rocks directly.

Steam Eruption (WA) -- The user boils the water within its body using a mild amount of Fire energy, creating a vast amount of pressure before letting the water erupt forward in a blast of steam with incredible force, dealing high damage and pushing the foe back while using a total of high energy. This steam is so hot that it has a significant chance of burning the foe, about 30% chance of painful burns forming where the steam strikes.

Steamroller (BG) --The user curls into a ball, coating its body with a layer of fine Bug energy. The user then rolls into its foe at a high speed, attempting to run them down. Generally, it deals good damage for good energy, but if the Pokémon is small or light enough to run over due to natural size or Minimize, it deals significant damage. If its power is increased, it will initially use good energy, but each subsequent use will have it use an extra light energy each use, capping at significant.

Steel Wing (ST) -- A wing of the user becomes covered in a metallic silver-coloured hard shell, which it then uses to smash into the opponent for solid damage. The metallic casing around the wing allows it to break through some energy-based attacks with greater ease and still retain its power.

Sticky Web (BG) - Using good energy, the user spits a series of sticky spider webs around the foe's team, sticking to their limbs and slowing them. Movement on these webs by non Bug-type Pokémon will be noticeably slowed.

Stockpile (NO) -- The user glows with a faint golden light, separating a mild amount of its energy into its gut for storage. Every round the user has the energy stockpiled inside, the energy grows slightly, light per round (though no extra energy is used), before being spit up or swallowed. The energy cannot be accessed in any other way. This energy can be stacked, allowing for three uses of the move before it fails, capping at an extreme amount of stored energy. Each use will grant a slight, temporary boost to overall defense which will fade when Spit Up or Swallow are used. If this energy is left to sit for too long (a few rounds) without an additional Stockpile or being Spit Up or Swallowed, it and the associated boosts will begin to fade.

Stomp (XX) -- The user jumps on the opponent, smashing hard with its feet. Damage is higher if the opponent is already knocked down, and also deals more damage the heavier the user is, but on average will deal solid damage.

Stone Edge (RK) -- Using significant energy, the user generates roughly 10 sharp stones forming them from Rock energy, creating two rings that float around the user, before flinging them at the foe, dealing significant damage. Rock types may alternatively form the stones by compressing the earth in the arena, lowering the energy use to considerable and speeding up the move.

Stored Power (PS) -- The user focuses momentarily, drawing strength using solid energy from the active changes in statistics it has undergone during the course of the battle, regardless of the statistic changed. It then sends forth a burst of Psychic energy which hits the foe. This attack with no boosts or drops deals solid damage, but with any boosts or drops, it deals high damage and resets the user to have no boosts. Boosts to Special Attack do stack with this move, but the boosts will be treated as if they were stacked normally, meaning the power of the boost will be diminished for this attack.

Storm Throw (FT) --The user charges the foe, grappling them and giving them a swift punch before hoisting them up and slamming them into the ground, dealing solid damage. Since it is a bit surprising and consists of a few hard hits, it can leave the foe stunned for a time after.

Strength (XX) -- The user picks up the specified target, opponent or object in arena, and smashes it to the ground or throws it at the opponent for considerable damage. This move has a lift limit of approximately 5 times the user's weight, but as low as 1 or as high as 7 depending on the body build of the user. Armless Pokémon that are incapable of lifting the target by other means will simply slam into the target to knock it over.

String Shot (BG) -- The user sprays out a fine, sticky string that hinders the target's movement and slows it down. Unlike Spider Web or Electroweb, this technique allows for focused targeting to wrap or ensnare a particular body part. While it can be used to ensnare the foe's entire body, the string is more powerful in large masses, and targeting a certain body part will produce a more resistant ensnarement. It may also be used by lighter Pokémon to travel on branches or similar structures by swinging. This technique uses light energy.

