Façade -NRM- 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.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Good
Other: Physical
Faint Attack -DRK- The user turns invisible and moves silently to attack a target by surprise. Attacks directed at the user are far less likely to succeed, since sight does not help a bit. The move is difficult to defend against due to the fact that the user can take a little extra time to attack from a poorly defended angle when the victim is not expecting it without so much risk of being attacked itself.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Fairy Lock -FRY- By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fatigue: Moderate
Accuracy: Excellent
Fairy Wind -FAI- The user stirs up a fairy wind and strikes the target with it.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Fake Out -NRM- 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.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Physical. Can make the opponent flinch
Fake Tears -DRK- 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.
Fatigue: Low
Accuracy: Good
Other: Sharply drops foe’s SpD
False Swipe -NRM- The user takes a swipe with an appropriate limb at the opponent but feints the attack. This does not deal real damage, but it costs less fatigue than normal and can intimidate the opponent into submission. Additionally, an opponent that has gotten over the intimidating effects of the move may be less wary of further swipes, assuming them to be false as well.
Fatigue: Low
Damage: Trivial or none
Accuracy: Good
Other: Physical
Fast Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
Fatigue: High
Accuracy: Excellent
Featherdance -FLY- The user performs an intricate dance in an attempt to calm the victim, lowering its attack power if successful.
Fatigue: Light/Moderate
Accuracy: Good
Other: Drops foe’s Atk
Feint -NRM- A weak attack that only works if the foe is protecting or detecting from an attack.
Fatigue: Light
Damage: Light
Accuracy: Only works when the foe protects or detects.
Other: Physical
Fell Stinger -BUG- When the user knocks out a target with this move, the user's Attack stat rises sharply.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Physical
Fiery Dance -FIR- Fire burns the recipient. Alot
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Special. Can raise SpA
Final Gambit -FGT- Knowing the risks are larger than the gain at this point, the user commits to a last gambit of explosive power! After this attack is done, the user faints.
Fatigue: High
Damage: Extremely high
Accuracy: Excellent
Fire Blast -FIR- A powerful blast of fire in the shape of a kanji (a Japanese letter) plows through the arena burning everything it runs into until it hits something it can’t ram out of the way. Takes a while to charge, and therefore can be dodged more easily.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Special. Chance of burning.
Fire Fang –FIR– Fangs sink into the foe and a mass of curling flames and projected into the wound. This attack has a high chance of burning the foe.
Fatigue: Moderate
Damage: Moderate/Good
Accuracy: Good
Other: Physical. Chance of burning the foe
Fire Pledge -FIR- This move causes ample damage to an area with flame energy-though if mixed. Its effect increases if mixed with the Grass or Water Pledge Manuvear.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Power rises with use of another Pledge move.
Fire Punch -FIR- The user’s fist flames as they punch their opponent.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical. Chance of burning.
Fire Spin -FIR- A tornado of flames rushes toward a particular location in the arena and stays there for a few actions. Anything that tries to pass through the sides of said tornado of flames will take fire damage and may or may not be pushed back by the crackling flames.
Fatigue: Moderate
Damage: Low
Accuracy: Moderate
Other: Special. Chance of burning
Fissure -GRD- The user smashes the ground with a telekinetic boost, causing a huge chasm to tear open in the arena. The chasm warps and shifts for a short while as the seismic disturbance continues, and anything too slow to dodge that falls in will get severely injured by the grinding rock. This move develops fairly slowly, so an alert and cautious opponent can usually get to safer territory, but the consequences are dire if the opponent for some reason fails to escape. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected.
Fatigue: High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Flail -NRM- If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Flail goes up a great deal. If successful, the violent flailing of the user extricates itself from whatever sticky situation it is in, at the expense of the opponent. Flail is very tiring, and it is not always possible to counterattack, since not all attackers will be near enough to be struck by the flailing.
Fatigue: High
Damage: Highly variable
Accuracy: Variable
Other: Physical
Flame Burst -FIR- The user unleashes a torrential cauldron of fire, that will explode upon contact and douse any nearby victims with its unforgiving fury.
Fatigue: Moderate
Damage: Good, Variable in vicinity.
Accuracy: Good
Other: Special
Flame Charge -FIR- The user fights with fire, literally. Flares shoot from its appendages as it lays the hurt on its foe, but it keeps some of that energy to attack even faster next time.
Fatigue: Low
Damage: Good
Accuracy: Excellent
Other: Physical. Increases Spd
Flame Wheel -FIR- Flames encircle the user for a moment, burning anything that’s gotten too close. Short range.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special. Slim chance of burning.
Flamethrower -FIR- The user blasts a long stream of fire at an opponent.
Fatigue: High
Damage: Good/Excellent
Accuracy: Good
Other: Special. Chance of burning.
Flare Blitz –FIR– A powerful flaming skid attack that the user executes by flaming up and tearing across the arena. The speed helps boost the attack power but accuracy is lowered slightly and the user will receive recoil damage.
Fatigue: High
Damage: Incredible damage
Accuracy: Moderate
Other: High chance of burning the victim. Physical
Flash -NRM- The user emits a dazzling flash of light. Pokémon who accidentally look directly at the flash will suffer temporary eye damage and have difficulty performing vision-dependent moves, leading to a loss of accuracy.
Fatigue: Light
Accuracy: Excellent
Other: Lowers foe accuracy.
Flash Cannon –STL– A charged beam of sparkling liquid steel is blasted from a cannon, mouth or focus point by the user. It can lower the foe’s attack power.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special. Lowers the foe’s attack
Flatter -DRK- 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.
