Pokémon Attack Descriptions

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

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

A

Absorb (GR) -- The user 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, dealing moderate damage on contact. 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) – Using good energy, the user becomes coated in a thick, acidic substance that dramatically increases the user's defense. This substance is generally made of a material that enables them to hide in its natural environment (Muk in sludge, Magcargo in lava, etc.).

Acid Spray (PO) -- The user spits an orb made of an extremely acidic substance at the target. While dealing the same damage like its counterpart, Acid, its effects are much more potent, dealing burns faster and able to melt substances much more quickly. It also has a low chance of poison, but is most for its ability to melt flesh and other substances.

Acrobatics (FL) -- The user focuses Flying energy into its appendages and rushes towards the foe, slamming them with a light and quick movement, dealing decent damage before retreating.

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

Aerial Ace (FL) – The user runs towards its foe, gaining speed as it surrounds itself with Flying energy. Right before hitting its foe, it makes a quick, unpredictable move around the side of the foe, dealing a good hit. Though difficult to dodge, it does not always hit, and can be interrupted mid-charge or countered.

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

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

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

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

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

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

Amnesia (PS) – The user clears its mind, forgetting the frustrations and triumphs of the battle to concentrate on other things. This mental clarity gives the user some resistance against Special Attacks, particularly mentally-affecting ones, as it is able to concentrate on defending against them.

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

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

Aqua Ring (WA) -- The user shoots out ten small water spheres, using a high 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) – Using good energy, the user lets out a strong fragrance which has the same properties as smelling salts. All nearby Pokémon (friendly AND enemies, as well as any wild Pokémon 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 Pokémon which were brought to battle. It cannot select from fainted Pokémon’s attacks, nor Pokémon who are on the field with it at the time the attack is used. There is no limit to what will come out of the hand: Bulbasaur vines, String Shot, etc. are all possible to come from the "cat's hand." The randomly selected attack is usually of the type of the Pokémon the user emulates, and is usually a 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 Pokémon 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 Pokémon which doesn't seem "Attract"-ive. Pokémon generally need to be in the same Breeding group for this attack to be effective, though if they are roughly similar in form, they may be attracted to each other. Also, the more fighting the two Pokémon 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. Though it is drawn to the foe, it is not an auto-hit, as it cannot turn very sharply and travels somewhat slowly, though it is more likely to hit.

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

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

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 good 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 light damage, and the attack usually does considerable damage on average. At most, about a third of the "eggs" will hit, dealing solid damage. Moves like Lock-On and Mind Reader do not affect the accuracy of this attack.

Barrier (PS) – Using considerable damage, the user creates 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 Pokémon’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 Pokémon then, by itself, returns into its Pokeball, and the trainer sends out another Pokémon, who is sent out directly onto the "baton." The bar itself cannot be touched by any other Pokémon, as a forcefield larger than the size of the incoming Pokémon is created especially for the new Pokémon sent out. When the new Pokémon 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 and Volt Switch, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Beat Up (DK) -- Using Dark energy, the user summons energy from all healthy (no paralyzed, frozen, or KO'ed) allies the trainer has brought to the battle, to create dark images of these Pokémon that hit the opponent once, each for 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 making no attempt to dodge 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 Bide will break after about 3/4ths of a Hyper Beam worth of damage (though all the damage done, regardless of the amount will be reflected), and the resulting beam will not reflect Super Effective damage, as it calculates the damage before the user is hit. 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, and the user will need time to recharge afterwards.

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 extreme 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 decent 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 major damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokémon) or wings (Delibird, Articuno, etc.).There is a 10% chance of a full-body freeze on the opponent.

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.

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

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

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

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

Bone Rush (XX) -- The user rushes forth and strikes the opponent with their bone numerous times, each strike causing minor damage. If the user does not naturally wield a bone, it can create one out of Normal energy.

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

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

Brave Bird (FL) – The user gains some height, charging intense energy, before diving to the ground to gain speed, leveling out just before making contact, and slamming into the foe for major damage, incurring some good 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 more so on breakable objects such as panes due to the increase in power thanks to the follow- through. Like Rock Smash, slightly harder Pokémon will take somewhat harder damage.

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 solid damage at a constant rate.

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

Bug Buzz (BG) -- The user releases a stream of red soundwaves at the opponent. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user, with the focused version dealing significant damage.