Struggle (XX) -- If the user finds itself trapped, pinned or in an otherwise perlious situation, it can struggle, where the user tries to inflict as much damage as possible to the target to free them from their situation, without caring about getting its movements timed right. It does significant damage, but 1/4 of the damage done to the target is given back to the user as recoil. Attempting to Struggle multiple times will make its chances of success lower with each use.

Struggle Bug (BG) -- The user issues a pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing mild damage for mild energy and attempting to push back the foe. Struggle Bug has a 30% chance of slightly lowering the foe's special attack stat for a few rounds. Despite its low power, the wave is just about as forceful as its Psychic equivalent.

Stun Spore (GR) -- Using decent energy, the user releases a cloud of spores that paralyzes the opponent if inhaled. If the spore simply comes into contact with the opponent but is not breathed in, it has a 33% chance of paralyzing if it isn't shaken or washed off fairly quickly.

Submission (FT) -- The user grabs the foe, somersaults, and slams them into the ground or puts them into a stress position by holding their limbs or contorting their body. If used offensively, this move generally deals significant damage, but if used defensively, it may deal less damage in exchange for a prolonged hold. The offensive variant uses significant energy, though defensive variants may use more energy over time if the hold is sustained.

Substitute (NO) -- The user creates a copy of itself. Its trainer first specifies a power level between good and extreme (the default level is significant) and the user sacrifices that amount of health and 1.25x that amount of energy to form the copy. The copy will have the amount of health sacrificed to create it and will fade once this is depleted. Upon creating the copy, the user tricks opponents in to focusing on it and prevents them from deliberately targeting their true location under any circumstances. The user will move around to avoid attacks automatically, though indirect or arena wide damage such as Hail or Earthquake may still affect both the copy and the user. The user will still perform attacks - the Substitute is simply a very convincing distraction. The copy is immune to all status conditions. Maintaining the copy costs no energy but sustained usage will cause the user to become fatigued at a faster rate than normal.

Sucker Punch (DK) -- As the opponent is preparing their attack, the user draws a significant amount of dark energy into one of its limbs or in some other fashion, raising it over its head to draw the target's attention to it. Then, before the target can strike, the user rushes the foe, transfers the energy into its other fist or another limb and drives it into the gut of the opponent, dealing significant damage. If the attack Sucker Punch is used against has a short charge time, is very fast, or the user and the target are a good distance from each other, this attack may fail. This attack is considered very unsporting, and will aggravate the target, and will not work on the same target more than once.

Sunny Day (XX) -- The user sends a small beam of energy skyward, using moderate energy, causing all clouds to clear out and sunlight to shine brightly over the course of a round. The temperature of the arena will increase by a few degrees due to the sunlight, making it less likely for moves to succeed in freezing. Fire and (most) Dragon types will be more at home in these conditions, while Water and Ice types will feel quite uncomfortable. Fire moves will deal 10% more damage in these conditions, while Water and Ice moves will deal 10% less damage. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. Solarbeam's charge time is reduced to a mere 2-3 seconds and the effects of Moonlight, Morning Sun and Synthesis are doubled. Finally, any Grass Pokémon on the field gain some energy and health so long as the sun keeps shining. Unless extended or cancelled, the bright sun will last for 5 rounds, gradually fading out as it began. Subsequent uses of Sunny Day can be used to extend or restart the sunlight, but use of another weather move such as Rain Dance will cancel these effects over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof. If Sunny Day is used at night, it will cancel rain and hail as usual but will not cause the sun to shine, negating the boost to fire.

Super Fang (XX) -- The user bites down with sharp fangs, latching onto their foe and squeezing powerfully. Most of the damage done is due to the target attempting to struggle to break the user's grip, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, bitten for longer and taking up to heavy damage if fresh. Energy use is proportional to damage dealt.

Superpower (FT) -- The user expends major energy to perform a strength-based attack that deals major damage by slamming into the foe with a huge amount of force. This move is rather exhausting, leaving the user quite tired afterward.

