Pokémon Attack Descriptions

The following is a composite of the two or three attack lists out there, using newer descriptions of attacks where there are conflicts. As such, attack descriptions are liable to be changed without notice.

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 concentrates, and drains a tiny amount of energy directly from the opponent at a fast rate, using the energy to restore a tiny portion of its own energy and recover health minutely.

Acid (PO) -- The user spits an extremely acidic substance at the target. It burns flesh over time and can melt weak objects such as dry wall. There is a low chance of poison associated with this move, as the acid is more for its ability to melt flesh and other substances.

Acid Armour (PO) -- 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.).

Acupressure (NO) -- The user jabs itself in a sensitive spot with an appendage, dealing moderate damage to itself 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 circles as it approaches the target, then suddenly changes direction in a movement the target cannot follow, effectively vanishing from the target's field of vision. A moment later, the user strikes the target, dealing mild damage. Since the target does not see where the user is just before the attack hits, this attack cannot be dodged. Due to the relatively slow rate of circling necessary to execute this attack, the user is fairly easy to strike until the sharp change of direction at the end.

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

Agility (PS) -- 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.

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 about 2/3 as powerful, 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. This attack can startle the target and may cause a flinch.

Amnesia (PS) -- The user expends a very good amount of Psychic energy to make the opponent forget the last attack it used. The Amnesia lasts for about a minute or two after the Amnesia is successfully done, although the exact length is up to the referee. It's much tougher to block moves of that user's type, or normal, non-energy attacks (i.e., making a Snorlax forget Body Slam, or a Pikachu using Thunderbolt). Attempting to do so will reduce the accuracy of the attack, which is otherwise pretty good.

Ancient Power (RK) -- The user's fist or body glows with Rock energy, and deals a powerful blow to the opponent. Using this energy gives the small chance of having all stats boosted for the next few rounds (~10%).

Aqua Jet (WA) -- The user sprays a powerful burst of water at the ground, 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 shoots out ten small water spheres, using a large amount of energy to do so, which circle round the user for ten rounds. At the end of each round, a sphere will return to the user, restoring a small portion of health. The water spheres can be popped by, but doing so will not cause restorative effects for the target. If every sphere returns to the user, the user will have recovered about one third of its maximum health.

Aqua Tail (WA) -- The user wraps its tail in water energy, which it then uses to smash into the target for good damage. Damage dealt and accuracy is dependent on the user’s tail.

Arm Thrust (XX) -- The user gives several quick open-palm (if applicable) thrusts, which each deal light damage.

Aromatherapy (GR) -- The user lets out a strong fragrance which has the same properties as smelling salts. All nearby Pokemon (friendly AND enemies, as well as any wild Pokemon not in balls) 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. It also gives the effect of Sweet Scent, possibly aiding in the same effect as Attract. 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.

Assist (VA) -- The user's hand or paw glows with energy, and shoots out a random projectile attack which one of its trainer's other Pokemon which were brought to battle. It cannot select from fainted Pokemon's attacks, nor Pokemon 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 Pokemon the user emulates, and is usually a weak to moderate 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 (always Vespiquen) shoots a barrage of buzzing projectiles of bug energy into the target, each dealing mild damage, but adding up to significant damage if all hit.

Attract (NO) -- The user attempts to stop the target from attacking by making the target attracted to it sexually instead. The Pokemon must be of opposite genders, excluding neutrally gendered Pokémon, who are immune and incapable of performing this or falling prey to the attack. The chance of attract is up to the referee, with the percentage decreasing if the user is battered, has horrific visage, or is simply a Pokemon which doesn't seem "Attract"-ive. Also, the more fighting the two Pokemon have done before Attract is attempted, the less chance of it happening. There is NO chance of mating in-battle. Once the user of Attract hits the opponent with another attack, the effects end. If the opponent can discern the real reasoning behind the attract at any point (such as abusing the attraction time to use a healing move), the effects end.

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.

Aurora Beam (IC) -- The user fires a wide, rainbow-coloured beam which expands as it travels. Does good ice-type damage.

Avalanche (IC) -- The user must be in a reasonably snowy environment for this attack to work. The user stomps the ground, causing a large rush of snow towards the target, hitting for moderate damage.

B

Barrage (NO) -- The user creates dozens of balls of energy, and shoots them at their opponent. The attack overall has horrid accuracy, but about a quarter of them would hit a standing target from 20 yards away. Each ball does minimal damage, and the attack usually does about Tackle damage on average. At most, about a third of the "eggs" will hit, dealing about Body Slam damage. Moves like Lock-On and Mind Reader do not affect the accuracy of this attack.

Barrier (PS) -- A large, transparent square wall, large enough to protect the user, is set up in front of the user (at the cost of a lot of Psychic energy), which becomes fixated in place in the arena, even in mid-air. Blocks physical blows very well, capable of withstanding about an average Pokemon's moderately charged Hyper Beam in physical damage, but shatters easily under the pressure of special attacks.

Baton Pass (NO) -- The user concentrates, using a good deal of energy, and focuses on creating a "baton" of energy. The Pokemon then, by itself, returns into its Pokeball, and the trainer sends out another Pokemon, who is sent out directly onto the "baton." The bar itself cannot be touched by any other Pokemon, as a forcefield larger than the size of the incoming Pokemon is created especially for the new Pokemon sent out. When the new Pokemon is sent out, it gains the exact physical and psychological mindset of the Baton Passer. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal Vers.), Agility and mental conditions such as Confusion and Berserk will be passed. Aside from U-turn, this is the only way a trainer can switch Pokemon in a Switch=KO battle.

Beat Up (DK) -- Using Dark energy, the user summons energy from all healthy (no paralysed, 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 minor damage, then disappear.

Belly Drum (NO) -- 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.

Bide (NO) -- Taking a defensive stance to reduce damage somewhat, the user takes all attacks from anywhere from 1 attack to up to two rounds (referee's discretion), as a red aura surrounds the user. At the end of the round(s), the aura will condense in front of the user, and send all energy back in the form of a large beam which is aimed wherever the user wants. The beam is twice the power of the attacks levied against it, and is comprised of the exact same energy type used against the Bide, so the Bide beam CAN encompass several types. The aura cannot be penetrated, so status changing moves, OHKO attacks, etc. will not work. During the Bide, the user cannot do any other moves, and remains still. Energy usage for a Bide is high, depending on the moves used against it.

Bind (NO) -- 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.

Bite (NO) -- The R/B/Y version of the Bite attack. The user simply bites the opponent, inflicting damage depending on the Pokémon.

Blast Burn (FI) -- The user condenses a tremendous amount of fire energy into a small orb, about the size of a baseball, and fires it at the target. Upon impact, the orb immediately explodes into a powerful firestorm which lasts for several seconds, dealing very heavy damage. However, such a rapid expulsion of fire energy means that the Pokémon must spend the next round recomposing its flames. The attack has a 35% chance of burning the opponent.

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

Blizzard (IC) -- The user produces a quick burst of cold air, ice and snow/freezing rain, which hit the opponent for heavy damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokemon) or wings (Delibird, Articuno, etc.).There is a 10% chance of a full-body freeze on the opponent.

Block (NO) -- The user gets in such a position such that the victim's trainer cannot connect a Pokeball's recall beam with the victim. This prevents immediate recall. The move can also be used to seal off exits and other pathways if need be. The move's energy usage and accuracy is dependent on the user, the arena, and any other factors.

Body Slam (XX) -- The user runs towards the opponent and throws their full body weight at them. "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.

Bone Club (XX) -- The user (always Cubone/Marowak) hits the opponent with their bone, dealing good damage.

Bone Rush (XX) -- The user (always Cubone/Marowak) rushes forth and strikes the opponent with their bone numerous times, each strike causing minor damage.

Bonemerang (XX) -- The user (always Cubone/Marowak) throws their bone, so it acts like a boomerang, that hits the opponent for some damage, then hits again for more damage as the object flies back towards the thrower.

Bounce (XX) -- The user uses its own body to bounce or jump as high as possible, and landing on the opponent for good damage, depending on the Pokemon, height of jump, etc.

Brave Bird (XX) -- The user charges into the target recklessly at high speed, beak first, dealing a large amount of damage while incurring considerable 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 good damage, but even moreso on breakable objects such as panes due to the increase in power thanks to the follow- through.

Brine (WA) -- The user must be swimming in a reasonably sized body of water for this attack to work. The user sends a small wave of water into the target, which attempts to drag the target back towards the user. Less energetic and weaker targets are particularly affected.

Bubble (WA) -- The user spits a stream of watery bubbles out, which pop on contact, dealing good damage.

Bubblebeam (WA) -- The user spits a stream of watery bubbles very hard. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health. Basically a more powerful version of "Bubble," dealing very good damage at a constant rate.

Bug Bite (BG) -- The user bites into the target, injecting bug energy into the wound and dealing moderate damage.

Bug Buzz (BG) -- The user charges a large amount of bug energy into a ball and flies towards the target, shooting the ball into the target as the user buzzes loudly by, dealing significant damage.

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

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 glowing golden "seeds" of grass energy at the target, each doing extremely minor damage, but a prolonged volley will add up quickly.

C

Calm Mind (PS) -- The user meditates, focusing itself on its special attacks, with a focus on special attacks of its main type(s). This gives its special attack power a slight 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) -- The user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

Captivate (NO) -- 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.

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 large amount of electric energy inside, and shoots a thin beam of electricity into the target to deal moderate damage. The excess build-up of energy can raise the power of future special attacks as well.