Bulk Up (FT) -- The user toughens up, using good energy, 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.

Bulldoze (GR) – The user stomps on the ground repeatedly, sending out multiple small shockwaves of Ground energy, dealing good damage overall. Unlike Earthquake, this attack shakes the ground violently, causing unstable structures to collapse and possibly starting rock slides, avalanches or other natural consequences. It is also likely to cause the foe to trip, possibly interrupting an attack and dealing slightly more damage from the fall.

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, using good energy, 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) – Using solid energy, 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, using good 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 considerable amount of electric energy inside, and shoots a thin beam of electricity into the target to deal decent damage. The excess build-up of energy can raise the power of future special attacks as well.

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 good damage to the target and also having a high chance of confusing the target.

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

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

Clamp (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."

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

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

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

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

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

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

Constrict (XX) -- The 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) – Using high energy, 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) – Using high energy, 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.

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

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 defense and ability to resist damage from special attacks.

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

Counter (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) or a non-special, solid projectile (Rock Slide). 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 Pokémon 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 Pokémon 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 pincer. 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 considerable, 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 solid 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 solid damage. Occasionally the area hit by crush claw will become raw or weakened, allowing future physical strikes on that area to do increased damage.

Crush Grip (XX) -- The user (always Regigigas) 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. Pokémon 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, using good energy. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. The amount of change in status 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, dealing good damage. 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 solid damage and potentially making the opponent flinch.

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

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) – Using moderate energy, the user slashes the air, sending a pair of bursts laced with energy that stir up the air. It removes fogs, mists, gases and smogs and can counter or weaken some wind-based attacks. Due to the force behind the attack, it can also break screens or interrupt defensive techniques.

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 Pokémon, 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 Pokémon can't handle that.

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

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

Dive (XX) -- The user dives deep down, coming back up after several seconds to deliver a solid physical blow.

Dizzy Punch (XX) -- The user hits target with a solid 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- Type, 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 dependent on a few factors, mainly the user's overall speed and current condition, any damage received during the match reducing the amount of images generated, depending on the severity of damage taken. Users with an average overall speed generate 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, dealing major damage, 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 solid damage.

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

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

Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokémon, the user summons a 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.

Dragon Tail (DR) – The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user’s tail, though the average Pokémon (with a tail approximating the size of a Slowking) will deal good damage.

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

Drain Punch (FT) -- The user strikes the opponent with a fist (or other appendage), dealing good 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.

Drill Run (GR) – The user covers its claws, beak or horn with a coating of Ground energy. They then charge the foe, spinning like a drill or causing their horn to spin, dealing considerable damage.

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

Dynamicpunch (FT) -- The user punches the opponent hard with an energy-charged fist dealing considerable damage. 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 transferring some Ground energy into them, dealing significant damage. Energy usage depends on the type of terrain - for example, thick clay will be more difficult to move than soft dirt. This can also be used to manipulate the ground’s shape somewhat, though more than slight alterations will tire the user significantly.

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

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

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

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

Electroweb (EL/BU) – Using good energy, the user shoots out a web charged with electricity. It ensnares the foe, greatly hindering its movement, and dealing minor electrical damage every round.

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 or spits out a few embers, dealing moderate damage. The fire that is released is mostly light, and does not do as much damage, because the fire is not concentrated at one point.

Encore (NO) -- The user applauds the opponent on its last move, and attempts to repeat its 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 Encored 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 its 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.

Entrainment (NO) – Using significant energy, the user performs a strange dance, which catches the attention of the target. The target then begins to perform the strange dance itself while the user sends a wave of energy towards them, altering their mental state to match the user’s. This works essentially as a reverse Psych Up, causing the target to adopt the mental state of the user. Success of this attack is governed by the same rules as Charm.

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 Pokémon can contain, and deals quite 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 golden psychic energy which deals solid 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 solid 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. If the user has not been affected within the last few rounds, it will deal good damage, but can deal considerable damage if it has been affected.

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

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.

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

Final Gambit (XX) – In a final attempt to damage the foe, the user gathers together all its life force and power, charging the foe for an extremely risky tackle, possibly inflicting great harm to itself in the process. This attack deals damage equivalent to the user’s remaining health as long as it is lower than its energy. If it is not, it will deal damage equal to its remaining energy. When the user finishes the attack, they faint.