Supersonic (NO) -- The user emits a high-pitched stream of noise that has a very high chance of confusion, and can cause pain to those with sensitive hearing. This move uses moderate energy. This move can also be used as echolocation in Pokémon with sensitive hearing.

Surf (WA) -- The user forms a large wave that heads out to wash over the opponent, dealing heavy damage for heavy Water energy. If the user is not in a large body of water, it must create the water from thin air and the wave will be smaller than it might otherwise be, dealing only considerable damage. The user may send a Surf wave out ahead of it or choose to ride on it as it travels.

Swagger (NO) -- Using moderate energy, the user glows red and moves about in a provocative fashion, enraging the target. This makes the target likely to disobey orders to use defensive or evasive moves. The target's Attack stat is raised by 10% for five rounds, with each subsequent boost to this stat being 25% less effective. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account. Techniques such as Calm Mind will diminish the effects of Swagger and reduce the boost. Since this move works on anger and emotion, mentally-clearing moves (Calm Mind, Amnesia, Focus Energy, Zen Headbutt, etc.) can shorten the effect of this move, but will also clear the associated boost. The effects will also end after the user has dealt at least major damage to the foe since the beginning of Swagger.

Swallow (NO) -- The user consumes any and all energy which has been stored using the move Stockpile. This restores health equal to the amount of energy stored away. At ref's discretion, this move will heal minor wounds such as cuts and bruises, as well as superficial statuses like burns and poison. If major or more energy is invested, that energy will also break active curses. Swallow doesn't require any other energy outside of the energy that was Stockpiled to be used. This move counts as a Pokémon's one 'healing move' per match.

Sweet Kiss (FA) -- Using decent energy, the user kisses the target or sends a few heart shaped pieces of energy, which confuses the victim.

Sweet Scent (NO) -- Using decent energy, the user secretes a strong scent that infatuates the target, possibly even inducing hallucinations, and overall resulting in it being slower to move away from attacks being directed at it.

Swift (NO) -- The user fires a straight stream of many small solid stars at the target. The stars deflect away and disappear on contact with anything. Each hit is only minor damage, but considering the quantity and rapid fire rate of the stars, the damage can add up for a good hit.

Switcheroo (DK) -- The user either collects an item on the ground or offers its own item (a Cubone's bone etc.) in return for something the target is holding, using false words to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take, resulting in higher energy use, but on average moderate energy will be used. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another Pokémon's attached item. This only works if both Pokémon are under the effects of an attached item. Switcheroo's effects last for five rounds. Mega Stones are not affected by this move.

Swords Dance (NO) -- The user spins rapidly, using decent energy, creating a bit of wind that can repel gases, spores, and powders, yet leave it open and vulnerable to physical hits. After the spinning is complete, the user's physical attack power and strength skyrocket.

Synchronoise (PS) --The user releases an enhanced brain wave, targeting thought patterns of Pokémon. Due to the attack targeting how Pokémon think, it will deal high damage to all Pokémon, enemy, friend or otherwise, who share at least one type with the user. If the target does not share a type with the user, they will take light damage instead. Since this move targets the Pokémon's brainwaves directly, it is not resisted by Psychic Pokémon, nor are Dark Pokémon immune to its effects. This attack uses high energy.

Synthesis (GR) -- The user ramps up the photosynthetic process in its body, concentrating on production from sunlight using significant energy. In extremely intense sunlight, it can restore extreme health in a few seconds, but in artificial light or in rain or hail, it will restore very little, recovering a good amount at most and taking up to ten seconds to complete. This move cannot be used if the sun is not out or is completely obstructed. This move counts as a Pokémon's one 'healing move' per match.

T

Tackle (XX) -- The user runs straight towards the opponent and knocks into them to deal damage dependent on the situation and the size of both Pokémon, dealing moderate damage on average.

