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Pokemon Universe Thread


Dwhale

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[quote=White Rose]
[IMG]http://i131.photobucket.com/albums/p297/Ice1Wizard/Pumpkin.jpg[/IMG]
Pokename:O' Lanturnsaur
Type: Dark/Grass
Species: Pumpkin Pokemon
Height: 3'05"
Weight: 49 Lbs
Pokedex: A bulbsaur with a jack o' lanturn on its back instead of a bulb, some say it was part of a witch craft experment.
Where To Find: Haunted Woods
Attacks - Lv
Leech Seed -
Fake Tears -
Shadow Ball 15
Razor Leaf 19
Faint Attack 26
Synthensis 35
Night Slash 48
Solarbeam 56
Shadow Punch 60
Plant Frenzy 80
[/quote]

Again? How many of these pictures do you submit? Once more, design is not yours.

http://g-manluver.deviantart.com/art/Fake-Pokemon-Gourdosaur-52432886
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Guest Supreme Gamesmaster

Is one of them Lapras? ... Anyway, my first twelve Pokémon are almost done. They should be up today, given that my computer isn't going to be über-slow again.

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these are all my entrys zapticuno,pikatwo and suchunnine

 

Pikatwo

pikatwo.jpg

Type: Physic/Electric

Height: 5'2"

Weight: 98lbs

Ability: Controling pokemon like puppets then electricutes them

Look: A yellow mewtwo with big red cheeks and purple tail

Pokedex: When the scientists created mewtwo the acscidently fused a pikachu two it creating Pikatwo

How to find: Find a abandoned Lab with a pokemon with 55lv or higher he wil appear in the corner for ten secounds

Egg type: Can only turn back to pikachu

Attacks (please look up the names on the list derekwhale provided

1.Force field

2.Powersurge

3.Data Absorb

4.Brainstorm

 

Zaptacuno:

zaptresuno8iy.png

Type: Thunder/Ice

Height: 5'9"

Weight: 87lbs

Ability: Ice Strike- Thunderbolts that are made of ice

Look: Blue bird with flames on it's wings

Pokedex: When a female Articuno and a zaptos breeded zaptacuno was born.

Where to find: Up the thunder mountain on the over side of the creator

Egg type: does not breed

Attacks

1.Glacia

2.Frost Tower

3.Travel

4.Lightning

 

Sucanine:

suicanine1eq.png

Type: Legendary

Height: 5'3"

Weight: 100lbs

Ability: Revival growl- heals all pokemon back to health

Look: Big blue pokemon with blue fur

Pokedex: Born from holy water in the shinoh region

Where to find: Always found by water around the world.

Egg: Doed not produce egg.

1.Huge power

2.Blue fire

3.Mystic aura

4.Diamond glow

hope you enjoy them i have loads more if you like just tell me if you want them.

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Ok here are all my created attacks if you use them your pokemon will have a better shot at winnning:

 

BUG-type Moves

BERRY DRINK

5 PP

Restores 200 HP to user and cures status problems

A potent tonic

made with BERRIES.

 

BLIGHT

Power 20

Accuracy 99%

10 PP

Hits as many times as there are BUG-types in your party

A swarm of insects

attacks the enemy.

 

COCOON

10 PP

First turn: user forms protective shell, all damage halved

Second turn: shell comes down, user restored to full health

User enters a

cocoon to heal.

 

IRRITANTBITE

Power 70

Accuracy 95%

10 PP

Enemy loses a small amount of HP every turn for the next 2-4 turns

A bite that irri-

tates the skin.

 

ITCH

Accuracy 95%

10 PP

For the rest of the battle, each time it’s the opponent’s turn, there is a 25% chance that the opponent will lose the turn

A bite makes foe

scratch endlessly.

 

PLAGUE

5 PP

Each turn, all battlers have 50% chance to lose 10% Max HP

Each turn, all battlers have 50% chance of PSN

BUG-types and STEEL-types are immune to above effects

These effects last five turns or until another field-affecting move is used

Summon a swarm of

bugs onto field.

 

QUICK STING

Power 60

Accuracy 85%

15 PP

Goes first in turn unless opponent uses a similar move

A speedy attack

with a stinger.

 

SKITTER

Power 35

Accuracy 98%

10 PP

User Speed raised one level

User Accuracy raised one level

More legs for more

manueverability.