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

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

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

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

Fire Spin (FI) – Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, 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 Pokémon are able to maneuver the several rocks and ledges, or are simply too large to fall down (a Steelix falling in a Sandshrew Fissure). The amount of energy used by Fissure varies based on the terrain and the Pokémon – a heavy Pokémon like a Hariyama on a fairly soft surface will use much less energy than a Sandshrew trying to create one on a hard rock surface. 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 Burst (FI) – The user releases a cascade of mildly explosive flames, dealing solid damage to the target. The flames burst upon contact, possibly hitting any Pokémon nearby for moderate damage.

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

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

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

Flare Blitz (FI) -- The user covers its body in flames and charges into the opponent at a high speed, dealing major damage. Because of the intensity of the strike and the flames surrounding the user's body, the user will take some 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 and slight loss of vision for the next ten or so seconds. While the foe will not be totally unable to see, they will be startled and may have some trouble seeing their foe for a few moments afterwards. 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 charges Steel energy in its mouth or other opening, releasing a bright beam of Steel energy, dealing solid 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 solid 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 major 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. Quick charge and Mid-Charge variations of this move are possible, but consume slightly more energy than they do damage due to the need to break the focus before the technique is complete. Since this attack requires intense concentration, anything that would break the user’s focus, including damage of good levels or higher, will cause the attack to fail.

Follow Me (NO) -- 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 good damage and possibly causing paralysis.

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

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

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

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 extreme damage. Energy usage is extremely high as well, and after using Frenzy Plant, the user must remain still for the next round to retract the vines completely.

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

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

Fury Attack (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. The damage starts light, but can get increasingly powerful as the move goes on, potentially dealing solid damage with each blow. It 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 deals minor damage, though these wounds can bleed in Realistic matches.

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

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

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

G

Gastro Acid (PO) -- The user vomits on the opponent. 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 high amount of energy in order to perform this move.

Gear Grind (ST) – The user (always Klink, Klang or Klinklang) grinds the foe between its gears, dealing solid damage.

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. Repeated usage of this move will have increasingly diminished effects.

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

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

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

Grass Knot (GR) – Using decent energy, 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 or other similar plants are growing (for example, the move cannot be used on solid concrete).

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

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

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) – Using good energy, the user draws energy from the sun, charging up its 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 Pokémon who KO'ed it (If multiple Pokémon KO it at once, both Pokémon are affected half as much). If the move has any kind of energy attached to it (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 Pokémon in question. If the attack Grudged does not have any "energy" involved (such as Body Slam or Tackle), then Grudge fails.

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

Guard Swap (PS) -- The user consumes a massive 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. If properly executed, it can deal heavy damage, but poorly placed hits will deal only good damage at best.

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

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

Gyro Ball (ST) – The user charges orbs of Steel energy into its extremities before spinning extremely quickly, flying towards the foe and dealing good damage.

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. 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 heavy 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 its shell/exoskeleton harder. This increases physical defense, with multiple uses giving less of a boost each time. The boost is both short term (very high, indeed) and long term (fair increase in defense), both using good energy.

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

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

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

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

Heal Bell (NO) – Using good energy, the user magically creates a lulling chime from its body that soothes and assists all who hear it, as well as curing the user of burn, paralysis, freezing and poison. Hearing the bell will put a Pokémon in a more relaxed state of mind, curing confusion, rage and even sleep. If the user of Heal Bell touches another Pokémon on purpose to transfer the healing energies, that Pokémon will also be cured of paralysis, burns, freezing over and poison.

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 Pulse (PS) – The user sends out a wave of healing Psychic energy, healing a significant amount of health to any friendly party. It can either be directed at a partner or the user itself. This technique uses major energy.

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 Stamp (PS) – The user charms its opponent, trying to distract them with their cuteness in an attempt to get close. The user then charges Psychic energy in a limb, smacking them for good damage. Even if the coquetting fails, the attack still can be performed successfully.

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 Crash (FI) – The user surrounds itself with an intense ball of flame, leaping into the air and coming crashing down upon the foe, dealing solid damage, possibly increasing the physical damage if there is a discrepancy in weight between the user and the target.