Charm (NO) -- The user becomes more charming, making the opponent not only more hesitant to attack, but reducing the power of their attacks as well. Rules regarding how long this attack lasts are the same as "Attract."

Chatter (NO) -- The user (always Chatot) begins yammering nonsensical statements in the opposing trainer’s voice at high volume, dealing moderate damage to the target and also having a high chance of confusing the target.

Clamp (XX) -- 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."

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

Comet Punch (XX) -- The user throws a lightning-fast barrage of punches at the opponent, each jab hitting for minor damage.

Confuse Ray (GH) -- 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 light to moderate damage by assaulting them with confusing imagery. The change inside the mind has a 10% chance of making the target confused.

Constrict (XX) -- The same attack as "Bind" except usually used with vines, tentacles, and the like. Rules applying to this move are the same as "Bind."

Conversion (NO) --The user's first type becomes identical to the first type of the target, and obtains all weaknesses and resistances of that type.

Conversion2 (NO) --The user's first type becomes the most resistant type to the target's first type, and obtains all weaknesses and resistances of that type.

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.

Cosmic Power (PS) -- Consuming a significant amount of psychic energy, the user summons the heavens to gain a blessing, mysteriously gaining solid increases in their physical defence and ability to resist damage from special attacks.

Cotton Spore (GR) -- 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 (FT) -- The user glows red, and allows the next attack to hit it. However, the attack must either be where the opponent hits the opponent with its body, a weapon (Bone Club), a non-special, solid projectile (Rock Slide), or a physical type beam attack (Hyper Beam, Hidden Power). If the attack is of the first type (body to body) or a weapon held by the user, the opponent will receive approximately twice the damage back as it hits the aura. If the attack is a projectile or beam attack, the opponent will have its attack sent back at them in the precise direction from whence it came, at the exact same power. The base percentage for this attack succeeding is 60%, with the following modifiers: If the Pokemon using it is Wynaut or Wobbuffet, the base percentage is now 85%; The chance of the attack succeeding also depends on level and power, with a Hyper Beam from a higher level Snorlax having a significantly lowered chance of succeeding, while a level 1 Weedle's Headbutt should almost always be Counter-able; Multiple uses by a Pokemon who is not Wynaut or Wobbuffet will lower the success rate at the referee's discretion. Energy usage is directly proportional to the attack countered, as even a failed Counter of a Hyper Beam will use considerable energy. If the original physical attack would KO the Pokémon ordered to use Counter, Counter is not used.

Covet (NO) -- The user attempts to charm the victim, approaching while maintaining an alluring facade. The user then darts in, attempting to steal whatever item the user is holding, and dealing light damage with a tackle-like attack while doing so. Covet works better if the victim is already in a Charm-like state, and will be modified by the current emotions in battle. Items which are the lifeblood of the victim (Marowak bone, etc.) will be much harder to steal than any other item.

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

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 moderate damage, with a high chance of a critical hit and a slight chance of poisoning the target.

Crunch (DK) -- The user bites the opponent fiercely, directly injecting Dark energy into their body, even if their outer body is hard. The bite only does minor to moderate damage, but the Dark energy deals a good amount of damage.

Crush Claw (XX) -- The user swings a claw into the target, trying to dig into the targets hide, dealing good 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. This attack is very slow and healthy targets have little trouble escaping with minimal damage, but more injured targets will be held longer, taking larger and larger amounts of damage.

Curse (GH) -- If the user is a Ghost type Pokémon, it uses a good 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. Pokemon who can take more overall damage can obviously withstand the curse longer than others. 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 is recalled, the curse stops.

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. 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. The amount of change in stats is up to the referee, although it usually will be about 1/3 increase in defense and attack, with a 1/2 reduction in speed. 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 (NO) -- The user draws a large cut across the target's body. If it is a critical hit, it can deal severe damage that can lead to the target being forced out of the battle for emergency treatment.

D

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

Dark Void (DK) -- The user (always Darkrai) creates a hole in time, 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.

Defend Order (BG) -- At a significant energy cost, the user (always Vespiquen) surrounds itself with 10 spheres of bug energy. When hit with an attack, these spheres reduce the attack's impact. Once a sphere has served to decrease the effects of an attack, it disappears.

Defense Curl (NO) -- The user curls up into a defensive position, and most physical hits now do less damage.

Defog (FL) -- The user rapidly beats its wings (or other appendages) in order to clear any field-obscuring effects, such as Smokescreen, and also eliminates DT clones.

Destiny Bond (GH) -- The user attempts to seal the target's fate by making sure that if it faints this round, the opponent will also faint too. Trainers who are supposed to go second may instead choose to go first if using this move, however trainers supposed to go first must do so. It has a 70% chance of working if the trainer goes first and the user is knocked out that round. If the trainer goes second, it's only a 25% chance. Destiny Bond must be used as a single move, never in a combo. Each pokémon may use this technique only once per battle. Those base percentages are changed considerably against fresh Pokemon, as their attack could come in before the user can concentrate on the Destiny Bond.

Detect (FT) -- The user focuses all of its energy into concentrating on its opponent for the round. While concentrating, the user can tell which clone is the real one in a Double Team, and can see better in Mists, etc. Its main purpose is usually to avoid attacks, however. If the Pokémon is told to detect one attack, it will be used as a one-move attack. If told to detect more than 1, it will be a 2-move attack. The odds of Detecting an attack/image have the following base stats: 80% for the first attack, 50% for the second attack, and 25% for the third. Each are independent of each other, meaning the user can detect the second attack but not the first. These values are also modified by factors such as energy, Pokémon and attacks, at the referee's discretion. This move consumes a large amount of energy, with more energy consumed for every attack Detected (successfully or non).

Dig (GD) -- 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 Pokemon can't handle that.

Disable (NO) -- The user concentrates to lock a Pokémon solid and unable to move, for at most 15 seconds. Concentration must be held for as long as the Disable is held, and during that time the victim is also incapable of any technique.

Discharge (EL) -- The user releases a buildup of electrical energy towards the opponent, dealing good 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.

Dizzy Punch (XX) -- The user hits target with a heavy punch that has a 20% chance of confusing the target.

Doom Desire (ST) -- The user (always Jirachi) 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- Tpe, and deals extreme damage.

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

Double Kick (FT) -- A rapid flurry of kicks are launched at the opponent, each hit inducing minor damage.

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 user remains in one location, the clone images follow along and copy the original's movements. The amount of images generated is dependant on a few factors, mainly the user's overall speed and current condition, any damage recieved during the match reducing the amount of images generated, depending on the severity of damage taken. Users with an average overall speed generate 3 images at full health, while slower users only generate 2 and faster users generate 4. If used a second time while the first set of images are still active, the amount of images added are equal to what was created on the first use minus one (giving 3 total to the slow, 5 to the average, and 7 to the fast, barring subtractions due to damage before use). If one of the clones is hit with an attack that would cause some effect were it the real user, the image disappears. No energy-type moves (except energy based Normal techniques like Hyper Beam or Swift) can be used while clones are active, doing so eliminates the clones. 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, but also in a rather painful way to use, taking some recoil damage.

Doubleslap (XX) -- The user hits the opponent in a fury of slaps, each hit for minor damage.

Draco Meteor (DR) -- The user forms several projectiles of dragon energy and fires them at the opponent, dealing major damage, exhausting the user and significantly reducing their capabilities for special attacks.

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

Dragon Dance (DR) -- The user performs a Swords Dance-esque spin, which increases their speed significantly. 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 Twister, which is quickly sent at the opponent. If there isn't water, it's a large fireball which deals hard damage in a mix of dragon and fire energy.

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.

Dragonbreath (DG) -- The user breathes out a greenish-blue mist-flame onto the opponent, possibly burning (10%), or more likely, paralysing (30%).

Drain Punch (FT) -- The user strikes the opponent with a fist (or other appendage), dealing moderate damage and draining the opponent's fighting spirit, using it to recover health equal to half the damage dealt.

Dream Eater (PS) -- The user drains the target's thoughts whilst asleep, causing the target to lose some health and a significant amount of energy, and uses it to replenish some of the user's health and energy. If the target has thoughts going through its mind due to the course of the battle that the user of Dream Eater would find unpleasant, this can have an adverse effect and result in a loss of energy, though health would still be restored. After the attack ends, the target wakes up.

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

Dynamicpunch (FT) -- The user punches the opponent hard with an energy-charged fist, the energy creating a loud small-scale explosion on contact, sending the opponent flying, and possibly confusing it.

E

Earth Power (GD) -- The user pumps ground energy into the earth in order to shift the terrain around the opponent, knocking into the opponent and dealing significant damage. Energy usage depends on the type of terrain - for example, thick clay will be more difficult to move than soft dirt.

Earthquake (GD) -- The user either jumps or pounds the ground, sending shockwaves through the ground to possibly multiple opponents. 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.

Egg Bomb (XX) -- The user fires out 10-12 large egg-like objects that explode upon contact with the target to deal high damage.

Embargo (DK) -- The user expends a considerable amount of dark energy to hide the opponent's item (such as Kadabra's spoon, Cubone's bone, etc.) for five rounds, rendering the item(s) unusable for that time.

Ember (FI) -- The user spins around and fires fire out all around. The fire that is released is only light, and does not do as much damage, because the fire is not concentrated at one point.