 

SLUG SLIME

Power 20

Accuracy 80%

20 PP

Enemy Speed, Defense lowered one level

Cover the foe in

a slimy ooze.

 

STING JAM

Power 80

Accuracy 90%

10 PP

30% chance of enemy Toxic

Foe is jammed with

a large stinger.

 

TITILLATE

Accuracy 75%

Enemy flinch

Enemy becomes infatuated as ATTRACT, but regardless of gender

Tickles the foe to

prevent attacking.

 

DARK-type Moves

BETRAYAL

Accuracy 50%

5 PP

In 2-on-2 battle, enemy's moves that target an opponent will instead target its ally for the next 2-5 turns

Redirected moves with accuracy below 75% are raised to 75% accuracy

Move has no effect on Dark-types

Effect ends if target or its ally are switched

Will cause foe to

attack its ally.

 

BLACK HOLE

10 PP

For the next five turns, all pokémon except DARK-types lose 10 HP/turn

A black hole forms

and drains foe HP.

 

BRIBE

15 PP

Only works if user is holding an item and target is not

User gives item to target

Target cannot use moves for next 3-5 turns

Accuracy is 99% if item can be used in battle, 75% if item has no in-battle effect

Move fails if target's happiness is at least 150, unless MUTINY has affected it

Pay off foe to

make it go easy.

 

CACKLE

Accuracy 99%

35 PP

Enemy flinch

Laughter that

makes foe flinch.

 

CHAOS

10 PP

This turn, both user and enemy use a random attack a la METRONOME, but on a random target as well; the enemy or itself

As unpredictable

as it gets.

 

FAINTFEAR

5 PP

For next two turns, attacks that would faint user have 75% chance to be ENDUREd

If user faints while FAINTFEAR is in effect, the penalty to Happiness is quadrupled

Asthenophobia

helps resist FNT.

 

FATIGUE

Accuracy 80%

10 PP

Enemy's last attack is reduced to 0 PP

Fills opponent

with weariness.

 

FEED.FRENZY

20 PP

User Attack raised two levels

User may only use damaging attack moves

Effects wear off in 2-5 turns

Whip self into a

feeding frenzy.

 

FIENDISHPLOT

Power 50

Accuracy 99%

5 PP

Hits as many times as there are conscious party members, extra damage dealt for next 2-5 turns

A conspiracy

against the foe.

 

HISS

Accuracy 95%

20 PP

Enemy Attack, Special Attack lowered one level

Hisses viciously

to cow the foe.

 

HYPOCHONDRIA

Accuracy 85%

20 PP

Target's status changes to match user's

Shares suffering

with the target.

 

MALICE EATER

Power 100

Accuracy 100%

10 PP

Always goes second in turn

Hits only if enemy disobeys its trainer this turn

User restores half the HP target loses

Feeds off of foe's

impure thoughts.

 

MIDNIGHT

5 PP

DARK-type attacks at 150% power

All other moves at half accuracy

MAGIC-type attacks at half power

Sun-based moves (such as SOLARBEAM or SYNTHESIS) disabled

SHADOW RAY does not need a charging turn

These effects last for five turns or until another field-affecting move is used

Darkness shrouds

the battlefield.

 

MUTINY

Accuracy 60%

15 PP

Target becomes disobedient for the next 2-5 turns

Victim filled with

impure thoughts.

 

OVERDRIVE

5 PP

User All stats raised one level

Chance of flinch on following turn is 10% for first use per battle, + 10% each following use

5% chance of self-KO

Force user's body

beyond its limits.

 

POWERSTRIKE

Power 50

Accuracy 85%

10 PP

Target's currently highest stat is lowered one level

Aim to lower foe's

main strength.

 

POWER THIEF

Accuracy 90%

10 PP

Enemy Attack lowered two levels

User Attack raised two levels

Drain the foe's

fighting ability.

 

PURE FEAR

Accuracy *

10 PP

Enemy flinch on next turn

If user is Dark-type, Accuracy 90%

Otherwise, Accuracy is three times (user's level minus target's level)

Project raw terror

into your enemy.

 

SADISM

5 PP

User restores 15 HP every time an enemy loses HP by any means

Effect ends when user is recalled, or if user drops below half max HP

Move fails if user already has less than half max HP

Only available as TM, only usable by DARK-types and/or GHOST-types

Derive pleasure

from foe's pain.