Fatigue: Light
Accuracy: Good
Other: Raises foe’s Sp Atk,-but confuses them
Fling –DRK– The user finds an item nearby and hurls it at the foe. The power ranges from what the foe hurls, but do not expect any more than 10/11% to be dealt MAXIMUM. Also consider what the Pokemon can and cannot hurl.
Fatigue: Light to Moderate
Damage: Ranging
Accuracy: Ranging (depending on the item’s weight, size, texture etc)
Other: Physical
Flower Shield -FAI- The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
Fatigue: Moderate
Accuracy: Excellent
Fly -FLY- The ability to use this move implies mastery of the defensive elements of airborne combat. A pokémon using Fly is unusually difficult to hit with many attacks, as it is focusing on changing direction and speed in a wholly unpredictable manner, thus making it difficult to target. Melee attacks by earthbound attackers are absolutely hopeless, and ranged attacks by earthbound attackers or attacks by other flyers suffer significant accuracy impairment. This evasive benefit goes away when the user ceases to concentrate on defense in this manner (although it may still remain out of range of melee attacks), but the momentum provided by mastery of the air can conceivably be taken advantage of to press an attack, if that attack is benefited by increased inertia.
Fatigue: Moderate
Accuracy: Excellent
Flying Press -FGT/FLY- The user dives down onto the target from the sky.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Focus Blast –FGT– A focused, precise exploding projectile of concentrated energy. May lower the victim’s defenses.
Fatigue: High
Damage: Incredible
Accuracy: Low
Other: Special
Focus Energy -NRM- The user concentrates on entering a state of readiness for battle. If it successfully achieves this state, it will be more able to shrug off the affects of glamers (illusory images, invisibility, etc.) and mind affecting manipulations (Attract, confusion, etc.) when these are used, although disorienting affects may ruin the Focus Energy even as they’re eliminated by it. Additionally, the intense concentration on the battle will allow it to hit vital points on the opponent more accurately and to protect its own with greater success.
Fatigue: Moderate
Accuracy: Good
Other: Snatchable
Focus Punch -FGT- 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.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Good
Other: Physical
Follow Me -NRM- 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.
Fatigue: Low
Accuracy: Excellent
Other: Attacks go toward the user.
Forest's Curse -GRS- The user puts a forest curse on the target.
Fatigue: Moderate
Accuracy: Excellent
Other: Adds Grass Typing to the opponent
Force Palm –FGT– The user unleashes a powerful force that strikes the foe and can induce paralysis.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical. Can paralyze the foe
Foresight -NRM- A red beam of light is emitted from the user’s eyes, sweeping the arena. All pokémon in the area of effect, including the user itself, are stripped of their abilities of manipulating illusions and phasing, leaving them on equal footing with the user of Foresight. Illusions regardless of power will shatter instantly and cannot be restored for a long time, while ghosts will be locked into the real world, totally visible, vulnerable to virtually any attack.
Fatigue: Low/Moderate
Accuracy: Excellent
Foul Play -DRK- Instead of working for supremacy, this move allows its user to let its opponents prowess be its power-vicariously. The stronger the opponent, the more powerful this hit will be.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Freeze Dry -ICE- The user rapidly cools the target. This may also leave the target frozen.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Super effective on Water Types
Freeze Shock -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a electrical charge around its exterior. For such a powerful maneuver, it need an action to charge.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Excellent
Other: Special. Can cause Paralysis
Frenzy Plant -GRS- The user sends vines down through the ground where they spring up and lash at the enemy repeatedly. This attack takes a lot of energy, so the user has to spend the next turn getting that energy back.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Good
Other: Special. User recharges for an action.
Frost Breath -ICE- The chilling feel of a cool breath encumbers the receiver of this attack, and leaves them hurting more than they thought possible.
Fatigue: Low/Moderate
Damage: Low/Good
Accuracy: Excellent
Other: Special
Frustration -NRM- The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user is feeling strong negative emotion, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their negative emotions. However, this technique also has a calming effect, since working out your Frustrations through physical exertion leaves you feeling better. The user will be more calm and centered after using Frustration.
Fatigue: Moderate/High
Damage: Light to Excellent.
Accuracy: Good
Other: Physical
Fury Attack -NRM- The user stabs the opponent with an appropriate sharp body part. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the beak, stinger, or spike just keeps coming back for another stab.
Fatigue: Moderate
Damage: Good.
Accuracy: Good
Other: Physical
Fury Cutter -BUG- The user swipes repeatedly at the victim with sharp claws or whatever analog is appropriate. The user attacks with increasing frenzy, psyching itself up to new height of ferocity. As this attack continues without interruption (more than one action can be paid to use it longer), this greater ferocity allows it to deal increased damage.
Fatigue: Moderate
Damage: Low to Excellent
Accuracy: Good
Other: Physical.
Fury Swipes -NRM- The user swipes the opponent with its claws. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the claws just keeps coming back for another slash.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Fusion Flame: -FIR-
Lazy. Will get to these later
Fusion Thunder: -ELE-
See above
Future Sight -PSY- The user’s eyes glow as it looks into the future and finds the best possible time to attack. A delayed psionic blast is then set to go off at that time directed at whatever point the victim will be occupying then. The pokémon itself decides exactly when the attack goes off; generally speaking it won’t be when the victim sets up a defense to ward it away and is never after the end of the battle (if there’s no other choice but to go off after the battle, then Future Sight just plain fails). A wise trainer does not try to tell their pokémon when to have Future Sight go off. After all, the pokémon is the one with Future Sight, not the trainer. When the attack finally goes off, the victim will be struck with a tremendous ball of brilliant psychic energy.