Encore (NO) -- The user applauds the opponent on its last move, and attempts to repeat it's last move. The deception is that the move was so impressive or astounding, that it simply must be done again. If the move cannot be duplicated, such as Substitute, Curse (?? version), etc., the opponent will just shrug off the encore and continue as normal. The chance of Encore working is roughly 60%, with reductions if the clapping is seen OR heard, or if the move was very difficult to pull off. The opponent will attempt to perform the Encore'd attack 1-3 times, spanning at most 2 rounds. If the encore finishes in the middle of the round, the attacks ordered by the trainer can be resumed as normal. Encore will stop if the victim sees that the user is not paying attention to it's repeated action, or if the user of Encore attacks the victim.

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 creates a ball of grass type energy and hurls it at the opponent, dealing good damage.

Eruption (FI) -- Using a large amount of fire energy, the user focuses and sends out a thick stream of fire and rocks which deals very good damage (depending on energy levels) and can easily burn the victim.

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. It usually consumes about half of the total energy the Pokemon can contain, and deals extreme damage to both itself and anything nearby. The user can survive an Explosion, although it will most likely be battered, as well as have much less energy.

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

Extremespeed (XX) -- The user consumes a significant amount of energy to move as quickly as it possibly can, striking the opponent for very good physical damage, which is boosted thanks to the increased momentum. 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.

Faint 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 moderate damage. Due to the underhandedness of the attack, if the user has success in throwing the opponent off guard, the attack will always hit.

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) -- The user pretends to cry, which may leave the victim(s) open to being attacked. 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. This can be used to intimidate or to force the opponent to use a defensive tactic.

Featherdance (FL) -- The user performs an intricate dance 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.

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 extreme 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 moderate damage, the bite may also burn the opponent or cause them to flinch.

Fire Punch (FI) -- The user punches the target hard with a fist charged with fire energy, which has a 10% chance of burning the punched area.

Fire Spin (FI) -- The user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, trapping the opponent inside for anywhere from 5 to 30 seconds, depending on the severity of the hit and the amount of flame used into the tornado. Damage done while inside is light, with the most damage coming from the opponent trying to escape.

Fissure (GD) -- The user hits 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 3 to 25 meters (10 to 83 feet), depending on the mass and skill of the user. The width of the crevasse itself is determined by the arena, splitting as much as 3 meters (10 feet) on unstable or soft ground. The crevasse remains for the rest of the battle, and must be fought over, or it can be fought in, but with extremely limited movement (imagine lots of small rock ledges going down about 5 meters (17 feet) from the top). Unlike the game, Fissure is not an automatic KO, as some Pokemon are able to maneuver the several rocks and ledges, or are simply too large to fall down (a Steelix falling in a Sandshrew Fissure). Fissure can only be used once per match, total, not once per trainer.

Flail (XX) -- Using the damage it has taken so far as a measure of its desperation, the user flings forward and slams into the opponent, dealing more damage the user itself has taken. At maximum power, this attack deals damage equal to 3 Body Slams. If the user has less than 50% health, this attack begins to lose its success rate, lowering to as low as 50% when the user approaches 100% damage (User's damage -- 50% = X, 100% -- X = success chance). Should 'Flail' hit but fail due to a lowered success rate, the damage done becomes equivalent to a 'Headbutt' attack.

Flame Wheel (FI) -- The user surrounds themselves in a mass of flame and races towards the target. It deals quite some 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 heavy damage. It has a 10% 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 a large amount of damage. Because of the intensity of the strike and the flames surrounding the user's body, the user will take recoil damage.

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, which can temporarily decrease their accuracy, though it does not lead to blindness, temporary or otherwise. In addition, dark arenas can be lit up with this move for this turn and the next, after which it returns to darkness.

Flash Cannon (ST) -- The user forms a "cannonball" of steel energy and fires it at the opponent, dealing good damage.

Flatter (DK) -- The user attempts to flatter the opponent(s), which initially startles them, leaving them slightly confused, but will also boost their confidence in their own attacks, usually the last 1 or 2 the victim performed before the Flatter. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Fling (XX) -- The user throws its item (such as Cubone's bone) at the opponent. If the user does not normally have an item, it can be ordered to grab a nearby object (such as a rock or branch) and throw it. Damage dealt will depend on the size and weight of the item thrown.

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 very good damage.

Focus Blast (FT) -- The user charges a massive amount of fighting spirit into a large ball of energy which is then fired at the opponent, dealing a large amount of damage.

Focus Energy (NO) -- 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 evade 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.

Follow Me (NO) -- The user taunts the opponent(s), coaxing them to attack the user instead of anything else. Success rate is akin to Charm, 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 moderate damage and possibly causing paralysis.

Foresight (NO) -- The user shoots out a red beam from its eyes, filling 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.

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, raking across it for very heavy damage. Energy usage is very heavy as well, and after using Frenzy Plant, the user must remain still for the next round to retract the vines completely.

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 fairly high damage.

Fury Attack (XX) -- The user rushes the opponent and throws an assault of punches, kicks, and general attacks at the opponent in rapid fashion, each hit for minor damage.

Fury Cutter (XX) -- 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 users hits become weak again. Can inflict increasingly large cut wounds.

Fury Swipes (XX) -- The user swipes at the opponent numerous times, usually with claws or something sharp. Each swipe can inflict minor bleeding wounds.

Future Sight (PS) -- 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.

G

Gastro Acid (PO) -- The user vomits on the opponent. Although no damage is dealt, the opponent will be so horrified that they will be unable to use their signature ability for the remainder of the match. The user must expend a large amount of energy in order to perform this move.

Giga Drain (GR) -- The user concentrates, and drains a large amount of energy directly from the opponent at a moderate rate, using the energy to restore a good portion of its own energy and recover health slightly. The amount of energy and health drained is proportional to the distance from the victim, and multiple uses of this attack will yield diminishing returns.

Giga Impact (XX) -- The user hurls itself at the opponent in an effort to maximize damage, exhausting itself and dealing a massive amount of damage. The user must then spend the next round resting.

Glare (NO) -- The user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds.

Grass Knot (GR) -- The user pumps grass energy into the ground in order to make grass grow around the opponent's feet, causing them to trip and fall. Heavier Pokémon will take more damage from the fall. This move can only be used where grass could feasibly grow (for example, the move cannot be used on solid concrete).

Grasswhistle (GR) -- The user gyrates or blows air such that a soothing faint whistle eminates from it. The noise is very soothing, and after a while, all Pokemon who can hear it will start to become drowsy.

Gravity (PS) -- The user channels a massive amount of psychic energy to pull all flying/levitating Pokémon to the ground and making it impossible for any Pokémon to fly or levitate for five rounds. Jumping is possible while Gravity is in effect, however, jumps will not achieve much height.

Growl (NO) -- The user growls loudly at the target, scaring it slightly causing it to lose some attack power. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.) then the attack doesn't work.

Growth (NO) -- The user draws energy from the sun, charging up it's energy so that special attacks charge more quickly and therefore deal slightly more damage for the same amount of time.

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 Pokemon who KO'ed it (If multiple Pokemon KO it at once, both Pokemon are affected half as much). If the move has any kind of energy attached to it (Mentioned as "glow" in this list), that kind of energy is blocked off for up to the rest of the victim's time in battle. The amount of rounds Grudge works is modified by the amount of ghost energy transferred, whether or not the move is of the victim's main type (which would lessen the power of Grudge if it is), time length of rounds, level difference, and power of all Pokemon in question. If the attack Grudged does not have any "energy" involved (such as Body Slam or Tackle), then Grudge fails.

Guard Swap (PS) -- The user consumes a tremendous amount of energy to attempt to establish a direct functioning link between its mind and the target. Connection time varies based on the complexity of the target’s mind and the cognitive capacity of the user. If the user is disturbed during connection time, the move fails. Once the connection is made, the user expends further energy in order to make both the user and the target feel as though they have the attack absorbing capabilities of their counterpart. As a result, both affected Pokémon will feel like they are taking blows in the same fashion as their counterpart would. This can result in Pokémon fainting before they’ve taken sufficient damage to do so because they feel that there is no way that they could continue to battle. However, it does not mean that Pokémon can continue to fight even after they’ve taken sufficient real damage to knock them out. If either Pokémon is knocked out, or the user’s mind becomes confused or clouded, the attack ends and the user becomes aware of their own state again.

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 requires great care to place the opponent in the correct spot, and since the user can't close its pincer to hold the opponent in place until the opponent is in the correct spot, an alert and cautious opponent can usually wriggle its way out of the grip before the pincer closes.

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

Gust (FL) -- The user flaps its wings, creating gusts of wind which hit the opponent for decent damage.

Gyro Ball (ST) -- The user coats its body with steel energy and hurls itself at the opponent. The amount of steel type energy will vary, based on the user's jealousy of the opponent's speed. If there is a large discrepancy between the two speeds, the damage dealt will be greater (provided that the user is the slower of the two).

H

Hail (IC) -- The user spends good energy sending a mixed beam of ice and water energy to the sky, akin to Sunny Day. The energy chills the moisture in the clouds, and the addition of the water thanks to the beam causes it to fall. Like Rain Dance, one use of this move will simply add moisture and reduce the temperature of the clouds. After 2 uses, small pellets of ice will fall onto the battlefield. The length of the hailstorm will be for the next several rounds, with modifications based on the moisture level of the clouds, temperature, etc. Hail will not create new clouds, and if the area isn't cold enough to maintain the solid phase of the pellets, it will just change to rain.