Tail Glow (BG) -- The user's tail glows using decent energy, as they concentrate more on their Special Attack ability, increasing its power sharply.

Tail Slap (XX) --The user smacks the foe with a flurry of hard tail slaps, finishing with a sweeping strike, possibly pushing back or sending flying smaller foes. This attack deals between good and significant damage, depending on the length of the initial attack, but uses between good and significant energy overall.

Tail Whip (XX) -- The user goes up to the target and whips them with their tail or backside, usually dealing only minor damage. The cute nature of this move will cause most Pokémon to lower their guard and will slightly lower physical defense for a few rounds, with success rate akin to Charm. Tail Whip uses light energy.

Tailwind (FL) -- Using good energy, the user sends a small beam of energy skyward which harnesses the wind and causes it to change direction on the field, having the wind now blow exclusively from behind their trainer's back. This slightly increases the speed of all Pokémon moving with the wind and slightly decreases the speed of any Pokémon moving against the wind. This move will last 5 rounds.

Take Down (XX) -- The user tackles the opponent hard and drives them to the ground, delivering heavy damage and taking some recoil damage. The user of the attack will usually knock the opponent down with this move, but only as long as the target is less than 3 times heavier than the user.

Taunt (DK) -- Using moderate energy, the user places a curse on the victim, forcing it not to attempt to use attacks which deal no damage for the next five rounds. If the target deals major damage to the user in that time, the Taunt will end.

Techno Blast (Various) --The user charges a significant amount of energy into its cannon, firing a beam at the foe for significant damage. The type of damage it deals depends on the cassette Genesect is equipped with. If it is not equipped with a cassette or it is used as the result of a Metronome, it will be Normal-typed.

Teeter Dance (NO) -- The user does a goofy dance and begins to glow slightly, using moderate energy. The dance entrances all who see it for a few moments, causing them to potentially halt their current action to watch the dance. When it ends, it leaves all spectators confused.

Telekinesis (PS) -- Using decent energy, the user uses telekinetic abilities in a manner similar to Psychic to lift the foe into the air and throw them. Unlike Psychic, this move is a much weaker form of telekinesis, only allowing for momentary movement and to pick up objects smaller than themselves, regardless of their familiarity with Psychic. It can also be used to pick up Pokémon smaller than the user and toss them, but if used on Pokémon larger than the user, it can only be used to divert attacks or change their momentum.

Teleport (PS) -- The user concentrates, and then disappears in a quick white flash and reappears in a similar flash at a location, to be determined by the referee, unless the trainer has directed a location to teleport to, in which case the user will teleport there. This attack uses a good amount of energy. The user can only teleport to a place which it has recently seen or detected.

Thief (DK) -- The user uses a good amount of Dark energy to cloak themselves in a bubble of Dark energy and dart through the shadows and deal a light, dark-charged tackle attack for moderate damage, before retreating to its original location. If the target has an attached token, this attack negates its effect and gives it to the user for three rounds. If the target is physically holding an item, the user of Thief will steal it. Items which are particularly important to the target, such as a Marowak's bone, will be harder to steal. Mega Stones are not affected by this move.

Thrash (XX) -- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close. On average this attack will deal major damage.

Thunder (EL) -- The user fires a massive burst of electricity which arcs high into the air before hitting the foe, dealing major damage. This attack has a high chance (30%) of paralyzing the target. Since this attack requires a massive discharge of electrical energy, it will leave the Pokémon a little drained for a short period of time afterwards.

Thunder Fang (EL) -- After charging its teeth with electric energy, the user bites the target. In addition to dealing solid damage, the bite may also paralyze the bitten area or cause the target to flinch.

Thunder Wave (EL) -- Using good energy, the user sends out numerous tendrils of electricity with which it attempts to bind the opponent. They will only suffer long-term (i.e. after the move is over) paralysis if Thunder Wave is held for a good amount of time. The user of Thunder Wave must concentrate while maintaining the attack, but they can use other attacks concurrently for a higher amount of energy.