Fatigue: Moderate/High
Damage: Good/Excellent
Accuracy: Moderate.
Other: Special
---G---
Gastro Acid –PSN- A sickly acid sinks into the foes skin, canceling out any new moves that they have learned already through Mimic or Sketch. It also causes Ditto to revert to its original form and any Conversion or Conversion2 types to go back to normal. Abilities will also be canceled out by this acid.
Fatigue: Moderate
Damage: None
Accuracy: Good
Gear Grind -STL- A disc shaped weapon is flung at the foe, acting as a boomerang. It hits on the launch and on the return.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Physical
Geomancy -FAI- The user absorbs energy and sharply raises its' attacking power and speed.
Fatigue: Moderate
Accuracy: Excellent
Other: Sharply raises Sp Atk, Sp Def and Speed. Snatchable
Giga Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Special
Giga Impact –NRM- The user attacks the foe with a super-powerful physical blow, focusing all their energy into one attack. This attack needs recovery time afterward.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical. Takes an action to recover
Glaciate -ICE- Calling upon the Arctic winds, the user sweeps these chilling gales across the field, rendering the foe immobilized in frost.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special, lowers Spd
Glare -NRM- Staring at the opponent with dark eyes so that the two gazes are locked, the user uses a combination of intimidation and psionic power to instill a loss of muscular coordination in the victim. The victim must be able to lock eyes, of course, but this will happen involuntarily unless the trainer wishes to spend actions preventing this.
Fatigue: Light
Accuracy: Moderate
Gravity –PSY– The Pokemon examines the foe. For the next few rounds a strong force surrounds the foe, which stops it from flying, levitating (ie: Koffing, Magnemite, etc) for a few rounds. This also included evasion by leaping up and jumping attacks.
Fatigue: Moderate
Accuracy: Excellent
Grass Knot –GRS– The power of this grass-type attack increases the heavier the foe is. The damage is essentially up to the ref, but the weakest is 3% (very light Pokemon like Azurill or Natu) to 14% (Snorlax, Tyranitar, Dragonite etc).
Fatigue: Depends on the Pokemon’s weight: it is higher the heavier the foe
Damage: See above: the heavier, the higher
Accuracy: Good
Other: Special. Generally used as a grabbing slam attack-creativity is welcomed.
Grass Pledge -GRS- This move causes ample damage to an area with nature energy-though if mixed. Its effect increases if mixed with the Fire or Water Pledge Maneuver.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Power rises with use of another Pledge move.
Grasswhistle -GRS- 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 Pokemon who can hear it will start to become drowsy.
Fatigue: Light
Accuracy: Good
Grassy Terrain -GRS- The user creates a grassy knoll out of the surrounding area. Anyone who touches the ground restores health at a meager rate.
Fatigue: Moderate
Accuracy: Excellent
Growl -NRM- The user intimidates all opponents that can hear with a fierce growling noise.
Fatigue: Light
Accuracy: Good
Growth -GRS- The user draws energy from the sun, charging up an internal battery so that attacks that draw a great deal of energy charge more quickly and therefore deal more damage for the same expenditure of time.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable.
Grudge -GHO- The user, summoning power akin to Destiny Bond, accepts defeat, and gives up all of its ghost energy, absorbing the final attack and fainting. Upon fainting, the energy is immediately transferred to the Pokemon who KO'ed it (If multiple Pokemon KO it at once, both Pokemon are affected half as much). If the move has any kind of energy attached to it (Mentioned as "glow" in this list), that kind of energy is blocked off for up to the rest of the victim's time in battle. The amount of rounds Grudge works is modified by the amount of ghost energy transferred, whether or not the move is of the victim's main type (which would lessen the power of Grudge if it is), time length of rounds, level difference, and power of all Pokemon in question. If the attack Grudged does not have any "energy" involved (such as Body Slam or Tackle), then Grudge fails.
Fatigue: High
Accuracy: Good
Guard Split -PSY- Using psychic energies, the user finds a way to equalize the defenses of all Pokemon on the field.
Fatigue: Moderate
Accuracy: Excellent
Other: Equalizes the SpD and Def stats of the user and opponent. Note-If there are no stat boost/defects used, this move fails.
Guard Swap –PSY- The user swaps their DEF and SPDEF with that of their foes.
Fatigue: High
Damage: None
Accuracy: Excellent
Guillotine -NRM- The user attempts to catch an opponent in the deepest part of its pincers, where the force of the twin levers that make up this pincer is the strongest and therefore the force exerted on the opponent will be greatest. 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. The consequences are dire, however, if the opponent for some reason fails to escape.
Fatigue: High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Gunk Shot –PSN– A horrible handful of thick gunk is hurled at the foe. There is a high chance of poison.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical. Can easily poison.
Gust -FLY- The user forms a smallish whirlwind, directing it forward before it spins itself apart. This whirlwind is at least unpleasant for all, but it makes flight very difficult and anything light enough to be blown about will be.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Special
Gyro Ball –STL– A large, round steel ball is hurled towards the foe. The damage ranges on the foe’s speed:
Light Damage: The Pokemon is slow and labored.
Good damage: The foe has a generally good speed.
Excellent damage: The foe has exceptional speed.
This may be measured in a variety of ways; species (Snorlax is naturally slower than say a Manectric) or status (confused, paralyzed or injured Pokemon may be slower). It can also depend on how much evasion has been used during the match or if the foe has any stat boosts.