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

Harden (NO) -- The user's exterior glows, making it's 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).

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

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 recoil damage.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard.

Heal Bell (NO) -- The user magically creates a lulling chime from its body that soothes and assists all who hear it. Hearing the bell will put a Pokemon in a more relaxed state of mind, curing confusion, rage and even sleep. If the user of Heal Bell touches another Pokemon on purpose to transfer the healing energies, that Pokemon will be cured of paralysis, burns, freezing over and poison. The same effects for those who are touched will also be given to the user itself.

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 massive energy cost, the user (always Vespiquen) creates spheres of bug energy and then consumes them to restore up to half of the user's maximum health. The amount of spheres created (and thus the amount of health restored) will vary with the energy level of the user.

Healing Wish (PS) -- The user makes a wish for the wellbeing of the next ally sent out after the user has been KO'd. 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.

Heart Swap (PS) -- The user (always Manaphy) 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 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, but there isn't nearly as much of a chance for burning than either of those moves.

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

Hidden Power (Depends on User) -- The user shoots several coloured waves of energy out of its eyes, which deal very good damage.

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

Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts minor to heavy damage, depending on the amount of contact and momentum.

Horn Drill (XX) -- The user's horn spins round at high speed, like a drill. If the horn hits the target completely, (which is rare, as the user usually moves slower than usual during the attack), it pierces the target. It is NOT a one hit KO in ASB, as that depends on where the attack lands.

Howl (NO) -- 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.

Hydro Cannon (WA) -- The user charges for a brief moment before firing a large burst of water at incredibly high speed and force at the opponent, dealing extreme damage. The sudden loss of such a significant amount of energy means that the user must spend the next round recuperating.

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.

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing major damage or destruction. It takes a large 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 damage akin to 1/2 Ice Beam, 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 decent damage, to the fully charged version, which deals major damage.

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 strikes all opponents in the area for good damage.

Hypnosis (PS) -- 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). 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 hit for light 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. If Ice Ball is used for a 6th consecutive time, its size 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 causes immediate freezing on the area of contact. It has a 10% chance of completely freezing over the opponent in a large shell of ice.

Ice Fang (IC) -- After charging its teeth with ice energy, the user bites the opponent. In addition to dealing moderate 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, which has a 50% chance of a partial area freeze.

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

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), chilling them greatly and in most cases causing a loss of speed. 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. This can only happen if the Imprison user used that same move in the last few rounds as well. 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.

Ingrain (GR) -- The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.

Iron Defense (ST) -- The user performs an attack similar to Harden, except it's more powerful, lasts longer and lowers mobility much more. Of course, the attack uses more energy than Harden.

Iron Head (ST) -- The user coats its head with steel energy and rams it into the opponent, dealing good damage and potentially making the opponent flinch.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent for good damage. Damage and accuracy is also dependent on the user´s tail.

J

Jump Kick (FT) -- The user jumps into the air in front of the target, then kicks it in the higher regions of the body, the full weight of its body put into the kick. 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.

K

Karate Chop (XX) -- The user chops at the target, aiming for a weak spot or pressure point that would cause a critical hit.

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.

Knock Off (XX) -- The user attempts a light, quick strike in an attempt to knock an item away or off an enemy.

L

Last Resort (XX) -- 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. 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 good 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 good damage.

Leaf Storm (GR) -- The user forms several projectiles of grass energy and fires them at the opponent, dealing major damage, exhausting the user and significantly reducing their capabilities for special attacks.

Leech Life (BG) -- The user bites the target and holds on, dealing some damage and then draining energy straight from the victim's body. The energy is then used to restore some health and energy.

Leech Seed (GR) -- The user fires a seed onto the target, which then releases vines and squeezes both health and energy from the target. The vines aren't too difficult to get off, although they might hinder the opponent's movement. The user of Leech Seed does not get the sapped health and energy until the seed is returned to the user. The user can recall the seed at any point. If the seed or vines are destroyed, the seed cannot be recalled, and the health and energy sapped is lost.

Leer (NO) -- The user stares the opponent down, and when eye contact occurs, the opponent becomes completely immobile, as though under the effect of a Glare attack, though only for 2 or 3 seconds, while the user can escape or prepare an attack. The accuracy of this attack depends on the distance apart the two Pokemon 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 paralysing the target.

Light Screen (PS) -- An opaque octangular (Staryu/Starmie) or rectangular (everyone else) wall is set up in front of the user, which takes a good portion of energy. It is always about 18in in front of the user and cannot be moved from that position. It is just large enough to cover the user, although at most it can be 4ft x 2ft. Light Screen is great for absorbing special attacks, as it can take approximately two high powered (Ice Beam, Thunderbolt) attacks and about 1 "ultimate" attack (Thunder, Fire Blast). With regards to physical attacks, it can take very little, with the strength of your basic pane of glass. However, Light Screen may ALSO be used as a physical attack, with the user spending extra energy to make the wall more durable, meaning the user can run at the opponent, leading with a solid, unbreakable pane of glass. Light Screen may be used EITHER as a physical attack or a defensive shield, not both.

Lock-On (NO) -- 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) -- The user kisses the target or sends a few heart shaped pieces of energy, which has a 75% chance of lulling it into a daze.

Low Kick (FT) -- The user kicks at the opponent in its lower areas, usually the legs, damaging it and possibly making movement more difficult.

Lucky Chant (NO) -- The user chants a magical prayer to the heavens that their battle be decided by skill alone and not by fortune. As a result, for five rounds, moves that would generally be a critical hit are diverted by the heavens ever so slightly away from the vulnerable spot to an area where the target takes normal damage. However, the heavens take a toll of a Thundershock’s worth of energy from the user for every critical hit diverted in this way.

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

M

Mach Punch (FT) -- The user compresses fighting energy into its fist and punches forward, sending a large ghostly fist towards the opponent at quick attack level speed making it hard to avoid. The blow itself does mild damage.

Magic Coat (PS) -- The user glows like Mirror Coat, and prevents any part of an attack which would paralyze (like Thunderwave, not like Body Slam), poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Will O' Wisp or Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect.

Magical Leaf (GR) -- The user sends a grass type Swift at the opponent, as little leaf-shaped bits of grass energy are used.

Magma Storm (FI) -- The user (always Heatran) 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 moderate damage. 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 huge amount of energy to magnetically lift itself up off the ground and allowing it to hover for up to three rounds.

Magnitude (GD) -- A variation of Earthquake, it involves less shaking and more splitting of the ground. Not very effective in areas with solid ground, such as indoors or on concrete and such, as the ground splitting is much harder to accomplish.

Me First (NO) -- The user listens to the opposing trainer's orders and uses a massive amount of energy 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) -- The user glares at the opponent for 5 seconds, 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. 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.

Mega Drain (GR) -- The user concentrates, and drains a small amount of energy directly from the opponent at a fast rate, using the energy to restore a small portion of its own energy and recover health slightly. Repeated usage of this move will have increasingly diminished effects.

Mega Kick (XX) -- The user's foot glows white with energy, and deals a high impact kick that sends smaller opponents flying.

Mega Punch (XX) -- The user's fist glows white with energy, and deals a high impact punch that sends smaller opponents flying.

Megahorn (XX) -- The user smashes a horn glowing with bug energy, into the target, dealing very heavy 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 coats their body in steel energy which gathers the impact of the next physical blow to hit them and converts it into steel energy, which it amplifies with the steel energy in its body, sending the energy back into the target in a bright burst. The base percentage of this move working is 65%. The chance of the attack succeeding also depends on level and power, with a Giga Impact from a higher level Snorlax having a significantly lowered chance of succeeding, while a level 1 Weedle's Headbutt should almost always be able to be burst back. The user of Metal Burst still takes the full effect of the move it attempts to absorb in every case, and energy usage is proportional to the attack absorbed.

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 moderate damage.

Metal Sound (ST) -- The user makes a loud ping noise, which could drive all nearby Pokemon to cover their ears or possibly make them more susceptible to attacks.

Meteor Mash (ST) -- The user's fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, for very good damage.

Metronome (NO) -- For several seconds, 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, there are no limits at all.

Milk Drink (NO) -- The user uses its milk to replenish its energy and some health. Alternatively, it can give back energy and some health to another Pokémon in the squad, but cannot revive an already fainted Pokémon.

Mimic (NO) -- 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 Mimicer 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.

Mind Reader (NO) -- 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 in size, and its attack and defence powers decrease. The user's evade increases, but the speed and special powers remain constant. 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 (PS) -- The user shimmers and glows with a red aura similar to Counter, and special attacks are bounced back toward their source. Attacks which are "Mirror Coat-able" are simply those which are not "Counter-able". This means that any attack which isn't "where the opponent hits the opponent with its body, a weapon (Bone Club), a non-special, solid projectile (Rock Slide), or a physical type beam attack (Hyper Beam, Hidden Power)" can be reflected with Mirror Coat. The user of Mirror Coat still takes the given damage and suffers fatigue from the strain of redirecting attacks. The redirected attack is of the same element and same power as the original attack, but always has good accuracy and does not take any time to charge. The base percentage for this attack succeeding is 60%, with the following modifiers: If the Pokemon using it is Wynaut or Wobbuffet, the base percentage is now 85%; The chance of the attack succeeding also depends on level and power, with a Solar Beam from a higher level Snorlax having a significantly lowered chance of succeeding, while a level 1 Wooper's Water Gun should almost always be Mirror Coat-able; Multiple uses by a Pokemon who is not Wynaut or Wobbuffet will lower the success rate at the referee's discretion. Energy usage is directly proportional to the attack Mirror Coat-ed, as even a failed Mirror Coat of a Fire Blast will use considerable energy. If the original attack would KO the Pokémon ordered to use Mirror Coat, Mirror Coat fails.