Thunder Punch (EL) -- The user punches the target hard with a fist charged with electric energy to deal solid damage, which has a 10% chance of paralyzing the opponent.

Thunder Shock (EL) -- The user charges off a small burst of electricity, in numerous small tendrils that spread out in the direction fired. It is a relatively fast attack and relatively high accuracy, but low power, dealing moderate damage at best. Also has a 10% chance of inducing paralysis.

Thunderbolt (EL) -- The user quickly charges a strong burst of electricity, which it then fires off directly at the opponent for significant damage. Thunderbolt also has a 10% chance of inducing paralysis.

Tickle (XX) -- Using light energy, the user tickles the opponent, breaking the foe's concentration. This lowers their Attack and Defense.

Topsy-Turvy (DK) - The user afflicts the foe with a strange curse using significant energy, reversing the effectiveness of any boosts they currently have.

Torment (DK) -- Using moderate energy, the user places a curse on the victim, forcing it not to attempt the same attack twice in a row for the next five rounds. If the target deals major damage to the user in that time, the Torment will end.

Toxic (PO) - Using significant energy, the user delivers a toxin into the victim in the most appropriate method fashionable. Pokémon with large fangs (Golbat) can bite the opponent, Pokémon with sharp tails (Skorupi) may inject the poison with their tails; other Pokémon will simply spew the poison from their mouths. Poison type Pokémon can deliver it at high pressure as if using Water Gun, whilst other Pokémon can only spit out a few thick blobs of poison. The referee should use common sense and the aforementioned examples in determining how Toxic is used, as well as the effect it would have on the opponent, if any. For the first round (the round it is used), the poison soaks into the bloodstream, dealing no damage. The next round, the toxin deals roughly the same damage as regular poison, but as the rounds pass, the damage increases each round, capping at half a Hyper Beam worth of damage after about eight rounds. Damage may also be modified by the amount of toxin soaked in/injected and the size of the victim.

Toxic Spikes (PO) - The user expends solid energy to shoot an orb of poison energy which splits into small spikes that leak poison gas, covering the ground in a thin, invisible layer of poison energy. Any enemy Pokémon which touches the ground for the rest of the battle will become poisoned. The only way to remove the layer of energy is to use a traditional Spikes-clearing move like Rapid Spin, though wind-based attacks may disperse it for a short time.

Transform (NO) -- The user transforms itself into the target Pokémon or any object it can see. It gains the type of the target if it is a Pokémon, as well as physical characteristics of its targets e.g. a Charizard's flight and burning tail or a Seaking's enhanced swimming ability, but does not gain special characteristics such as type familiarity. It uses decent energy, rising by minor energy each time it is used to a maximum of heavy energy. Transform cannot be selected by moves like Metronome, cannot be copied by moves like Sketch and may never be added to another Pokémon by signature.

Tri Attack (NO) -- The user charges significant energy in the form of a triangle, with each of the points powered by a trio of mysterious energies. These energies can either cause burn, local freeze or paralysis, with a roughly 30% chance of inflicting one of these three effects. This attack does significant damage.

Trick (PS) -- The user either collects an item on the ground or offers its own item (a Cubone's bone etc.) in return for something the target is holding, using telepathy to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take, resulting in higher energy use, but on average moderate energy will be used. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another Pokémon's attached item. This only works if both Pokémon are under the effects of an attached item. Trick's effects last for five rounds. Mega Stones are not affected by this move.

Trick Room (PS) -- The user expends a significant amount of psychic energy to change the pull of gravity on the field to pull equally on the field to equalize across all Pokémon. This effect means that slower Pokémon will seem to be tremendously sped up, as they are able to move with the same pace and ease as usual, while faster Pokémon are greatly affected by the pull, having their speed plummet. The effects last for five rounds before gravity returns to normal.