 

SELF-INFLICT

5 PP

User randomly PSN, BRN or PAR

Strategic value: activates Special Abilities such as Guts and Marvel Scale

Strategic value: prevents SLP and FRZ

Deliberately make

self suffer.

 

SHADOW RAY

Power 120

Accuracy 99%

5 PP

Requires charging turn

Gather dark energy

and attack w/beam.

 

SNEAK UP

Power 30*

Accuracy 95%

20 PP

Continues through future turns, doubling in power each time, until miss or fifth hit; fifth hit becomes One-Hit K.O.

Causes paranoia

in the opponent.

 

SNEER

Accuracy *

10 PP

Enemy Defense, Special Defense lowered two levels

Accuracy varies between 30% and 95%; Accuracy is higher for a target with lower HP

Sneers to weaken

target's defenses.

 

STEALTH

Accuracy 90%

10 PP

User Evasion raised one level, enemy Accuracy lowered one level, 75% chance of enemy confuse

Hide in shadow and

strike silently.

 

SWINDLE

10 PP

User must be holding either a common berry, or an item that it (the pokémon) can't use

User's item must have a resale value at or below 400

Target must be holding an item with a higher resale value than user's item

User and target trade items

Trick foe into

making a bad deal.

 

TARGETING

Accuracy 80%

5 PP

Prevent enemy run/switch

User's next move is guaranteed to hit and has 30% chance to cause enemy flinch

Stressing arrows

mark foe location.

 

TEETH SWAP

15 PP

5 PP restored to all of user's biting attacks such as BITE and CRUNCH

Eject worn teeth

and grow new ones.

 

VITAL SIEVE

Accuracy 85%

10 PP

One tenth of enemy's max HP transferred to user each turn

Slowly draws out

the foe's energy.

 

DRAGON-type Moves

BACKLASH

Power *

Accuracy 99%

15 PP

Deals damage equal to target's Attack rating

Use the foe's own

power against it.

 

DRAGONSPIRIT

Power 90

Accuracy 85%

10 PP

70% chance of enemy Flinch

Summon the ancient

might of dragons.

 

IMPOSE

Accuracy *

10 PP

Enemy flinch

Accuracy is three times (user's level minus target's level)

Frighten foe with

imposing presence.

 

LIFE STREAM

5 PP

All battlers restore 5% of Max HP each round

DRAGON-types restore 10% of Max HP each round

DARK-types are unaffected

DARK/DRAGON-types restore 5% of Max HP each round

These effects last five turns or until another field-affecting move is used

Healing energy

floods the arena.

 

MYSTIC AURA

Power 60

Accuracy 95%

10 PP

50% chance of the following effect:

Will randomly select Attack, Defense, Speed, Special Attack or Special Defense of user or target

Selected stat is randomly raised or lowered one level

Attack with aura.

May cause changes.

 

TEMPEST

Power 100

Accuracy 80%

10 PP

Enemy Attack lowered two levels

Enemy Special Attack lowered two levels

A violent storm

that humbles foe.

 

TONGUE FLICK

Power 35

Accuracy 99%

10 PP

Hits twice

An attack with a

forked tongue.

 

TONGUE LASH

Power 40

Accuracy 80%

5 PP

2-3 sets of two hits each

An attack with a

forked tongue.

 

TYPHOON

Power 140

Accuracy 90%

5 PP

User Special Attack lowered two levels after usage

Full power damage

lowers SP. ATK.

 

ELECTRIC-type Moves

BLITZ-CHARGE

Power 100

Accuracy 100%

10 PP

In two-on-two battles, targets both opponents AND user's ally

Fill entire field

with electricity.

 

ELEC.MAGNET

Accuracy 90%

25 PP

STEEL-type enemy cannot run/switch as long as user is in battle

STEEL-type enemy loses 30 HP/turn

No effect if enemy is not STEEL-type

Traps certain foes

magnetically.

 

FORCE FIELD

5 PP

Neither pokémon can run/switch; attempts to do so will cause PAR

Forced-run moves like WHIRLWIND will remove effect

A containing field

surrounds arena.

 

HAYWIRE

15 PP

User Attack, Special Attack and Speed raised one level

User Defense and Special Defense lowered one level

Move fails if user is not ELECTRIC-type

User becomes

dangerously hyper.

 

LIGHTNING

Power 70

Accuracy 99%

15 PP

30% chance of enemy flinch

A lightning bolt

to frighten foe.