Fatigue: Varying (depending on damage)
Damage: See above. Maximum 12%
Accuracy: Excellent
Other: Physical
---H---
Hail -ICE- 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.
Fatigue: Moderate
Accuracy: Excellent
Hammer Arm –FGT– A powerful, heavy thump with the arm that causes excellent damage. However the user’s speed suffers due to the precision and execution of the attack.
Fatigue: Moderate/High Fatigue
Damage: Excellent
Accuracy: Moderate
Other: Physical Lowers the users speed
Harden -NRM- The user’s outer covering glows bright white and becomes very hard for a few seconds. Any attacks that hit this covering will probably do virtually no damage, although eventually the mounting fatigue of Hardening will cause failures in defense.
Fatigue: Moderate
Accuracy: Excellent
Other: Raises user’s Def
Haze -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile.
Fatigue: Moderate
Accuracy: Excellent
Headbutt -NRM- The user slams its forehead into the target, bludgeoning it.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Head Charge -NRM- The AFRO BREAKS ALL! Might pop a few naps though
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical. Recoil damage occurs
Head Smash –RCK– A hardy smash from the user.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Physical, heavy recoil damage
Heal Bell -NRM- The user produces a clearly audible chime from a metaphysical bell, and all of the user’s allies are purged of many pains. The chime does not repair basic damage, but it does purge all status effects and virtually all ongoing effects (with the exceptions of particularly bad status effects such as “fainted” and “dead”), even if the ally is currently not in battle (typically due to a Baton Pass).
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Heal Block –PSY– A sharp force field engulfs the foe and they cannot use recovery moves over the next 5 turns.
Fatigue: High
Damage: None
Accuracy: Excellent
Other: The user can still use recovery moves. This affects both Pokemon in double battles. If a draining move is used by the foe, the damage is still done, but no healing occurs.
Heal Order –BUG– The user concentrates to heal some of their HP.. This move will be incredibly draining and should not be used too often.
Fatigue: Extremely High
Damage: None
Accuracy: None
Other: Excellent healing. Snatchable
Heal Pulse -PSY- A act of generosity-the user grants the foe a second chance at life. It fires a beam in order to restore a good portion of health to the foe.
Fatigue: High
Damage: Heals a good amount back
Accuracy: Excellent
Healing Wish –PSY– If the user faints after using this move, their spirit cleanses all allies on the field. This can include some HP gain, status effects cured or wounds healed.
Fatigue: High
Damage: None
Accuracy: N/A
Other: Excellent healing (including status effects)
Heart Stamp -PSY- The user turns to their cute side, causing the foe to unassumingly let their guard down. The user then releases their dark side, beating the foe down with reckless abandon.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical. May cause Flinching
Heart Swap –PSY– Swaps altered stats with foe.
Fatigue: High
Accuracy: Good
Heat Crash -FIR- A large burst of fiery energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
Fatigue: Moderate
Damage: Varies
Accuracy: Excellent
Other: Physical
Heavy Slam -STL- A large burst of metallic energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
Fatigue: Moderate
Damage: Varies
Accuracy: Excellent
Other: Physical
Heat Wave -FIR- The user spends a lot of fire energy to shoot out a large blast of superheated air mixed with tiny flames towards its opponent(s). Damage done is in between Flamethrower and Fire Blast, but there isn't nearly as much of a chance for burning than either of those moves.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Helping Hand -NRM- The user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.
Fatigue: Light
Accuracy: Excellent
Hex -GHO- The user glares at the opponent, and imparts a hex on the opponent. The foe is riddles with all sorts of mental comments that consistently berate and admonish its ability.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. If afflicted with a status, this attack gains powers
Hidden Power -NRM-
The user creates a multitude of small orbs. They contain a powerful energy. They will change to a colour that corresponds to a type (ie red: fire, yellow: electric) and strike the foe.
The attack will become a certain type and until the end of that battle Hidden Power will stay that type for that Pokemon. So if your Houndoom uses it and gets an ice attack it will be an ice attack until he is knocked out. However in another match he may get a ghost-type HP.
It is up to the ref to a) randomise the attack type and b) keep a tab on what type HP is.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special
Hi Jump Kick -FGT- The user bounds high into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a particularly brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused.
Fatigue: Moderate
Damage: High
Accuracy: Good
Other: Physical. Hurts User if it misses.
Hone Claws -DRK- The user unsheathes its claws or blades or other pointed, stabby object and sweeps them along each other, sharpening their blades as well as their intent. This raises the accuracy of the hit, as well as the prowess by which the hit will be delivered.
Fatigue: Light
Accuracy: Excellent
Other: Raises Acc and Atk. Snatchable
Horn Attack -NRM- The user stabs an opponent with a horn, dealing more damage if the user has been able to get a solid running charge.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Horn Drill -NRM- The user thrusts a spinning horn into the opponent, drilling slowly into the target causing incredible pain. This move requires time to place the drill in exactly the correct place and to work its way into the opponent, so an alert and cautious opponent can usually wriggle past the horn before it gets punctured. The consequences are dire, however, if the opponent for some reason fails to escape.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Horn Leech -GRS- The instinct of being plant-like infuses this attack, as the user pierces its victim and drains their life force from them while causing them harm.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Physical form of Giga Drain
Howl -NRM- 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.
Fatigue: Light
Accuracy: Good
Other: Snatchable-depending on usage
Hurricane: -FLY- Speeding into the atmosphere, the winds streak down from the stratosphere. The foe is encumbered with a deafening blast of wind! In Rain, the howling winds seem to never miss!