Trick-or-Treat (GH) - Using significant energy, the user surrounds the foe in a ghostly aura, possessing them with a haunting spirit. For the next few rounds, the target will be vulnerable to Ghost and Dark attacks but will take less damage from Bug and Poison moves.

Triple Kick (FT) -- The user delivers three fast kicks, the first dealing mild damage and each increasing in power by a minor amount if the previous kick has hit.

Trump Card (NO) -- The user creates a number of plates of sparkling red energy, flinging them at the foe at a high speed. Each plate deals minor damage. The number of plates generated is dependent on the amount of energy the Pokémon has remaining. For every fifteenth of the energy depleted minus a massive amount of energy (i.e. 8/9ths of their total energy), the user will be able to generate another plate for a possible total of fifteen. A fresh Pokémon will only generate one plate, but a Pokémon at critical energy will generate the full fifteen possible plates, and a Pokémon with a bit over half of its energy of energy remaining will generate seven. Each plate costs minor energy to generate. Because this attack pulls its power from the Pokémon's exhaustion, it will retain its fast execution time, even at full power. A Pokémon may not generate more plates than they have energy. Therefore, when a Pokémon goes below critical energy, they will generate as many plates as they have energy for. If a Pokémon uses Trump Card at critical energy, they will faint after executing the attack.

Twineedle (BG) -- The user stabs the foe with its two needles, dealing moderate damage with each hit. Each hit also has an independent 20% chance to poison the target.

Twister (FL or DG) -- The user either flaps its wings or spins very fast, creating winds that develop quickly into a tight but high cyclone and travels across the arena. The damage from it is generally significant, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up water and deal added damage that way, referee's discretion. An alternative, Dragon-energy based version of this move may be used, which can either be issued as a spiral of energy from the mouth or generated by flapping as normal.

U

Uproar (NO) -- The user lets out a very loud scream which travels as a series of blue rings. It deals a solid amount of damage for a focused hit, and like other sound attacks can be focused or spread out to cover a wide area in front of the user. This extremely loud noise will awaken any Pokémon in the arena (including the user, if it is used via Sleep Talk) and prevent sleep for approximately a round afterwards.

U-Turn (BG) -- The user charges large amount of power and tackles the target to deal moderate damage. It then uses the rest of the power to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, U-Turn will not pass boosts or mental conditions from the user to the new Pokémon. U-Turn can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If U-Turn damages a Pokémon, it uses considerable energy. If it fails to inflict damage, it uses heavy energy.

V

V-Create (FI) --The user generates a V-Shaped burst of extremely intense flames from its forehead, launching into the foe using the energy and momentum generated by the flames. The heat from the flames, intensity of the attack and sheer force of the tackle all deal extreme damage, but leaves the user extremely tired afterwards, needing a round to recharge after.

Vacuum Wave (FT) -- The user punches the air at high speed, causing a small orb of fighting spirit to go hurtling toward the opponent at high speed, dealing mild damage.

Venom Drench (PO) - Using significant energy, the user spits a peculiar toxin onto the target, which rapidly soaks into their skin. If the target is poisoned, the toxin will have a reaction that will ravage their body, causing their whole body to weaken significantly, slightly dropping their Attack, Special Attack and Speed for the duration of a normal boost.

Venoshock (PO) -- The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does significant damage for good energy. Repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at significant energy.

Vice Grip (XX) -- The user clamps an appendage, usually a claw, fangs or shell, down hard on the opponent, delivering good, concentrated damage to a small area. Vice Grip will also allow the Pokémon to clamp down for a longer time, dealing mild damage every 20 seconds or so, as well as trapping the foe until they can struggle free, with rules similar to Bind.

Vine Whip (GR) -- The user uses its vines to lash at the opponent, delivering extreme stinging pain but only decent damage. Vine Whip can also be used to grab onto opponents or objects within reason.