 

LIGHTNINGGUN

Power 15

Accuracy 99%

15 PP

Hits 2-5 times

Fires a series of

small sparks.

 

MAGNETICWAVE

Power 70

Accuracy 90%

10 PP

Every second consecutive hit in a battle lowers enemy Special Defense three levels

A magnetic pulse

to cut resistance.

 

MAGNETIZE

10 PP

User Special Attack lowered three levels

User Special Defense raised three levels

User gains STICKY HOLD effect (held item cannot be taken by enemy)

Magnetize body to

boost resistance.

 

MEGAVOLT

Accuracy 30%

5 PP

One-hit K.O.

Electrocute foe

into submission.

 

POWER SURGE

Power 100

Accuracy 95%

1 PP

PP reduced to 0 for all ELECTRIC-type moves of both user and target

A sudden discharge

that shocks foe.

 

RECHARGE

10 PP

5 PP regained in any one of user's other ELECTRIC-type moves that still has at least 1 PP

Generate power to

continue battling.

 

RISING STORM

Power 20*

Accuracy 95%

10 PP

Move continues for next two turns

Second hit deals twice damage

Third hit deals three times damage and has 40% chance of enemy PAR

A lightning storm

builds over time.

 

SHOCK SPHERE

5 PP

For next five turns, if user is hit by a physical attack:

enemy will take a small amount of Electric-type damage;

20% chance of enemy PAR

A static sphere

surrounds user.

 

SHOCK THERAPY

5 PP

80% of the time, Two of the following stats, chosen randomly, are raised one level for the user: Attack, Defense, Speed, Special Attack, Special Defense, Accuracy or Evasion

20% of the time, if user PSN, PAR, SLP or BRN, status is cured; otherwise one-fifth of Max HP restored

Use electricity to

boost condition.

 

SIPHON

25 PP

User restores half the HP lost from recent ELECTRIC-type attack by either pokémon

Draw electric

energy from air.

 

STATIC FIELD

5 PP

ELECTRIC-type attacks at 150% power

ELECTRIC-type attacks set to 98% accuracy

WATER-type attacks gain recoil effect

SIPHON restores an extra 30 HP

These effects last for five turns or until another field-affecting move is used

Charges the air

with electricity.

 

STATIC SHOCK

Power 100

Accuracy 99%

10 PP

Two-turn attack; damage dealt on second turn

Build static power

and then shock.

 

SUPERCONDUCT

5 PP

User Special Attack, Special Defense raised two levels

One of two effects chosen randomly:

ELECTRIC-type attacks deal twice damage

ELECTRIC-type attacks are at two-thirds normal accuracy

OR

ELECTRIC-type attacks deal three times damage

ELECTRIC-type attacks are at half normal accuracy

These effects last for two turns

Build extra energy

for sheer power.

 

THOR HAMMER

Power 90

Accuracy 85%

10 PP

30% chance enemy PAR

Slams foe with a

charged hammer.

 

ZEUS THUNDER

Power 25*

Accuracy 80%

15 PP

Hits five times, each with 80% Accuracy and dealing 25 damage and a 5% chance of enemy PAR

Calls down heaven-

ly thunderbursts.

 

FIGHTING-type Moves

ADRENALINE

10 PP

User Attack and Speed raised two levels

After five turns, user Attack and Speed lowered two levels

Temporarily boosts

speed and power.

 

AURA BOOST

10 PP

User Special Attack, Special Defense raised one level; Confuse cured and prevented for 3 turns

Pressure-point to

rouse own spirit.

 

AURA JAB

Power 50

Accuracy 85%

10 PP

Enemy Special Attack, Special Defense lowered one level

Pressure-point to

dampen foe spirit.

 

BODY BOOST

10 PP

User Attack, Defense, Speed raised one level; PSN, BRN, PAR cured and prevented for 3 turns

Pressure-point to

invigorate self.

 

BODY JAB

Power 50

Accuracy 85%

10 PP

Enemy Attack, Defense, Speed lowered one level

Pressure-point to

weaken the target.

 

CURE POINT

10 PP

1/10 max HP restored to user; status cured and protected for 3 turns

Pressure-point to

revitalize self.

 

DUEL

Power 15*

Accuracy 90%

20 PP

Continues through future turns, doubling in power each time, until miss or fifth hit

A swordfight with

swords/arm blades.