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Special
Hydro Cannon -WAT- The user launches a massive blast of high speed water at the enemy that takes a lot of energy to pull off. As such, the user must spend some time afterward regaining the lost energy.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Moderate
Other: Special: User recharges for an action.
Hydro Pump -WAT- The user blasts out multiple streams of water from its various water-shooting orifices. These may be split among several targets, although damage is then substantially reduced due to the waste associated with moving the stream and the difficulty of aiming at multiple targets effectively.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Special.
Hyper Beam -NRM- A bright yellow orb of brilliant energy slowly grows as the user concentrates. When this orb is fully charged (which takes a while, making it somewhat easier to dodge), it lances out in a withering beam of light toward an opponent, burning it with plasma. This technique burns a great deal of fatigue, and the beam in question is particularly vulnerable to reflection or refraction.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Moderate.
Other: Special. User recharges for an action
Hyper Fang -NRM- The user’s incisors glow as it viciously tears into the opponent with incredible ferocity. The bites cause incredible pain and continued bleeding, each of which contributes to a strong intimidating effect on the poor victim.
Fatigue: Moderate/High
Damage: Good/Excellent
Accuracy: Good
Other: Physical
Hyper Voice -NRM- A sound-based attack, the user creates a loud, violent boom with its voice, which strikes all opponents in the area for good damage.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Hypnosis -PSY- The user stares deeply into the eyes of one victim, slowly lulling the unwary into slumber. The blind cannot be affected by the move, but most other pokémon will be fighting drowsiness or sleep.
Fatigue: Light
Accuracy: Good
---I---
Ice Ball -ICE- The user sends a small ball of ice toward the opponent (think of rolling a bowling ball) which at first does a small amount of damage, but for each consecutive use of the move, the user will create a ball of ice bigger than the previous one, doing more damage than the last (so if the user used Ice Ball five consecutive times in a battle, the fifth one should be around the size of your average sized boulder, but it should still be possible for it to be broken or melted).
Fatigue: Moderate
Damage: Light to Excellent
Accuracy: Good
Other: Physical
Ice Beam -ICE- The user smites an opponent with a brilliant white beam of freezing cold. The beam tends to freeze whatever it hits.
Fatigue: High
Damage: Good/Excellent
Accuracy: Good
Other: Special. Chance of freezing
Ice Burn -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a heated flare around its exterior. For such a powerful maneuver, it need an action to charge.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Excellent
Other: Special. Can cause burn
Ice Fang –ICE- Fangs sink into the foe and a chilling frost is spread through the wound. This attack has a high chance of freezing the foe.
Fatigue: Moderate
Damage: Moderate/Good
Accuracy: Good
Other: Physical. High chance of freezing/numbing the foe
Ice Punch -ICE- The user swings a fist that is suddenly chilled beyond it’s natural state. The victim suffers from this cold as well as the impact.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical. Chance of freezing.
Ice Shard –ICE– Before the foe can attack a thick wedge of ice drops and smashes into them. Always strikes first.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical. Always strikes first
Icicle Crash -ICE- Channeling energy from the air, a massive frozen pillar is created, swung and thrown at the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Icicle Spear -ICE- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Icy Wind -ICE- A blast of extremely cold air sweeps from the user to the opponent, often circling behind obstructions to reach targets. Causes numbness.
Fatigue: Low/Moderate
Damage. Good
Accuracy: Good
Other: Special
Imprison -PSY- The user consumes significant energy to prevent one opponent from reusing one move that the pair of them both can learn that has been used in the battle thus far. 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 longer to do. You cannot Imprison more than one move at a time-if so, a new move must be chosen, and the old move would be useable again.
Fatigue: Moderate/High
Accuracy: Excellent
Incinerate -FIR- Aiming for the appendages, any user of this move has the sole purpose to fire off a blast of embers to keep their hands unable to close-and therefore to grasp anything.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Special
Inferno -FIR- The user flings a blast of fire around the foe, and ensures the foe to be burned.
Fatigue: High
Damage: Excellent
Accuracy: Fair
Other: Special. Causes Brn
Infestation -BUG- The opponent is swarmed and attacked upon by a legion of bugs. This creates a trapping effect for a few actions.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Ingrain -GRS- The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.
Fatigue: Light
Accuracy: Excellent
Other: Snatchable
Ion Deluge -ELE- The user changes the ionic distribution in Normal Type moves, morphing them into Electric ones.
Fatigue: Light
Accuracy: Excellent
Iron Defense -STL– 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable. Sharply raises Defense
Iron Head –STL– A fast slamming attack with a shimmering metal head.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Iron Tail -STL- The user lashes out with its heavy tail, slamming it into a handy opponent. As it does so, the tail glints and hardens, protecting itself and offering a sharp edge with which to cut the target.
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Other: Physical
---J---
Judgment -NRM- The user calls down holy energies to smite the foe. The type is decided by the user upon being used; once the type has been chosen, it must remain that way for the duration of the match. Can only be used by fully-evolved pokémon.
Fatigue - High
Damage - High
Accuracy - Good
Other - Special
Jump Kick -FGT- The user bounds into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical
---K---
Karate Chop -FGT- The user whacks one of the target’s weak points hard.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Kinesis -PSY- With a series of telekinetic pokes, the user knocks an opponent off balance so that attacks cannot be aimed properly. Given a moment or two, the victim can recover, but until then the distraction will impair the odds of success of any action that victim takes. Good accuracy.
Fatigue: Moderate
Accuracy: Good
King's Shield -STL- The user switches stances to better prepare itself for battle.