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.

Mirror Shot (ST) -- The user fires a projectile of steel type energy at the opponent which deals moderate 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) -- 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 good damage and possibly lowering their ability to concentrate on high-powered attacks for a short time.

Moonlight (NO) -- The user calls upon moonlight to recharge itself. Using a lot of energy, the user takes in the nightlight, and is now given a good chunk of health back in return. This move can NOT be used if the moon is not out, and this attack's effectiveness is reduced or prevented if natural light is limited or not availiable in the arena.

Morning Sun (NO) -- The user calls upon the light of the sun to recharge itself. Using a lot of energy, the user takes in the sunlight, and is now given a good chunk of health back in return. This move can NOT be used if the sun is not out, and this attack's effectiveness is reduced or prevented if natural light is limited or not availiable in the arena.

Mud Bomb (GD) -- The user slings a glob of mud at the opponent's face, dealing moderate damage and potentially reducing the opponent's accuracy.

Mud Shot (GD) -- The user shoots a large ball of mud from its mouth at the opponent, dealing very good damage.

Mud Sport (GD) -- The user tries to kick up a lot of mud in an attempt to weaken the accuracy and ability of all Pokemon to use or take damage from electric attacks.

Mud-Slap (GD) -- 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 little damage, and lowers the target's accuracy until the mud comes off.

Muddy Water (GD/WT) -- The user shoots out a very powerful, but dirty, stream of water, which does good damage and might lower the opponent(s) accuracy if it hits in their eyes.

N

Nasty Plot (DK) -- The user expends a considerable amount of energy and channels wicked thoughts in order to improve its special attack powers.

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, but it must be in the user´s moveset. If the arena is a sandy one, perhaps Sandstorm; in a mountain area, Rock Slide, etc.

Needle Arm (GR) -- The users arm or other appendage glows with energy, as the user smacks it into the opponent for very good damage.

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 good damage.

Nightmare (GH) -- The user causes its sleeping opponent to have a nightmare, which forces them to lose a lot of energy, 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.

Night Shade (GH) -- The user emits a large, black thunderbolt shape from its eyes, that does reasonable damage.

O

Octazooka (WA) -- The user (always Octillery) 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) -- The user attempts to sniff out where its opponent is.

Ominous Wind (GH) -- The user sends an eerie purple wind towards the opponent, dealing moderate damage.

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.

Overheat (FI) -- The user shoots out a very heavy stream of flame which does a great deal of damage, but leaves the user very tired afterwards and lower on fire energy for a significant amount of time.

P

Pain Split (NO) -- The user creates a direct link between it and the victim, attempting to balance the health between the two. The rate of transfer of health is akin to Giga Drain, meaning approximately damage equal to a swift is transferred every few seconds. The health is taken in clumps, with the first clump automatically waking up any sleeping Pokemon. The user of this move must maintain the utmost concentration when performing this move, which also takes energy at a high pace, dependent on the health transferred. When the move is finished, the health of each Pokémon is made equal. The health taken is only pure damage taken from the current battle, not any sort of mental damage or status effects.

Pay Day (XX) -- The user creates coins that fly at the opponent, 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, 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 moderate damage if it is hit with one move, dealing significant 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 (XX) -- The user uses an appendage, usually the beak or horn, to peck the target. This attack does reasonably light 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. During this time, the victim(s) are slowly incapacitated. Sleeping Pokemon 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. If the user sings for the full 3 rounds, the affected Pokemon and the user faint. The Pokemon 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 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. The attack is basically a higher powered Razor Leaf, but thanks to the dancing and moving involved, the user will be disoriented after the move is over.

Pin Missile (BG) -- The user fires a barrage of small spikes from its body, which can easily pierce even thick skin, yet rarely do more than just pierce the exterior for minor damage.

Pluck (FL) -– The user swoops or leaps over the opponent and rakes its claws over the target for moderate damage. This move is only effective if the user could reasonably be expected to fly or jump above the opponent’s height.

Poison Fang (PO) -- The users fangs glow with poison energy as it bites the opponent, with a decent chance of poisoning the victim.

Poison Gas (PO) -- 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 good damage. This move has a 35% chance of poisoning the foe.

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

Poison Tail (PO) -- The users tail glows with poison energy as it smacks the victim for good damage.

Poison Powder (PO) -- 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.

Pound (XX) -- The user punches the opponent, causing some damage.

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

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

Power Swap (PS) --The user consumes a tremendous amount of energy to attempt to establish a direct functioning link between its mind and the target. Connection time varies based on the complexity of the target’s mind and the cognitive capacity of the user. If the user is disturbed during connection time, the move fails. Once the connection is made, the user expends further energy in order to make both the user and the target feel as though they have the attacking capabilities of their counterpart. As a result, both affected Pokémon will feel like they are striking in the manner that their opponent would strike and feel like they are being struck like they would strike their opponent. This can result in Pokémon fainting before they’ve taken sufficient damage to do so because they feel that there is no way that they could continue to battle. However, it does not mean that Pokémon can continue to fight even after they’ve taken sufficient real damage to knock them out. If either Pokémon is knocked out, or the user’s mind becomes confused or clouded, the attack ends and the user becomes aware of their own state again.

Power Trick (PS) -- The user consumes a large 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 excellent damage.

Present (NO) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from light, near harmless damage, to an almost assured KO, and may even restore some health to the opponent.

Protect (NO) -- A white semi-transparent shield surrounds the user, using a lot of energy, and automatically protects the user from the next attack that hits, after which it fades away. Protect counts as a two-move combo, and therefore must be used by itself in a turn unless using the three move combo. Protect can only be used once per battle.

Psybeam (PS) -- The user creates a rainbow-coloured beam of powerful Psychic energy, which is fired at the opponent to hit for moderate 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.

Psych Up (NO) -- The user concentrates, and then gains the opponent´s mindset. This includes happiness, battle-readiness, and attractions (The Psyched Up Pokemon will be attracted to the opponent, not itself).

Psychic (PS) -- The user uses 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. This becomes increasingly difficult if the object outweighs the user, requiring more concentration and psychic energy on larger objects. If there is no specification of use, the user directs a simple wave of force at the opponent, hitting fairly hard and sending them, as well as anything loose in the arena such as rocks or leaves near it, flying or rolling back. Think of it like an invisible tidal wave of water. Psychic -CAN NOT- be used to move ANY energy or beam attacks other than Psybeam. Pokémon normally unfamiliar with psychic abilities, or non-psychic types, are more limited in the use of this move. As far as the telekinetic movement, these users are limited to objects, and objects only, no pokémon, one and a half times their size or smaller, and still lose psychic energy using this attack in this fashion at a faster rate. The unspecified version of this attack is useable as normal to them.

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 good damage.

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

Psycho Shift (PS) -- The user consumes a large amount of energy to isolate the part of its brain that is affected by a mental status (Confusion, attraction, taunted, tormented, etc.) and transplants it to the same area of their opponents mind, causing the opponent to become confused or infatuated or what have you. When used during confusion, this attack has at least an 85% chance of success, despite the level of confusion. This attack has no effect on physical conditions, like poison, paralysis, burn, or freeze.

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. When these rings come into contact with something, opponent or otherwise, a fair amount of physical damage is delivered, and if the object is capable (has a mind), it causes mental disorientation and pain, often leaving them unable to think clearly for a short time after.

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). If the opponent is not receiving any benefits from a stat boost when Punishment is used, the move has no effect.

Pursuit (DK) -- The user becomes covered in a dark veil, and hits the user with a quick attack, which deals light physical damage and light dark damage. No matter what, the attack will always hit, which means that the user will always be able to follow the victim, gaining speed until it hits. The only way to shake the opponent is to hit it somehow, and hard enough to make it lose the concentration holding up the dark energy. In addition, the 'bubble' of dark energy also protects it from ALL psychic attacks, but provides no protection from anything else. The user of Pursuit will be able to go anywhere it could normally go, although once it hits the opponent, the user's shield fades, so be careful in using this move in certain situations. 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 EXTREME pain for the victim, doing twice the normal damage. A hit at this point has a 20% chance of an automatic KO.

Q

Quick Attack (XX) -- The user runs towards the opponent with faster-than-Agility speed, then slams into the opponent for fast but light damage.

R

Rage (NO) -- The user becomes angry, and attacks the opponent in a blind rage. The user attacks with various close range physical blows, and if applicable, special attacks of its element. Any damage sustained by the attacker in the assault only raises the power of his attacks. The onslaught continues until a major blow is delivered to either competitor that separates the two out of immediate reach or one is knocked down, at which point the user of Rage will calm down somewhat. This attack uses a lot of energy, as the blind rage is never the most accurate or efficient attack to use.