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

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

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

Hex (GH) – The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user’s sense of sadism, and will deal solid damage if the foe is afflicted by a status effect.

Hidden Power (Various) – The user’s eyes glow briefly before creating a large amount of orbs which spiral around them. After a few moments, the orbs all fly towards the foe, dealing solid damage. The type of the attack is determined by the primary type of the Pokémon (Normal/X Pokémon will take their secondary typing).

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

Hone Claws (DK) – Using moderate energy, the user sharpens its claws by running them together or against a tough surface. This increases their attack somewhat and allows for more accurate blows.

Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts 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, dealing heavy damage. It is NOT a one hit KO in ASB.

Horn Leech (GR) – The user (always Sawsbuck) charges Grass energy into its horns, charging into the foe. The user slams them with their horns, the verdant growth extracting health and energy from the foe, dealing solid damage as well. At first, this attack restores about half the health and only about moderate energy to the user, but with each successive use, the amount of health and energy restored is lessened.

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.

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

Hydro Cannon (WA) -- The user charges a large, churning orb of water, firing it at an incredibly high speed and force at the opponent, 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. All forms deal roughly major damage.

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing extreme damage or destruction. It takes 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 travels as a soundwave either focused or spread out up to 180 degrees in front of the user. The focused version deals 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), which can be somewhat distracting to the foe. In order for the visions to work or the victim to fall asleep, eye contact is absolutely necessary. A lack of eye contact can result in the attack leaving the victim drowsy or confused.

I

Ice Ball (IC) -- The user shoots a small ball of ice at the opponent, which 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 and deals significant damage. It has a 10% chance of completely freezing over the opponent in a large shell of ice.

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

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

Ice Punch (IC) -- The user punches the target hard with a fist charged with ice energy dealing solid damage, which has a 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 Crash (IC) – The user forms a large pillar of pointed ice which it hurls at the foe. This attack deals considerable damage and has a slight chance of causing the foe to flinch.

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

Icy Wind (IC) -- The user sends a freezing gust of wind at the opponent (origin of attack follows the same rules as Blizzard), 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.

Incinerate (FI) – The user fires a wide wall of flames, hitting the foe for mild damage. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once.

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

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) – Using considerable energy, 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 and dealing solid damage. If it misses, the momentum of the kick can flip the user partially, resulting in a poor, unbalanced landing or not on its feet at all, thus taking some damage.

K

Karate Chop (XX) -- The user chops at the target, dealing decent damage while 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. Energy use depends on the attack diverted – lower energy moves like Charge Beam will only take decent energy to divert while more powerful attacks like Flamethrower or Ice Beam will take much more.

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

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. Much like Hyper Beam, this attack takes a long time to charge and aim, especially if the user has a significant amount of energy remaining. The damage dealt is equivalent to the total amount of energy remaining in the Pokémon, and after using this move, the user will be knocked out.

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

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

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

Leaf Tornado (GR) – The user creates a vortex much in the same way as Twister, releasing a flurry of leaves into the cyclone, hitting the foe and dealing solid damage. Though not as powerful as Twister, Leaf Tornado has much the same effect.

Leech Life (BG) -- The user bites the target and holds on, dealing mild 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 Pokémon are, as there needs to be close to moderate range for this attack to work.

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

Light Screen (PS) -- An opaque octagonal (Staryu/Starmie) or rectangular (everyone else) wall is set up in front of the user, which takes a good portion of energy. It appears about 18in in front of the user and canbe moved around at will to allow the user to fire attacks and such. 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. This form of Light Screen is used primarily for offense, and though it does resist some Special moves, is significantly less resistant against Special attacks. 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 lulls the opponent into a drowsy daze, possibly putting them to sleep.

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

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

Lucky Chant (NO) – Using good energy, the user chants a magical prayer to the heavens that 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.

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

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

M

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

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

Magic Room (PS) – The user uses significant energy to create a strange realm in the arena, encapsulating all the battlers on the field. This “room” is completely blank and featureless, blocking out all the effects of the outside environment. For the next five rounds, any moves that rely on the arena or change a feature of it (e.g. Sunny Day, Rain Dance, Magnitude, Rock Tomb) will fail.

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

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 significant amount of energy to magnetically lift itself up off the ground and allowing it to hover for up to three rounds. Pokémon who already float will have their flight ceiling increased by four feet and will have greater aerial maneuverability.