Vital Throw (FT) -- The user waits for its foe to approach, watching its movements closely. When the foe comes in for a physical attack, the user will deftly dodge to the side, grabbing a limb or extremity and slam it head-first into the ground, dealing considerable damage. If the foe does not approach or attacks the user before the attack is executed, it will fail and the user will proceed with its orders.

Volt Switch (EL) -- The user charges large amount of electricity and flings some of it at the target to deal moderate damage. It then uses the rest of the charge to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, Volt Switch will not pass boosts or mental conditions from the user to the new Pokémon. Volt Switch can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If Volt Switch damages a Pokémon, it uses considerable energy. If it fails to inflict damage, it uses heavy energy.

Volt Tackle (EL) -- The user surrounds itself with a ball of volatile Electrical energy, charging at the foe at a high speed and delivering a hard tackle, dealing heavy damage for heavy energy with a 10% chance of moderate paralysis.

W

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing good damage. If the opponent is asleep at the time, the power use of this slap is doubled to major for good energy as a sharp stinging blow instantly disrupts the target's sleep; however the target suffers no drowsiness as a result of being woken up and is made instantly more alert.

Water Gun (WA) -- The user fires a high-pressure stream of water, from its mouth, cannons or other orifice, at the target, hitting for significant damage.

Water Pledge (WA) --The user sends a trio of pulses of water energy towards the target, which erupt underneath them in bursts of energy, dealing considerable damage. If used immediately before Fire Pledge, it creates a spray of steam which in turn creates an awe-inspiring rainbow in the light, encouraging all active Pokémon to concentrate on their moves, slightly increasing the chance of secondary effects.

Water Pulse (WA) -- The user shoots a pale aqua sphere at the target, bursting into water on impact, dealing good damage with a 20% chance of causing confusion. The user can also direct the sphere into the ground at an angle, causing a small wave to crash over the target, but this version lacks the confusion chance.

Water Shuriken (WA) - The user blows out a flurry of five sharp, cutting blasts of water that fly at the foe at a very high speed. Each hit deals light damage, dealing up to heavy damage if each hits. Because of their high speed, it is difficult to avoid all of the shurikens, although not impossible.

Water Sport (WA) -- The user shoots out water all over the place attempting to weaken fire attacks using moderate energy. Fire moves used for the next 5 rounds will be 20% less effective.

Water Spout (WA) -- The user sprays gallons and gallons of water into the air, which rains down with hard, concussive force upon any Pokémon in its vicinity. This move is highly dependent on the state of the user: a fresh Pokémon can easily deal extreme damage with it, but the more tired and less healthy it becomes, it will deal much less damage. A Pokémon at half energy and half health will only deal solid damage, and a Pokémon near fainting will deal very little damage.

Waterfall (WA) -- The user twirls rapidly, creating a spiral of water that they direct towards the foe. The user may then either ride this arc to deal a physical tackle for heavy damage or send only the water portion, dealing slightly less damage. A land-based version of this move may be used for significant damage and significant energy with the user generating their own water similar to Aqua Jet to deliver a water-fueled tackle.

Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim, dealing good damage. If the weather is calm and relatively neutral, it is simply a blob of Normal energy, but in other weather conditions, it changes type and becomes stronger, dealing significant damage for solid energy. In harsh sun, it heats up significantly, becoming Fire-typed, with a small blaze of fire. In rain, it becomes a mass of water, becoming Water-typed. In hail and snow, it loses its heat, becoming a chilled mass, becoming Ice-typed. In a sandstorm, it takes up a significant amount of sand, becoming Rock-typed.

Whirlpool (WA) -- The user swims in rapid circles underwater, creating a set of strong spiraling downward currents that can easily trap most Pokémon. Only minor direct damage is caused each round trapped, but the risk of choking on water will cause distress. The user may also use a land-based version of the attack, creating a Whirlpool out of water energy above their heads, which they use to trap their foe for a brief time, similar to Fire Spin. If the user is in water, this attack uses decent energy. If not, it uses heavy energy.