Rain Dance (WA) -- The user calls upon the weather for assistance, attempting to call in clouds to gather and rain to fall. 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. The rain will last for the duration of the battle, or until negated by another weather move. When the clouds move in, the first round or so is just drizzle, which is then followed with a constant rain. Water Pokemon will be more at ease during the weather, and may have increased power in their attacks due to this comfort. Grass Pokemon will very slowly regain health during this period. Fire Pokemon will not take comfort in this weather, especially if they have an exposed flame. Rock Pokemon will also not take comfort in the rain, of course. The base damage for fire attacks is decreased significantly. Electric attacks will be sent directly where they are aimed, but opponents can still dodge as normal. In the rain, there is also a decent chance (about 10% for electric types, 30% other) of the target shocking itself in the rain, and taking recoil damage. 'Solar Beam' takes twice the time to charge up, and the effects of 'Moonlight', 'Morning Sun' and 'Synthesis' are reduced to at least half of their original effectiveness. Rain Dance, if used when 'Sunny Day' is in effect, cancels it and returns the weather to normal. See 'Sandstorm' for its effect in regards to it.

Rapid Spin (XX) -- The user spins round very quickly, and making contact with the target deals out some damage. If the user is caught in multi- Turn attacks such as 'Wrap' or 'Leech Seed', then Rapid Spin automatically lets the user escape, if it can pull off the attack. Rapid Spin also counters attacks like Whirlpool, and will send off Spikes away from the battling area if they are close by.

Razor Leaf (GR) -- The user fires off a large number of sharp-edged leaves at the opponent. 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 Wind (NO) -- 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 good damage. These pieces of hard wind also have a very good chance to inflict small cuts.

Recover (PS) -- The user suddenly glows at it begins to heal at an incredible pace. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice (depending on how vigorously they´re behaving as far as their other attacks go) without collapsing from exhaustion. This move will heal most wounds, except for critical injuries such as large cuts/gashes, which will be partially closed, burns, which will be mostly healed, and broken bones or internal injuries, which will be helped little. In addition, if used while the user has an unset broken bone, 'Recover' may heal that bone into the position it is in, effectively giving it the permanent condition of 'Set Wrong'.

Recycle (NO) -- The user attempts to reuse a broken or previously used item which it´s currently holding.

Reflect (Dome) (PS) -- The user creates a translucent golden-coloured dome around itself, which although makes it a larger target and a sitting duck, will absorb 50% of the damage of the next attack delivered, if it is a physical attack. Special attacks deal full damage through the shield. After the next attack, the dome disappears. Note well that the anime´s version of “Special’ attacks falls nearly perfectly in line with the game, which falls in line with Counter Vs. Mirror Coat moves. Only one use of Reflect (either form) can be used per Pokémon per battle.

Reflect (Wall) (PS) -- The user sets up a faintly golden wall directly in front of them. It does not break, but instead just blocks one attack before disappearing. It will also reflect beam attacks away, as would a mirror a ray of light, although the reflected attack is always weaker than the original. The Reflect wall stays in one place, no matter where the user faces or moves. Attacks that come from the side or behind can get to the opponent, the user must face the attack for the Reflect shield to block it. The shield will only stay up for one round, not carrying over to the next. Only one use of Reflect (either form) can be used per Pokémon per battle.

Refresh (NO) -- The user sheds its skin, expending a good deal of energy to rid itself of burn, poison which hasn´t seeped in yet and paralysis from Thunderwave, et al.

Rest (PS) -- The user settles down and goes to sleep in order to regain energy and a fast rate. The user will sleep for half a minute at most, sometimes carrying into another round, and at most, this move will restore roughly the same amount of energy required for Hyper Beam. No health is gained, but there is also no automatic Critical Hit for being struck while asleep. Light, cumulative damage, such as wrap from smaller Pokemon, and some forms of Draining (Giga Drain) will probably not wake the sleeper, although it’s possible. Waking up will ALWAYS stop the energy restoration. If a Pokemon is angry when it goes to sleep, less energy might be gained due to restlessness, but said Pokemon might be calmed by the refreshing nap. Both at referee's discretion.

Return (XX) -- The user relates to its current happiness state, becoming 'energised' 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.

Revenge (XX) -- The user´s attack power is based on whether or not they were recently attacked, and if so, how hard. It´s simply a form of Rage that´s based on the last round´s action.

Reversal (FT) -- If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Reversal goes up a great deal. If successful, the brunt of whatever attack the opponent used is reversed in such a way that the original attacker suffers far worse than the Reversal-using victim. Reversal can either be ordered as a way to use the momentum of the attacker against itself (such as throwing a Pokemon as it runs towards you) OR a Flail-like attack. Accuracy varies depending on the situation, as a Pikachu cannot Reversal while being under a Snorlax. Reversal is usually very tiring, and it is not always possible to counterattack, since not all attacks lend themselves to being reversed.

Roar (NO) -- 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 user being frozen in time for one round itself.

Rock Blast (RK) -- The user shoots out several rocks which deal very good damage.

Rock Climb (XX) -- The user climbs 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. If the opponent's head is struck, it may induce confusion.

Rock Polish (RK) -- 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, dealing moderate damage to the user. 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 hits the ground at an angle, causing any loose rocks to come out of the ground, and towards the opponent. The amount and size of the rocks depends on the Pokemon and arena, as a Steelix in a quarry would generate many more and larger rocks than a Geodude in a concrete arena.

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 less damage, 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 large amounts of damage, and, like fixed objects, could suffer serious injuries (cracks/breaks).

Rock Throw (RK) -- The user picks up an object, usually a rock (almost anything can replace a rock), and throws it at the opponent to inflict moderate damage.

Rock Tomb (RK) -- The user stomps on the ground, and summons rocks which emerge from the ground and surround the victim.

Rock Wrecker (RK) -- The user runs as fast as it can and hurls itself at the opponent in a fashion designed to maximize damage, exhausting itself in the process. This attack is considered a rock type move because of the rocky nature of Rhyperior, but if a different Pokémon is forced to use it via Metronome, it is to be considered a normal type attack.

Role Play (PS) -- The user consumes significant energy to attempt to mimic something unique about the opposing Pokemon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Role Play´s ability should be moderate, and shouldn´t give the user amazing abilities.

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.

Rollout (XX) -- The user curls up and rolls towards the opponent, intending to collide and deal damage. Each attempted collision will count as a move as far as round timing goes. The speed of Rollout increases with each passing of the user, as determined by the referee. Upon collision, the user will either plow over the victim(s), continuing at a slightly reduced speed, or give more of a glancing blow, knocking into the Pokemon while maintaining a steady course. The effect of the arena and attacks used against it are up to the referee, who should also take the Pokemon in question into consideration. The user may also use a move rolling around the arena, building up speed for the attack.

Roost (FL) -- The user settles on land and relaxes its wings, focusing and expending its energy to recover health at a rapid rate. This state is hard to pull out of, meaning that the user becomes a "sitting duck" and any attacks that hit the user are more likely to hit a vulnerable place.

S

Sacred Fire (FI) -- The user (Always Ho-oh) releases a powerful, high energy flame that inflicts heavy damage on the target.

Safeguard (NO) -- 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 significant energy cost. As the aura starts within the body, all Pokemon 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 consumes a lot of energy to create a very high powered sandstorm from the sand underneath the victim, possibly sinking it in a valley of sand. If the arena is not sand-based, it will just be a very high powered sandstorm which neither trainer can see in, thus not be able to return their Pokemon.

Sand-Attack (GD) -- 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 (RK) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt, and generates quite powerful winds. Unless the opponent is a ground, rock, or steel type, or simply has a hard body, the sand and loose stones being blown around in the wind (amount dependant on the amout of dirt/sand in the area Sandstorm is used in) begin to do damage to the opponent, while leaving them struggling to hold their footing. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for the next round, though most of the heavier rocks and stones would fall by then, and any damage it would do is minimal. 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' has no effect on Sandstorm, but 'Rain Dance' does, rain pulling down a lot of the sand. Because it is not dependant on the weather to work like its cousin techniques, Sandstorm can be used. If the user is out of range of any significant sand, then the sunlight-connected moves ('Solar Beam', 'Moonlight', etc.) work at normal rates. The only other variation of this attack is if used by the Sandslash line or a member of the Tyranitar family, when the air and sand come straight from the quills (like poison sting) or the holes in their chest. The strength when used this way is more powerful, and not arena dependent, as the sand comes from inside, although the winds might pick up additional sands.

Scary Face (NO) -- The user makes a face that scares the target off slightly, possibly making them more hesitant to attack.

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

Screech (NO) -- The user screeches at a very high pitch, irritating the opponent and making it lose concentration.

Secret Power (NO) -- The user sends a beam of normal energy which hits for good damage. The energy is laced with a random status effect powder, which has a decent chance of either making the opponent drowsy, poisoning them or confusing them.

Seed Bomb (GR) -- The user sprays a bombardment of 10-12 large balls of grass energy (like Bullet Seeds the size of baseballs) each dealing mild damage, but the total damage can be significant.

Seed Flare (GR) -- The user (always Shaymin) calls forth energy from the earth itself, and forms a small green seed of pure energy to float in front of its face. The user then uses a great deal of energy to slam into the seed, sending it flying towards the target. The seed grows as it flies, before slamming into the target for extreme damage.

Seismic Toss (FT) -- The user grabs the opponent, then slams them to the ground hard. The more experienced the user is, the more damage they deal to the opponent.

Self Destruct (NO) -- The user glows and then blows up. If it is near to the target it inflicts extreme damage. After the attack is finished, the user is knocked out automatically.