Fatigue: Light
Accuracy: Excellent
Other: Drops attacker's Attack harsly if hit
Knock Off -DRK- The user attempts a light, quick strike with a hand or claw in an attempt to knock the opponent down or off the edge of a boundary.
Fatigue: Light
Damage: Light/Good
Accuracy: Good
Other: Physical
---L---
Land's Wrath -GRD- The user emits the rage of the earth itself to inflict damage on others.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Lava Plume –FIR– A sweeping mass of molten flame bursts from the user. Think lava lamp. It rises and strikes the foe.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special. High chance of burning
Last Resort –NRM– A powerful strike that can only be used in desperate situations.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Desperate is defined as: Low damage (5% HP or less) or being under two status effects (where status effect is defined as paralysis, burn, poison, sleep or freeze NOT confusion or attraction).
Leaf Blade -GRS- The user performs a slash attack with leaves attached to their body, which are covered in grass energy, dealing good damage.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Physical
Leaf Storm –GRS– A spiraling wind summons a blistering rain of sharp leaves that sweep into the foe like insects. Each leaf is sharp and precise. The attack is a continuous slew of sharp leaves and leaves the user incredibly drained afterward. As a result, their stats are deterred.
Fatigue: High.
Damage: Excellent
Accuracy: Excellent
Other: Special. Sharply lowers SpA
Leaf Tornado -GRS- Using the powers of leaves, the user surrounds his foe within a tornado of sharp leaves. There are so many pieces of foliage that it blots the vision of the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Can lower Acc
Leech Life -BUG- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Light
Damage: Light
Accuracy: Good.
Other: Physical
Leech Seed -GRS- The user jets a seed toward an opponent. If it hits, the seed will sprout tentacles that suck some energy out of the victim.
Fatigue: Light
Accuracy: Good
Leer -NRM- The user makes a scary face. Pokémon who view this spectacle may be intimidated.
Fatigue: Light
Accuracy: Good
Lick -GHO- The user reaches out with a tongue and licks the opponent roughly, slobbering a sedative fluid and sapping life energy. A victim is likely to suffer impairment of motor control.
Fatigue: Light/Moderate
Damage: Light/Moderate
Accuracy: Good
Other: Physical: May cause paralysis
Light Screen -PSY- The user sets up a flat, translucent screen that filters out light and energy that tries to pass through it. The screen is very durable, and it absorbs significant amounts of energy that hit it, leaving much less to continue through to wherever it’s going. The screen fades after a short time after the user stops concentrating on it, taking absorbed energy with it, but even if the screen is maintained it is immobile and an attacker can simply move around it after the initial surprise of the defense.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Lock-On -NRM- The user picks a target and maintains a “lock” on that target for a short while. While other attacks the user makes may end up missing, it won’t be fooled by tricky evasive maneuvers, obscurement, or deception when making these attacks. It will always know exactly where the opponent is as long as the Lock On lasts.
Fatigue: Moderate
Accuracy: Excellent
Lovely Kiss -NRM- The user kisses a target, slathering them with soporific saliva. This saliva will cause the target to lapse into unconsciousness due to its narcotic properties.
Fatigue: Light
Accuracy: Moderate
Other: Will induce sleep.
Low Kick -FGT- The user kicks at the lower portion of the opponent, aiming at whatever point is likely to cause damage and pain. Additionally, heavier victims may hurt themselves more from the fall than lighter ones.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical
Low Sweep -FGT- The user runs toward the opponent before kneeling and sweeping the opponent off of his feet, regardless of weight.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Lucky Chant –NRM- After praying, the user is coated in a shimmering white light. This seems to protect weaker areas such as wounds or burns, and manages to prevent attacks from dealing critical damage over the next few turns.
Fatigue: Moderate
Damage: None
Accuracy: Excellent
Other: Essentially prevents critical hits. Since they are not always incorporated into ASB then you can ref it that the weak areas on the user are protected-or they somehow evade a status condition.
Lunar Dance –PSY– The user sacrifices itself to completely heal the next Pokemon sent out. If the next Pokemon out is already fully healed, then this attack provides significant stat boosts instead.
Fatigue: Faints
Accuracy: Excellent
Luster Purge -PSY- A mix of Flash and Psybeam, the user shoots out a very bright beam of Psychic energy which deals good damage, and possibly can effect the opponent(s) sight, especially if the attack hits the eyes.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
---M---
Mach Punch -FGT- The user speeds forward with arms outstretched to inflict damage on the opponent. This attack is very fast and will normally go first; it can also be used as a fast evasion move which will also inflict minor damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Magic Coat -PSY- These moves are all bounced back to the user.
All moves that induce status as their only effect
All moves that do no damage but alter the target's stats (including Flatter and Swagger), except Defog and Memento
Attract, Block, Gastro Acid, Leech Seed, Mean Look, Spider Web and Worry Seed
Fatigue: Moderate
Accuracy: Excellent
Magic Room -PSY- The user releases a strange energy in which Special Attacks are reversed in effectiveness for a few turns.
Fatigue: High
Accuracy: Excellent
Other: High dmg moves do little damage, Low dmg moves do high dmg.
Magical Leaf -GRS- The user fires a horde of magically imbued leaves which follow the opponents every move and will always score a hit on the enemy.
Fatigue: Moderate
Damage: Good
Accuracy: Never misses
Magma Storm –FIR– The user summons a horrible tornado of fire. In addition to trapping the foe in the manner of Fire Spin, the storm, upon being summoned, scorches the foe badly.