Whirlwind (FL) -- Using decent energy, the user flaps its wings or blows hard to generate powerful winds, used to blow opponents around the arena. The wind can blow most opponents across the arena, provided they are about the same size and weight or less than the user. Most damage caused with this move is from collision damage as the user is being blown into pillars/walls, and it is rare for the collisions to cause more than moderate total damage to the target.

Wide Guard (XX) --The user creates a broad forcefield that protects both it and its allies. Due to the widespread nature of this attack, it excels in blocking moves that are spread in nature or effect most of the arena. This move uses energy proportional to the attacks it blocks.

Wild Charge (EL) --The user surrounds itself with electricity, recklessly charging into the target and dealing significant damage. This deals some recoil to the user as well due to the haphazard nature of the attack.

Will-O-Wisp (FI) -- The user sends a very small, very intense bit of quick-moving flame in an attempt to burn the opponent. Will-O-Wisp does not always burn but does deal decent damage for good energy and burns about 50% of the time.

Wing Attack (FL) -- The user dive-bombs and strikes the opponent with an extended wing for good, quick damage.

Wish (NO) -- The user "wishes on a star" in an attempt to rejuvenate themselves. Gaining confidence, the user feels instantly refreshed. Two to three rounds later, it gains up to a good amount of energy. If the user has been replaced with another friendly Pokémon in the interim, the new Pokémon will instead receive this energy regain. Repeated uses will diminish the effectiveness of the energy gain and multiple uses over a few rounds may cause the move to fail. While this move will generally mitigate exhaustion, it will not entirely mitigate exhaustion caused by high-energy moves such as Hyper Beam or Bide.

Withdraw (WA) -- Using light energy, the user retracts into its shell to hide from an attack, taking the hit on its shell where in most cases it will do less damage.

Wonder Room (PS) -- The user expends significant energy to create a strange, mystical space around the arena, causing all Pokémon to feel as if their defenses have been altered, swapping their defense and special defense for five rounds.

Wood Hammer (GR) -- The user concentrates a major amount of grass energy into one of its limbs, hardening it before slamming it into the target hard for major damage.

Work Up (XX) --The user pumps itself up, building its confidence and raising both its Attack and Special Attack slightly. This technique uses light energy.

Worry Seed (GR) -- Using decent energy, the user produces a small seed of energy and shoots it into the cranium of the target, which sprouts, wrapping and constricting the sleep center of the brain. For the rest of the match, the target will not be able to sleep under any circumstance.

Wrap (XX) -- The user wraps an appendage around the target, usually a tail or vine, and squeezes hard, not letting go. Rules for this attack are the same as Bind with damage and energy usage being mild on average.

Wring Out (XX) -- The user wraps an appendage around the target and squeezes powerfully. Most of the damage done is due to the target attempting to struggle free, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, restricted for longer and taking up to heavy damage if fresh. Energy use is proportional to damage dealt.

X

X-Scissor (BG) -- The user charges bug energy into its claws/pincers/hands and slashes them across the chest of the target, dealing considerable damage. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality.

Y

Yawn (NO) -- Using moderate energy, the user yawns, creating a few pink bubbles which drift towards the foe, popping and causing them to become drowsy.

Z

Zap Cannon (EL) -- The user charges electrical energy and fires it in a large concentrated orb, dealing heavy damage. It's relatively slow in comparison to other electric attacks, making it fairly easily evadable, but its paralysis rate is practically 100%, even a close miss will induce some partial paralysis.

Zen Headbutt (PS) -- The user clears its mind of all emotions before charging psychic energy into its head. The user then lowers his head and charges into the target, releasing the psychic energy into the cranium of the target, which has a chance of making the target flinch while doing solid damage. The mind-clearing aspect of this move can help clear confusion and other mentally-affecting afflictions.