Shadow Ball (GH) -- The user charges up and fires a ball of black ghost energy at the opponent. Just like Hyper Beam, Shadow Ball can be charged anywhere from 3-10 seconds, with a 3 second addition for non-ghost types. The longer the charge, the more damage of course, as well as more stability the ball has. Any Shadow Ball can be intercepted with a psychic attack, at which point it will explode in all directions. In order to be stopped, however, it must be of enough power, as a weak Psybeam will not stop a fully charged Shadow Ball. Upon explosion (whether via psychic attack or contact), ghost energy will surge in the form of a dark wind, dealing a very good amount of damage depending on the charge time. Energy consumption for a light SB is the same as a Night Shade, while that of a fully charged version can be at LEAST the same as Hyper Beam, with damage approaching that level.

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

Shadow Force (GH) -- The user (always Giratina) uses a tremendous amount of energy to vanish from existence in the physical world. The user then manoeuvres 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´s fist glows with ghost energy as it punches the victim for good damage.

Shadow Sneak (GH) -- The user expends a sizable portion of 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 mild damage.

Sharpen (NO) -- The user (always Porygon/2) is able to change its shape into any 3 dimensional shape it chooses while in the "internet world". If not "online", the move only relates to the mental sharpening, which will help its attack power.

Sheer Cold (IC) -- The user shoots out a very concentrated, very narrow blast of wind which attempts to deal extreme damage, and might render a limb or section of the victim´s body numb. If the victim is hit in a vulnerable area, the move might deal extreme damage.

Shock Wave (EL) -- The user performs an electric Swift attack, as tiny lightning bolts of energy smack the victim(s) for decent damage.

Signal Beam (BG) -- The user shoots out a beam of bug energy which looks like Psybeam and does decent damage.

Silver Wind (BG) -- The user performs a Gust attack which has small waves of bug energy in it, doing good damage.

Sing (NO) -- The user sings a soothing tune that sends the target to sleep. It takes a while for Pokemon to fall asleep, however, about 10 seconds of uninterrupted singing will do that. Sing CAN affect all Pokemon in the area, meaning “Friendly’ Pokemon are also affected.

Sketch (NO) -- The user copies the last attack that was made against it, and knows it permanently. May only be used once per match. Owner must update league officials on current list of sketched attacks. No more than 10 attacks may be known via sketch total, so going over that will cause a RANDOM move from the list to be replaced. No duplicates may be on the list. (Move is considered UNIQUE to the Pokémon, Smeargle.)

Skill Swap (PS) -- The user consumes an extreme 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 characteristic given to the victim is not chosen by the user.

Skull Bash (XX) -- The user launches itself head-first at the target in a flying headbutt, set to do heavy 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 spends about 5 seconds charging up energy, and glows white, flying very fast at its opponent, dealing high damage if it hits.

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

Slack Off (NO) -- The user takes a break, attempting to regain energy.

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, and has a very high probability of getting a critical hit.

Sleep Powder (GR) -- The user releases a fine powder, which if inhaled, causes the target to go to sleep.

Sleep Talk (NO) -- The user, if it is asleep, which it must be for this attack to work, uses a random technique that it knows in the direction that it is facing. Sleep Talk has about a 50% chance of working.

Sludge (PO) -- The user fires a large mass of sludge at its target that splatters on contact. The sludge has a high chance for poison on contact.

Sludge Bomb (PO) -- The user fires a few large round 'bubbles´ of sludge at the target. The bubble itself becomes hard in mid-flight, then explodes on contact like a tiny bomb. The sludge inside is very reactive, which is cause for the explosion. Damage is dealt as 1/16th an explosion for each good hit.

Smellingsalt (NO) – Hits the Pokemon with a solid punch which knocks the user out of paralysis.

Smog (PO) -- 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.

Smokescreen (PO) -- 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.

Snatch (DK) -- The user places a curse on the opponent which prevents them from using 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.

Snore (NO) -- While asleep, the user snores very loud so that it creates a shockwave of sound, capable of delivering minor damage.

Softboiled (NO) -- The user concentrates a large amount of energy into a glowing egg, which they consume, causing instant restoration of a large quantity of health (about a quarter of maximum health).

Solar Beam (GR) -- The user aborbs sunlight for a while, usually 5 to 15 seconds for a standard charge, 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 much quicker than non-grass types, of course. The user has to be in natural light from outside to be able to charge the attack. If 'Sunny Day' is in effect, the charging time is reduced to a mere 2-6 seconds. If 'Rain Dance' is in effect, the charging time is doubled. Solar Beam is completely ineffective at night, and during dawn and dusk periods, the charging time is multiplied by 1.5. When used by a grass Pokemon, this attack uses moderate energy, while non-grass types use significant energy (akin to Fire Blast) to convert the sunlight to a beam of energy.

Sonic Boom (NO) -- 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 doesn't neccessarily do much 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 fires a small fast-moving softball-sized ball of electricity at the target which deals moderate damage, and has about a 33% chance of paralyzing.

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.

Spike Cannon (XX) -- The user launches 15-20 small spikes at the target, delivering very light damage with each hit.

Spikes (GD) -- The user spins around, spreading small spikes all over the arena, localized wherever the user wants. Spikes can be aimed as a direct attack, as well, although accuracy suffers like any projectile attack. Should any Pokémon step on these during the match, they will deliver moderate damage to the victim and possibly make movement painful for a number of rounds.

Spit Up (NO) -- The user shoots out a beam of energy comprised of the energy taken during Stockpile.

Spite (GH) -- The user consumes significant energy putting a sort of "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.

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) -- User releases a small, very localised mist that heads for the target. When inhaled, the target falls asleep.

Stealth Rock (RK) -- The user waits for the target to begin to move towards it, before expending a very large amount of energy to raise several medium sized rocks onto the field, which surround the opponent and strike into the opponent for moderate damage, before receding under ground until the next pokemon 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.

Steel Wing (ST) -- A wing of the user becomes covered in a metallic silver-coloured hard shell like 'Harden', which it then uses to smash into the opponent for fairly heavy damage. It also has a chance of lowering the victim's defense.

Stockpile (NO) -- The user glows with a faint golden light, seperating a portion of its energy into its gut for storage. Every round the user has the energy stockpiled inside, the energy grows slightly, before being spit up or swallowed. The energy cannot be accessed in any other way.

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.

Stone Edge (RK) -- The user stomps on the ground to call up a sizable pointed stone which it then hurls point first at the target, dealing heavy damage.

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. 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 so slows it down.

Struggle (XX) -- If the user has completely run out of attack energy, it can struggle, where the user tries to inflict as much damage as possible to the target, without caring about getting its movements timed right. It does quite some damage, but 1/4 of the damage done to the target is given back to the user as recoil.

Stun Spore (GR) -- 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 paralysing if it isn't shaken or washed off fairly quickly.

Submission (XX) -- A move with a lot of possible applications, the variety of a Submission attack is hindered only by the imagination of the trainer. The user grabs its opponent, and can perform any reasonable hold or throw.

Substitute (NO) -- The user creates a copy of itself, which takes the place of the user, who is now free to move on its own. This body double will suffer the brunt of any attacks an opponent makes until it falls apart, since Substitute also allows the user to mentally implant a misperception in all opponents that the Substitute is the actual pokémon it was built by. The opposing trainer cannot successfully order their pokémon to hit the “real’ pokémon because their pokémon has a mental block against realising that Substitute has been used. While the user of Substitute is not immune to harm, affected pokémon can only harm the user by sheer accident, since they cannot deliberately aim at it. However, nonintelligent sources of damage, such as arena damage and effects that cover the entire arena (no normal attack covers the whole arena) will hit both the user and the Substitute at full damage if the user and Sub are in the affected area. Making a Substitute is even worse than normal, for instance, if the arena is being flooded with lava and everything is getting burned. The Substitute takes full damage from the lava and the creator takes full damage as well. The substitute performs all of the attacks as a normal Pokemon would, but only has 25% of the total energy of that Pokemon. The user will move around to avoid all attacks, not needing to be ordered seperately. However, when the substitute is ordered to attack, the user must fully concentrate on the transfer of orders. If the user is asleep, the Substitute will also be asleep, thanks to that same mind link. The substitute will dissipate if it takes around 25% damage (in relation to the Pokemon´s total HP) or uses all of its energy. To create this takes not only the 25% health and energy which goes into the substitute, but a VERY large chunk of energy, at least that of Hyper Beam, in order to fashion the body double.

Sucker Punch (XX) -- The user waits for the target to draw in close before drawing a significant amount of dark energy into one of its limbs, raising it over its head to draw the target’s attention to it. Then, before the target can strike, the user drives its other fist into the gut of the opponent, dealing significant damage. This attack is considered very unsporting, and will aggravate the target, and will not work on the same target more than once.

Sunny Day (FI) -- The user sends a small beam of energy skyward, causing all clouds to clear out and sunlight to shine brightly. The sun lasts for the rest of the battle unless overriden, and during this time, a number of things change. The temperature of the arena will increase by a few degrees due to the sunlight. Fire moves will gain a slight boost thanks to the hotter temperature. Water Pokemon might not feel totally comfortable, but shouldn´t suffer at all. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. 'Solar Beam''s charge time is reduced to a mere 2-3 seconds, and the effects of 'Moonlight', 'Morning Sun' and 'Synthesis' are doubled. Sunny Day, if used when 'Rain Dance' is in effect, cancels it and returns the weather to normal. See 'Sandstorm' for its effect in regards to it. Finally, any grass Pokémon on the field gain some energy and health so long as the sun keeps shining. Since this is weather, Sunny Day is only effective outdoors or where the sky is exposed. It can be used at day or night as well. If used at night, all it does is part the clouds, and doesn't have all of the added benefits besides affecting Moonlight.