Fatigue: Extremely High
Damage: High
Accuracy: Good
Other: Traps the foe; can be negated with Rapid Spin
Magnet Bomb -STL- The pokemon fires a small bomb like projectile which explodes on contact with the target, this projectile is keyed into the DNA of the target causing it to always follow and always hit the targets.
Fatigue: Moderate
Damage: Good
Accuracy: Never Misses
Other: Physical
Magnet Rise -ELE- The user uses the power of magnets to rise up into the air making all ground attacks used against it for the next few actions completely useless.
Fatigue: Moderate
Accuracy: Excellent
Magnetic Flux -ELE- This Pokemon creates an imbalance in magnetic fields, fueling other Pokemon whom wield the Plus or Minus Ability
Fatigue: Moderate
Accuracy: Excellent
Other: Raises Def and SpDef of Plus/Minus wielders
Magnitude -GRD- The user can either telekinetically or physically send shock waves from beneath their feet which resonate out across the field. These waves can vary intensity which is up to the discretion of the ref doing the battle.
Fatigue: Moderate
Damage: Light-Incredible
Accuracy: Excellent
Other: Physical
Mat Block -FGT- The user creates a dense barrier between it and the incoming onslaught.
Fatigue: Moderate
Other: Does not stop status moves
Me First -NRM- The user pre-empts the enemies attack and will use it against them with more force.
Fatigue: High
Accuracy: Varies on Attack
Mean Look -NRM- The user makes a scary face, and waves of faint blackness encircle the victim. Pokémon who view this spectacle may be intimidated, and one victim chosen by the user will be trapped in a dark glowing sphere. This sphere prevents the pokemon from Baton Passing, U-turning or being returned in general.
Fatigue: Moderate
Accuracy: Excellent
Meditate -PSY- The user concentrates, mentally preparing itself for battle and priming its inner chi so that it can attack with greater efficacy. The move has a calming effect and typically raises the attack capabilities of the user.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Mega Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Megahorn -BUG- The user charges and deals some major damage with a series of horn pokes and horn tosses.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Other: Physical
Mega Kick -NRM- The user’s foot glows white as it slams into an opponent.
Fatigue: Moderate
Damage: Incredible
Accuracy: Good
Other: Physical
Mega Punch -NRM- The user’s fist glows white as it slams into an opponent.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Memento -DRK- The user sacrifices itself to drastically lower the opponents Attack and Special Attack.
Fatigue: Moderate
Accuracy: Excellent
Metal Burst -STL- If the user has been struck this turn then they deal an increased amount of damage to the target. The user of Metal Burst still suffers some damage and fatigue from the strain of retaliating against incoming attacks, although typically less than it would have had it not performed Metal Burst. The redirected attack is of the Steel element, and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
Fatigue: High
Accuracy: Good
Other: Physical
Metal Claw -STL- The user swings out a claw, which crackles and hardens into metallic sharpness as white energy conducts through the metal coating from the body of the user to the body of the hapless target. May increase Attack.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Metal Sound -STL- The user screeches loudly causing a soundwave to cross the field and sharply lower the Special Defense of the target.
Fatigue: Moderate
Accuracy: Excellent
Meteor Mash -STL- The user creates a series of small star like projectiles which are then fired towards the target. May increase Attack
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical
Metronome -NRM- 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. Sometimes, these things seem to mimic a regular move, even if the move doesn’t make sense, but other times there is simply a dramatic effect, such as a random object blowing up. The move never directly harms the user, although secondary effects could end up doing so by accident. However, the effect is not necessarily even slightly beneficial, either. The use of a random number generator in reffing this move is strongly advised.
Fatigue: High
Damage: Varies
Accuracy: Varies
Milk Drink -NRM- The user allows an ally to take a drink of milk (one action for each of the pair), or takes a drink of milk itself (one action for the Miltank in question). This move restores a fair amount of health to all who drink it. Consecutive uses will take more and more energy.
Fatigue: High (increasing)
Healing: Excellent
Other: Snatchable
Mimic -NRM- The user gains the ability to emulate a move it is currently seeing being used. It can use this move immediately, but the memory span of Mimic is very short and the accuracy of the move as well as power will wane over time.
Fatigue: Moderate
Accuracy: Excellent
Mind Reader -NRM- The user engages in some short-duration precognition and mental espionage. They mentally lock onto the target ensuring that the next move used by them will always hit.
Fatigue: Moderate
Accuracy: Excellent
Minimize -NRM- The user contracts its body to become smaller and therefore making themselves harder to be hit.
Fatigue: Moderate
Accuracy: Excellent
Miracle Eye -PSY- The uses concentrates their energy onto the target and will always know where they are at all time, therefore ignoring all Accuracy and Evasion modifiers. Dark pokemon will be susceptible to Psychic attacks. Will last until target faints.
Fatigue: Moderate
Accuracy: Excellent
Mirror Coat -PSY- The user shimmers and glows, and the power of incoming special attacks are bounced back toward their source. The user of Mirror Coat still suffers some damage and fatigue from the strain of reversing the power of incoming attacks, although typically less than it would have had it not performed Mirror Coat. The attack is of the Psychic element and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
Fatigue: Moderate
Accuracy: Excellent
Other: Special
Mirror Move -FLY-As long as the move in question is at least vaguely plausible, the user exactly copies a move that the user has just seen (this action or the previous action), except directed at a new target or targets.
Fatigue: Moderate
Accuracy: Excellent
Mirror Shot -STL- The user fires a projectile of shiny metal towards the target. May reduce opponents Accuracy.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Other: Physical
Mist -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile. Also the user and allies are protected from only stat lowering attacks for 5 rounds.