 

GUARD SLIP

Power 50

Accuracy 85%

10 PP

Enemy takes twice damage from future physical attacks

Pressure-point to

cripple defense.

 

OPENING

Power 50

Accuracy 60%

15 PP

Does not trigger Special Abilities as a contact move

Watch for a chance

to bypass defense.

 

QUICK JAB

Power 70

Accuracy 99%

5 PP

Goes first in turn unless opponent uses a similar move

A very fast and

powerful punch.

 

SMASHKNUCKLE

Power 65

Accuracy 95%

5 PP

50% chance of K.O. when used on Rock-type pokémon

Can be used out-of-battle in the same manner as ROCK SMASH

A punch that can

break large rocks.

 

SUCKER PUNCH

Power 50

Accuracy 95%

10 PP

70% chance of hitting again at end of turn for each of the next 3-5 turns

Throw a punch when

least expected.

 

SWELTER

5 PP

FIGHTING-type attacks are at 1.5x power

PSYCHIC-type attacks are at half power

FIGHTING-type attacks have accuracy raised one level

PSYCHIC-type attacks have accuracy lowered one level

Pokémon entering field have 20% chance of flinch on their first turn - GHOST-types are immune to this

These effects last for 5 turns or until another field-affecting move is used

Stifling heat

fills the field.

 

TORPEDO KICK

Power 120

Accuracy 99%

5 PP

Deals a random amount of additional damage

Only usable on water terrain

A powerful kick

used in water.

 

UPPERCUT

Power 80

Accuracy 85%

10 PP

Enemy confuse 40% of time, Enemy PAR 40% of time, One-hit K.O. 20% of time

A rising smack to

the jaw.

 

FIRE-type Moves

BLUE FIRE

Power 150*

Accuracy 99%

5 PP

Inflicts less damage when your HP is lower

Freezing flames

are thrown at foe.

 

BOIL

Power 75

Accuracy 95%

15 PP

Deals double damage to WATER-types (cancelling out their resistance to FIRE-type attack)

Heat liquids to

the boiling point.

 

CRIMSON DAZE

Power 40

Accuracy 99%

25 PP

Enemy confuse

A bright burst of

flame dazzles foe.

 

DYING EMBERS

Power 160*

Accuracy 90%

10 PP

Continues through future turns, halving in power each time, until fifth hit

Raging fire that

slowly dies down.

 

FIRE BOMB

Power 200

Accuracy 99%

5 PP

User FNT

User explodes into

raging flame.

 

HEAT UP

5 PP

FIRE-type pokémon restore small amounts of HP every turn

ICE-type pokémon lose small amounts of HP every turn

FIRE-type moves are more accurate

These effects last for 2-5 turns or until another field-affecting move is used

The temperature

climbs briefly.

 

IGNITE

10 PP

User has effect of FLAME BODY Special Ability until recalled

If user is not FIRE-type, User BRN

Set fire to self.

Discourages hits.

 

INFERNOBLAZE

Accuracy 30%

5 PP

One-hit K.O.

A shower of flames

consumes the foe.

 

INFLAME

15 PP

User's FIRE-type attacks are at 150% power until recalled

User's body heat

climbs for power.

 

KINDLE

10 PP

User Special Attack raised one level

User Special Defense raised one level

Start a burn to

boost Special.

 

LAVA BOMB

Power 80

Accuracy 80%

10 PP

20% chance of enemy flinch, 25% chance of enemy BRN

If attack misses, Enemy hit with power-30 FIRE-type attack instead

Launch exploding

ball of magma.

 

LAVA RIVER

Accuracy 95%

10 PP

For next three turns, enemy loses 30 HP

For two turns after that, enemy loses 30 HP and 30% chance of enemy BRN

Effect ends early if enemy uses a WATER-type attack

A river of lava

flows toward foe.

 

MAGMA CAGER

Power 60

Accuracy 90%

5 PP

On second through fourth turns, enemy BRN

If enemy uses a WATER-type attack in second, third or fourth turn, effect ends, though BRN is not removed

On fifth turn, if effect has not been stopped, enemy covered in stone shell

Effects of the stone shell are similar to FRZ, except:

Effect can be removed by FIGHTING-type attacks instead of FIRE-type

Items that cure FRZ don't work; at least a Full Heal is needed, though it may crumble on its own

A sphere of magma

that will harden.