Super Fang (XX) -- The user bites the opponent for very good damage.

Superpower (FT) -- The user expends significant amounts of energy to perform a Strength-based attack so powerful it leaves 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 can also be used as echolocation.

Surf (WA) -- The user must be swimming in a reasonably sized body of water for this attack to work. The user creates a large wave that heads out to wash over the opponent, causing fairly heavy damage. If there is no such water source around for the Pokémon to swim in, then this attack cannot be used.

Swagger (NO) -- The user moves about in an odd fashion, which can send the opponent into a violent rage, which increases their attack power but also makes them less likely to obey their trainer, especially if ordered to perform defensive moves.

Swallow (NO) -- The user consumes the energy which was taken through Stockpile.

Sweet Kiss (NO) -- The user kisses the target or sends a few heart shaped pieces of energy, which has a 75% chance of confusing the victim.

Sweet Scent (NO) -- The user secretes a strong scent that enfatuates 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.

Switcheroo (DK) -- The user either collects some item on the ground or offers its own item (a Cubone’s bone, etc.) in return for what the target is holding. The chance of this attack working is higher if the target is not agitated with the user.

Swords Dance (NO) -- The user spins rapidly, 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.

Synthesis (GR) -- The user ceases all action, and focuses on absorbing as much sunlight as possible. This sunlight causes the opponent to slowly regain health and energy, with every round that passes before being ordered to stop (this does not count as a move) restoring a small amount of health and energy. The Pokémon can only restore a maximum of a quarter of its health and energy that way. Can only be used in arenas with sunlight.

T

Tackle (XX) -- The user runs straight towards opponent and knocks into them to deal damage dependent on the situation.

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

Tail Whip (XX) -- The user goes up to the target and whips the target with an appendage, usually the tail, doing more damage as the size of the tail increases.

Tailwind (FL) -- 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.

Take Down (XX) -- The user tackles the opponent hard and drives them to the ground, delivering high 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) -- The user mocks or belittles opponent(s), leading to the victim(s) entering somewhat of a Berserk state, increasing their attack power, but only desiring to perform actions that deal damage to the user. The attack fails if the user is already getting beaten enough to render the attack laughable. The attack ends when the victim forgets the Taunt or gets back at the user.

Teeter Dance (FL) -- The user does a goofy dance, which confuses all Pokémon around it who see it.

Teleport (PS) -- The user concentrates for a few seconds, and then disappears in a quick white flash lasting no more than a second, then 1-2 seconds later 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 substantial amount of psychic energy, which moves to completely draining if not a psychic type. The user can only teleport to a place which it has recently seen or detected.

Thief (DK) -- The user uses a good deal of Dark energy to Faint Attack right next to the user, then steals the victims item and deals a light, dark-charged tackle attack, before retreating to its original location.

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.

Thunder (EL) -- The user fires a massive burst of electricity skyward, which then returns straight down directly onto the opponent. This attack has a high chance (30%) of paralyzing the target.

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

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

Thunderpunch (EL) -- The user punches the target hard with a fist charged with electric energy, which has a 10% chance of paralyzing the opponent.

Thundershock (EL) -- The user charges off a small burst of electricity, in numerous small tendrils that spread out in the direction fired. High accuracy, but low power. Also has a 10% chance of inducing paralysis.

Thunder Wave (EL) -- The user sends out numerous tendrils of electricity with which it attempts to bind the opponent. While the opponent is wrapped, they will take minor electric damage, but 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.

Tickle (NO) -- The user tickles the opponent, attempting to lower its attack and defense.

Torment (DK) -- The user curses the victim, forcing it not to attempt the same move twice in a row for the remaining time that it's out.

Toxic (PO) -- The user injects a toxin into the victim in the most appropriate method fashionable. Pokemon with large fangs (Golbat) will bite the opponent; Pokemon with sharp tails (Pikachu) will inject the poison with its tail; Other Pokemon will simply spew the poison from their mouths. 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. The toxin deals minimal, if any damage, for the first several rounds, but as the rounds pass, the damage roughly doubles each round. Damage may also be modified by the amount of toxin soaked in/injected and the size of the victim.

Toxic Spikes (PO) -- The user spins around, spreading small poisonous barbs all over the arena, localized wherever the user wants. Toxic Spikes can be aimed as a direct attack, as well, although accuracy suffers like any projectile attack. Should any Pokémon step on these during the match, they will suffer from light poisoning, the effect increasing the more barbs are stepped on.

Transform (NO) -Causes the user to change into the target Pokémon or any object it can see. The user has less energy of each type to use, as changing takes a lot of energy away. If the user changes again, it will have even less energy of each type to use. If the user runs completely out of energy or health, it will revert back to its original form.

Tri Attack (NO) -- The user fires off a spiraling beam of energy, powered with small amounts of fire, ice, and electric energy. This gives the beam a 20% total chance of causing either minor burning, partial paralysis, or freezing around the area hit by the beam.

Trick (PS) -- The user mentally tricks the opponent and attempts to swap items.

Trick Room (PS) -- The user expends a tremendous 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.

Triple Kick (FT) -- The user delivers three fast kicks, each increasing in power if the previous kick has hit.

Trump Card (NO) -- The user shoots a beam of energy into the target, with its power being decided by the amount of energy that the user has remaining. The less energy the user has left, the more damage it does, with energy usage increasing proportionally as the damage increases. However, the attack will never do more damage than the user has the energy to do.

Twineedle (XX) -- The user goes into a stabbing frenzy, delivering very quick alternating stabs with two pointed appendages. Each hit only does light damage, and there is overall a 20% chance of poisoning, regardless of how many hits find their mark (provided at least one hits).

Twister (FL) -- 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 fairly heavy, 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 adjucation.

U

U-turn (BG) -- The user concentrates, using a tremendous amount of energy to surround itself in an aura of bug energy. The user then charges into the target, releasing part of the energy into the opponent to deal moderate damage before using the rest to return to its pokeball, with the next Pokémon being sent out into the aura. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the U-turner. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Aside from Baton Pass, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Uproar (NO) -- The user lets out a very loud scream which deals a decent amount of damage.

V

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.

Vicegrip (XX) -- The user clamps an appendage, usually a claw or shell, down hard on the opponent, delivering high concentrated damage to a small area.

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

Vital Throw (FT) -- The user patiently waits out the turn defending against or evading attacks as best as it can, waiting for an assured opening to use this attack successfully, usually as the last move of the round. The user then rushes in and grabs the opponent, then throws the opponent harshly to induce moderate to high damage, depending on the power of the throw determined by the weight ratio between the two, and the way the opponent lands. The user can only lift up to twice its weight in this attack, otherwise the throw will be unsuccessful. This attack can only be used by itself in a turn, not in conjunction with any other move, only minor movement/evasive orders.

Volt Tackle (EL) -- Sparkling with electricity, the user slams into the opponent, dealing both physical damage as well as electric damage.

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 moderate damage. If the opponent is asleep at the time, the power of this slap is greatly increased as a sharp stinging blow instantly disrupts the target’s sleep, however the target suffers no drowsiness as a result of being woken up.

Water Gun (WA) -- The user fires a high-pressure stream of water, usually from its mouth, at the target, hitting for moderate damage.

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 Sport (WA) -- The user shoots out water all over the place attempting to weaken fire attacks.

Water Spout (WA) -- The user shoots out a very large, powerful stream of water which is directly related to how much energy it has left. The attack usually uses about 1/3 of the Pokemon´s remaining water energy.

Waterfall (WA) -- The user must be swimming in a reasonably sized body of water for this attack to work. The user swims in circles to generate a 'pillar' of water that rises up high, arcs over towards the opponent, and crashes down hard causing fairly heavy damage. If there is no such water source around for the Pokémon to swim in, then this attack cannot be used.

Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim. In the sun, the energy ball is very hot, made of fire energy; in rain, it's water, etc.

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, but the risk of drowning or choking on water can pose a serious threat to most Pokémon.

Whirlwind (FL) -- 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 weigh under five times the user's body weight. Most damage caused with this move is from collision damage as the user is being blown into pillars/walls.

Will-O-Wisp (FI) -- The user sends a very small, very intense bit of flame in an attempt to burn the opponent.

Wing Attack (XX) -- The user dive-bombs and strikes the opponent with an extended wing for quick moderate damage. This move is a bit risky, and has a potential for heavy recoil to the wing, possibly grounding/reducing flight, if counter-attacked or blocked.

Wish (NO) -- The user, when not Jirachi, "wishes on a star" in an attempt to do better in battle. Gaining confidence, the user's energy level gets a boost as it goes into a sort of battle trance, as attacks levied against it seem to do less damage. (Think Ultimate Warrior-style)

Withdraw (WA) -- 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.

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

Worry Seed (GR) -- 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.

Wring Out (XX) -- The user wraps an appendage around the target and squeezes powerfully. This attack is very slow and healthy targets have little trouble escaping with minimal damage, but more injured targets will be held longer, taking larger and larger amounts of damage.

X

X-Scissor (BG) -- The user charges bug energy into its claws/pincers/hands and slashes them across the chest of the target, dealing good damage.

Y

Yawn (NO) -- The user yawns towards the opponent, which might make it drowsy.

Z

Zap Cannon (EL) -- The user charges up for several seconds, and fires a large beam of concentrated electric energy. It's relatively slow in comparison to other electric attacks, making it fairly easily evadeable, 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 good damage.