Fatigue: Moderate
Accuracy: Excellent
Mist Ball -PSY- The user fires a ball of psychic energy which explodes into a mist on contact. May lower Special Attack.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Misty Terrain -FAI- The user infuses the ground with a mystical energy that acts as a group Safeguard. It shields all Pokemon that are grounded from any ailments.
Fatigue: Moderate
Moonblast -FAI- The moon aids this power's force, a blast emanating from its light is thrown at the offending party.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special. Can drop Sp Atk.
Moonlight -FAI- Drawing in energy from the moon, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw moonlight to useful energy at such a rapid pace is very tiring. 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.
Fatigue: Moderate (increasing)
Accuracy: Excellent
Other: Snatchable
Morning Sun -NRM- Drawing in energy from the sun, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw sunlight to useful energy at such a rapid pace is very tiring. 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.
Fatigue: Moderate (increasing)
Accuracy: Excellent
Other: Snatchable
Mud Bomb -GRD- User fires a small ball of mud towards the target which splats on the target. May reduce opponent’s Accuracy.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Mud Shot -GRD- User fires a small ball of mud towards the target which splats on contact. May reduce Speed.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Mud Sport -GRD- The user covers the whole field in a layer of mud which lowers the attack strength of all electrical based attacks.
Fatigue: Moderate
Accuracy: Excellent
Mud Slap -GRD- The user kicks, swats, or otherwise flicks whatever muddy ground covering is available at the opponent. If this mud gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes or the dirt is somehow flushed out by other means.
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Other: Special
Muddy Water -WAT- The user fires a beam/wave of water intertwined with muddy ground towards the target. May lower opponent’s Accuracy.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Mystical Fire -FIR- An ancient type of flame conjuring is used to release this upon a foe-strIking at their very core.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Drops Sp Atk.
---N---
Nasty Plot -DRK- The user concocts an evil plot inside their mind, raising their Special Attack power.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Nature Power -NRM- The power and type depends on the user’s environment.
In Water/At Sea/On Beach: Water Pulse
In a Grass field: Razor Leaf
In the sky: Air Cutter
In Snow: Icy Wind
In a Mountainous area/Cave: Rock Slide
Any other type of arena: Tri-Attack
Natural Gift -NRM- The power and type depend on the foe's condition:
Normal: the attack is a standard Normal type attack. It deals good damage and has a moderate fatigue rate.
Attack Boost: the attack is a fire-type attack. It deals excellent damage but has a high fatigue rate.
Speed Boost: the attack is an electric-type attack. It deals good damage but has a high fatigue rate.
Defence Boost: the attack is a water-type attack. It deals excellent damage with a low fatigue rate.
Special boost (attack or defence): the attack is a psychic-type attack. It deals light damage with a light fatigue rate.
Other: Special
Needle Arm -GRS- The user strikes the target with spiky protrusions on their bodies inflicting damage and may cause their opponent to flinch.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Night Daze: -DRK- Pulling energy from the darkness, the user releases this blast of power to wipe out its opposition, having the ability to blot their eyesight.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Special, can reduce Acc
Night Shade -GHO- The user jets a beam of inky darkness at an opponent. Said opponent will feel their life slowly sapped away by the tide of negative energy. Exposure to negative energy results in spontaneous cell death, so the damage will not be visible but it will be very much felt.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Night Slash -DRK- The user strikes the target with any claws/nails mainly anything that can be used to cut. This slash is imbued with the power of the shadows.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Physical
Nightmare -GHO- Nightmare can only be used on an opponent that is sleeping or tranced, and lasts only until they awaken. The nightmares that ensue then override any ensuing benefit of the sleep, and the victim’s health will suffer significantly over time. Only a fool eats these dreams. It’s a Ghost version of Leech Seed basically.
Fatigue: Moderate
Damage: Light (each round as long as they are asleep)
Accuracy: Excellent
Noble Roar -NRM- The force and power behind this emittance forces all to bow down and quiver. All attacking forces think twice before resuming their conflict with this user.
Fatigue: Moderate
Accuracy: Excellent
Other: Drops Atk and SpAtk
Nuzzle -ELE- The user is able to get in close and share a shockingly soft moment with its opponent.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical. Induces paralysis
---O---
Oblivion Wing -DRK- The force of this creatures strike not only weakens the foe, but also heals itself roughly half the amount it caused damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Octazooka -WAT- The user spits a blast of inky water. If this ink gets in the target’s eyes, it makes the target have difficulty seeing without seeing ink, may reduce accuracy.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Odor Sleuth -NRM- The user uses its nose to sniff out the opponent and begins tracking their smell making Accuracy modifiers and enemies Evasion Modifiers to disappear. It will also cause Ghost pokemon to become susceptible to Normal and fighting type attacks. Lasts until user faints.
Fatigue: Light
Accuracy: Excellent
Ominous Wind -GHO- The user sends out a ghostly wind either by psychic power of by physically flapping their wings. This wave covers the field and knocks back the opponent, may increase all users’ stats.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Outrage -DRG- The user shimmers with incredible energy as a crackling aurora of energy surrounds it. With incredible ferocity, it tears into a given opponent, drawing energy from this aurora to more effectively wreak havoc. The longer this move is maintained, the more damage it deals, but it also eventually stresses the user, causing the user to act erratically and with poor judgment.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Overheat -FIR- The user creates a fire storm which blankets the opponent in flame doing serious damage, but the down side of this attack is that it always sharply lowers the user’s Special Attack.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Special