Magnitude (GD) – The user stomps on the ground, causing it to shake and causing the ground to split. This attack deals only moderate Ground damage though it is particularly useful for interrupting the foe or causing them to trip, as well as dealing damage to the arena.

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) – Using good energy, he 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 gives a high impact kick that sends smaller opponents flying, dealing significant damage.

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

Megahorn (BG) -- The user smashes a horn glowing with bug energy, into the target, dealing 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 that deals x1.5 the damage of the attack absorbed. 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 Pokémon 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 considerable.

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 significant 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 twice the 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 Pokémon 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 Pokémon 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) – Using moderate energy, the user exhales a freezing cold cloud of light blue fog , severely reducing visibility and also deals light ice damage if it hits the opponent.

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

Moonlight (NO) – Using significant energy, 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 available in the arena.

Morning Sun (NO) – Using significant energy, 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 available 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 solid damage and possibly restricting the foe’s movement somewhat.

Mud Sport (GD) -- The user tries to kick up a lot of mud in an attempt to weaken the accuracy and ability of all Pokémon 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 moderate 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 considerable 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.

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

Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, though it must be reasonable for the Pokémon to use it (e.g. no Water Gunning Cyndaquils). If the arena is a sandy one, perhaps 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 good damage.

Night Daze (DK) – The user gathers dark energy into its hands, slamming them against the ground. A shockwave of dark, churning, red energy bursts forth, slamming into the foe for significant damage.

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

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 good 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 extreme 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 Pokémon. 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. This move tires the user greatly and the user will have to rest for a time if this move is used for a prolonged time.

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, and then surrounds themselves in a dark aura before slamming back into the target. For every attack that the user was struck with, the power of the dark aura increases, dealing 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 (FL) -- The user surrounds an appendage, usually the beak or horn, in Flying energy to peck the target. This attack does moderate damage.

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

Petal Dance (GR) -- The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent, dealing significant damage. 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 charged with Flying energy over the target for good 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 for decent damage, 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 solid 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, dealing moderate damage, and can poison if enough hit.

Poison Tail (PO) -- The user’s 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 moderate damage.

Powder Snow (IC) -- The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does light 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 Split (PS) – The user expends significant energy to surround both it and its foe with a mysterious energy, attempting to average both their Attack and Special Attacks. The Pokémon with the higher stat (i.e. is more adept in that) will lose power in that stat, while the one with the lower stat will gain power.

Power Swap (PS) --The user consumes a massive 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 good 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 a heavy hit, and may even restore some health to the opponent.

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

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

Psych Up (NO) – Using good energy, the user concentrates, and then gains the opponent´s mindset. This includes happiness, battle-readiness, and attractions (The Psyched Up Pokémon 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 solid damage. For slightly more energy, the energy can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality.

Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does heavy 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 heavy 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.

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

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

Psywave (PS) -- The user emits powerful waves of mental energy in the direction of the target that take the form of a number of rings, about the size of the user and then becoming progressively smaller. The number of rings generated varies randomly between 3 and 7, though if the user is concentrating on the attack hard, it will often generate a number of rings in the larger end. When these rings come into contact with something, opponent or otherwise, a light 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). This attack with no boosts or drops, deals light damage, but with each boost, it deals slightly more damage, potentially dealing a heavy amount of damage.

Pursuit (DK) -- The user becomes covered in a dark veil, and hits the user with a quick attack, which deals 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 major damage to the victim.

Q

Quash (DK) – The user holds down, distracts, overpowers or forces down the foe in order to delay their attack as long as possible.

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

Quick Guard (XX) – The user concentrates on the movements of a foe, watching for any sudden actions. When said foe performs an attack targeted at the user’s partner, the user jumps out in front of them to intercept the attack, preventing the foe from taking damage from it. This takes a decent amount of energy to perform.

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

R

Rage (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.

Rage Powder (GR) -- The user releases a powder that angers the foe, causing them to believe that the user is the biggest threat. The target will focus solely on the user for the remainder of the round, directing all attacks towards it.

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 Pokémon will be more at ease during the weather, and may have increased power in their attacks due to this comfort. Grass Pokémon will very slowly regain health during this period. Fire Pokémon will not take comfort in this weather, especially if they have an exposed flame. Rock Pokémon 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 decent damage. If the user is caught in 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 and break Stealth Rocks if they are close by.

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

Razor Shell (WA) – The user charges water energy into its shell, slashing across the foe for solid damage.

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

Recover (PS) -- The user suddenly glows at it begins to heal at an incredible pace, using a major amount of energy. 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) – Using good energy, 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. 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.

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

Refresh (NO) – The user fills its body with a bright green energy, expending good energy to cure itself of all status effects. It can also transfer this energy to any allies to cure them of status ailments as well.

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

Rest (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 Pokémon, 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 Pokémon is angry when it goes to sleep, less energy might be gained due to restlessness, but said Pokémon might be calmed by the refreshing nap. Both at referee's discretion. Rest can only be used once per battle.

Retaliate (XX) – This move can only be used after the user has sustained high or greater damage. The user, fueled by its frustration after a huge hit, rushes in for a fast, heavy hit, dealing significant damage before the foe can react or recover from its high-energy attack.

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

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 Pokémon 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 gathers many rings of Rock energy around itself in the form of small pebbles, launching each ring one by one at the foe for 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 Pokémon and arena, as a Steelix in a quarry would generate many more and larger rocks than a Geodude in a concrete arena. This attack can be used in non-rocky areas, but will be far less effective.

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

Role Play (PS) -- The user consumes significant energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. 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 for good damage.

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 Pokémon 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 Pokémon 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. The user can recover a Hyper Beam of health at maximum, also expending extreme energy to do so.

Round (NO) -- The user sings a sharp, echoing note which spreads as a cone of multi-coloured soundwaves in front of it, dealing good damage. If two rounds cross, both attacks will deal considerable damage.

S

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

Sacred Sword (FT) – Charging a Fighting energy into its horns, the user (always Colabon, Terrakion, Virizion, or Keldeo) slashes at the foe, dealing significant damage. Due to the great skill it takes to use this move and the almost magical nature of the attack, this attack will deal full damage regardless of the foe’s boosts in Defense.

Safeguard (NO) -- 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 Pokémon which the user does not want in the Safeguard will be pushed away as if being hit by a moving wall.

Sand Tomb (GD) -- The user 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 Pokémon.

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 amount 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.

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

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

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

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

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

Secret Power (NO) -- The user glows pink shortly and releases an aura of energy that deals solid damage. This attack is laced with some strange powders and energies that can cause status effects in the target, possibly causing poison, confusion or drowsiness.

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

Seed Bomb (GR) -- The user 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, launching it to hit the target for significant damage. Upon impact, the ball bursts, letting out a ghostly wind that deals damage to those around it. This attack is particularly unstable and most decently powerful Psychic attacks will burst it.

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

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

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

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

Sharpen (NO) -- The user (always Porygon/2/-Z) concentrates, sharpening its attack power greatly. It can also possibly use this to alter its physical form, but any alteration costs extreme amounts of energy.

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.

Shell Smash (NO) – The user surround itself with energy then immediately smashes its shell with its claw, arm or by hitting it on the ground. This deals moderate damage to itself and cracks its shell, creating a weak point and lowering its defense somewhat. The jagged portions, however, increase the damage from its physical attacks and the energy used increases its special abilities, also making them a bit lighter when they lose a portion of their shell, increasing their speed. This attack cannot be used more than once a battle considering the extreme measures of this attack and if the shell is badly damaged, a Pokémon Centre stay of one battle may be required.

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

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

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

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

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

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

Sketch (NO) -- The user copies the last attack that was made against it, and knows it permanently. 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 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 considerable damage. The user is protected from recoil by a white glow covering its head, which adds damage to the attack as well.

Sky Attack (FL) -- The user spends about 5 seconds charging up energy, and glows white, flying very fast at its opponent, dealing high damage if it hits.

Sky Drop (FL) – The user grips the foe in their talons, lifting them into the sky and plummeting towards the ground, throwing them at the last minute. The damage dealt depends on the weight of the foe, but deals good damage on average. The foe must be at least 3/4ths the weight of the user in order to be lifted into the air.

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

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

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

Slash (XX) -- The user scratches at the target with its claws to deal solid damage, and has a very high probability of hitting a weak spot.

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, dealing solid damage. 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. Each bomb deals moderate damage, and if most or all hit, it deals significant damage.

Sludge Wave (PO/WA) – The user issues a huge wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This technique has a 10% chance of poisoning.

Smack Down (RK) – The user gathers a solid orb of Rock energy, firing at its foe. This attack is very forceful, dealing decent damage, and can is likely to push the foe over. If the Pokémon is airborne, it has a good chance of knocking the foe out of the air, especially if the wings are targeted.

Smellingsalt (NO) – Hits the Pokémon with a solid punch which knocks the user out of paralysis and deals good damage.

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

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

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

Snatch (DK) – Using good energy, 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 moderate damage.

Soak (WA) – The user drenches its target in a massive amount of water, soaking them. For the next few rounds or until the target dries, they will be more vulnerable to Electricity and Grass attacks, but it acts as a buffer against Ice, Fire and Water attacks.

Softboiled (NO) -- The user concentrates major 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 absorbs 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 Pokémon, this attack uses considerable energy, while non-grass types use significant energy to convert the sunlight to a beam of energy.

Sonic Boom (NO) -- 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 necessarily 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 surrounds itself with electricity, tackling the foe for good damage with a 30% chance of causing localized paralysis.

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

Spider Web (BG) -- The user shoots out a web which covers the target, greatly hindering its movement.

Spike Cannon (XX) -- The user launches 15-20 small spikes at the target, delivering minor 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 localized mist that heads for the target. When inhaled, the target falls asleep.

Stealth Rock (RK) -- The user expends a significant 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 underground until the next Pokémon is sent out. Every time a new opposing Pokémon is sent out, the rocks appear again and strike the new Pokémon once in the same fashion.

Steamroller (BG) – The user curls into a ball, coating its body with a layer of fine Bug energy. The user then rolls into its foe at a high speed, attempting to run them down. Generally, it deals good damage, but if the Pokémon is small enough to run over due to natural size or Minimize, it deals significant damage.

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 solid damage. It also has a chance of lowering the victim's defense.

Stockpile (NO) -- The user glows with a faint golden light, separating a decent amount 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. This energy can be stacked, allowing for three uses of the move before it fails, capping at a significant amount of stored energy. Each use will grant a slight, temporary boost to overall defense which will fade when Spit Up or Swallow are used. If this energy is left to sit for too long (a few rounds) without an additional Stockpile or being Spit Up or Swallowed, it and the associated boosts will begin to fade.

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

Stone Edge (RK) – The user gathers a significant group of sharp stones in a few rings around itself before launching them at the foe, dealing significant damage.

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

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

Strength (XX) -- The user picks up the specified target, opponent or object in arena, and smashes it to the ground or throws it at the opponent. 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.

Struggle Bug (BG) – The user issues a light pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing mild damage and attempting to push back the foe.

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 paralyzing 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. 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. The substitute performs all of the attacks as a normal Pokemon would. The user will move around to avoid all attacks, not needing to be ordered separately. 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. When Substitute is ordered, an amount of health between an FC and QC Hyper Beam, is specified (if none is specified, the equivalent of an MC Hyper Beam is the standard). The user will then sacrifice that amount of health to create the Substitute along with x1.5 the energy of the amount of health sacrificed. This Substitute will have the amount of health sacrificed to create it, but will take energy directly from the user. Though the Sub will not reflect the energy exhaustion that a normal pokémon would, it will cause the user to become increasingly exhausted. Once the Substitute runs out of health or the user becomes too tired to maintain the mental link (extreme moves or multiple, high energy moves without rest will often cause this), the Substitute will fade.

Sucker Punch (DK) -- 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 transfers the energy into its other fist drives it 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 overridden, 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 Pokémon 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 solid 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 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, restoring some health and energy.

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

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

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

Switcheroo (DK) -- The user either collects 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.

Synchronise (PS) – The user releases an enhanced brain wave, targeting thought patterns of Pokémon. Due to the attack targeting how Pokémon think, it will deal solid damage to all Pokémon, enemy, friend or otherwise, who share at least one type with the user. If the target does not share a type with the user, they will take light damage instead. This attack uses solid energy.

Synthesis (GR) -- The user ramps up the photosynthetic process in its body, concentrating all its energy on production from solar energy. Under normal conditions (outside in regular sunlight), this takes about ten seconds in all, using significant energy to restore a significant amount of health. In intense sunlight, it can restore up to a Hyper Beam’s worth of health, but in artificial light or in rain or hail, it will restore very little, recovering a good amount at most. At night or in the dark, this move will fail completely.

T

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

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

Tail Slap (XX) – The user smacks the foe a few times with their tail, dealing light damage with each hit.

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) – Using good energy, the user sends a small beam of energy skyward which harnesses the wind and causes it to change direction on the field, having the wind now blow exclusively from behind their trainer’s back. This slightly increases the speed of all Pokémon moving with the wind and slightly decreases the speed of any Pokémon moving against the wind.

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

Taunt (DK) -- 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.

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

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

Telekinesis (PS) – The user uses telekinetic abilities in a manner similar to Psychic to lift the foe into the air and throw them. Unlike Psychic, this move is a much weaker form of telekinesis, only allowing for momentary movement and to pick up objects and Pokémon smaller than themselves, regardless of their familiarity with Psychic.

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 which arcs high into the air before hitting the foe, dealing major damage. 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 solid 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 significant 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 to deal solid damage, 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, dealing moderate damage at best. Also has a 10% chance of inducing paralysis.

Thunder Wave (EL) – Using good energy, 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) – Using moderate energy, the user places a curse on the victim, forcing it not to attempt the same move twice in a row for the remaining time that it's out.

Toxic (PO) -- Using significant energy, the user injects a toxin into the victim in the most appropriate method fashionable. Pokémon with large fangs (Golbat) will bite the opponent; Pokémon with sharp tails (Pikachu) will inject the poison with its tail; Other Pokémon 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. For the first round (the round it is used), the poison soaks into the bloodstream, dealing no damage. The next round, the toxin deals roughly the same damage as regular poison, but as the rounds pass, the damage increases each round, capping at half a Hyper Beam worth of damage after about eight rounds. Damage may also be modified by the amount of toxin soaked in/injected and the size of the victim.

Toxic Spikes (PO) - The user expends significant energy to shoot an orb of poison energy which splits into small spikes that leak poison gas, covering the ground in a thin, invisible layer of poison energy. Any enemy Pokémon which touches the ground for the rest of the battle will become poisoned. The only way to remove the layer of energy is to use a traditional Spikes-clearing move like Rapid Spin, hit the ground with a large amount of energy or blow it away somehow.

Transform (NO) – Using significant energy, the user to changes 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, dealing solid damage. 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 significant amount of psychic energy to change the pull of gravity on the field to pull equally on the field to equalize across all Pokémon. This effect means that slower Pokémon will seem to be tremendously sped up, as they are able to move with the same pace and ease as usual, while faster Pokémon are greatly affected by the pull, having their speed plummet. The effects last for five rounds before gravity returns to normal.

Triple Kick (FT) -- The user delivers three fast kicks, the first dealing moderate damage and 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 good, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up water and deal added damage that way, referee's discretion.

U

U-turn (BG) -- The user concentrates, using a significant 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 and Volt Switch, 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 travels as a series of blue rings. It deals a solid amount of damage for a focused hit, and like other sound attacks can be focused or spread out to cover a wide area in front of the user.

V

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

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

Venoshock (PO) – The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does considerable damage.

Vicegrip (XX) -- The user clamps an appendage, usually a claw or shell, down hard on the opponent, delivering good, 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 Switch (EL) -- The user concentrates, using a significant amount of electrical energy to surround itself in an intense magnetic field. The user then flings this energy at the target to deal moderate damage before using the rest to return to its pokeball, with the next Pokémon being sent out into the field. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the Volt Changer. 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 and U-Turn, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

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

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

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

Water 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 Pokémon’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, dealing good damage. 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 are about the same size and weight or less than the user. Most damage caused with this move is from collision damage as the user is being blown into pillars/walls.

Wide Guard (XX) – The user extends itself to protect a wide space, guarding their allies against attacks by intercepting attacks that cover a wide area.

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

Will-O-Wisp (FI) -- The user sends a very small, very intense bit of flame in an attempt to burn the opponent. Will-O-Wisp does not always burn but does deal good damage and burns about 40% of the time.

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.

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.

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

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

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

Worry Seed (GR) -- 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 considerable damage. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality.

Y

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

Z

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