 

METEORSTRIKE

Power 25

Accuracy 75%

15 PP

5 hits, each with separate chance to hit

Calls down five

meteors to attack.

 

NUCLEARBLAST

Power 150

Accuracy 85%

5 PP

User takes power-75 damage

Both pokémon run/switch unless the only pokémon in a trainer's party

A blast that blows

everyone away.

 

PYROTECHNICS

15 PP

Enemy Accuracy lowered one level

If enemy is in the air from FLY or a similar move, enemy is hit with Power-80, Accuracy-99% FIRE-type attack

Shoots a dazzling

fireworks display.

 

SAUNA

5 PP

FIRE-type moves are at 1.5x power

WATER-type moves are at 1.5x power

GRASS-type moves are at half power

ICE-type moves are at half power

Create a hot and

humid atmosphere.

 

SCORCH

Accuracy 85%

10 PP

Enemy BRN; damage dealt from BRN increases by initial amount each turn

Deals a heavy burn

to the target.

 

SPICY POWDER

Power 35

Accuracy 80%

25 PP

Enemy BRN

If move fails, user BRN

During SUNNY DAY, Accuracy 100%

Burns foe with

irritating powder.

 

TRAILBLAZE

Power *

Accuracy 99%

20 PP

Power is equal to user's Speed

10% chance of Enemy BRN

Available as an HM

A dash that builds

up fire energy.

 

WELD

Power 40

Accuracy 95%

25 PP

10% chance of enemy BRN; if enemy is STEEL-type, enemy Defense, Speed, Accuracy, Evasion lowered one level unless enemy is holding OIL item

An attack that

makes metal fuse.

 

FLYING-type Moves

AERO-ESCAPE

5 PP

User flies up into the sky; avoids attacks as with FLY

User remains in the sky for 2-5 turns

While user is in sky, items cannot be used on it

User can use moves while in the air, but contact moves will end effect

Move is TM-exclusive

Fly skyward to

avoid attacks.

 

FLOCK

5 PP

All battlers Accuracy lowered one level

Each turn, each battler might take damage:

50%: hit with PECK

40%: hit with WING ATTACK

10% not hit

These effects last for five turns or until another field-affecting move is used

A flock of birds

crosses the field.

 

MOLT

10 PP

User status cured, user Defense lowered one level

Shed feathers to

escape bad status.

 

NOSE DIVE

Power 100

Accuracy 85%

15 PP

Two-turn attack; damage dealt on second turn

After first turn, user can only be hit with moves that can hit FLYing pokémon

Damage not affected by REFLECT

User takes half damage

If attack misses, user hit with power-100 FLYING-type attack

Risky dive bomb to

bypass barriers.

 

STRAFE DIVE

Power 15*

Accuracy 85%

15 PP

User can only be hit with moves that can hit FLYing pokémon

Continues through future turns, doubling in power each time, until miss or fifth hit

Continuous dive-

bombing of target.

 

TAIL SPREAD

Accuracy 90%

10 PP

Enemy confuse

Enemy accuracy lowered two levels

User Attack raised one level

Spread fancy tail

to impose.

 

ZERO GRAVITY

10 PP

All GROUND-type attacks have 0% Accuracy

All moves involving digging or diving, such as DIG, DIVE and EXCAVATE, are disabled

These effects last for 3 to 5 turns or until GRAVITY PULL is used

When effect ends, whether by GRAVITY PULL or wearing off naturally, all battlers take damage

Power is half of pokémon's weight in pounds; FLYING-types and pokémon with LEVITATE are immune; all others take standard damage

Remove the pull

of gravity.

 

GHOST-type Moves

DOOM CRUX

10 PP

If next move is a GHOST-type attack, its power is doubled

Channel spirits of

tragic deaths.

 

HAUNTED WIND

Power 20

Accuracy 99%

20 PP

Hits 2-5 times

A sudden breeze of

invisible fists.

 

ILLUSION

Accuracy 99%

5 PP

User Evasion raised five levels

User Evasion lowered one level per turn over following five turns

No effect if enemy is PSYCHIC-type

Creates copies of

user to fool foe.

 

MACABREDANCE

10 PP

User Attack raised two levels

User Speed raised two levels

Enemy Confuse

A dance of death

envigorates user.

 

NECROMANCY

Power *

Accuracy 90%

10 PP

Does 35 damage for each fainted Pokémon in your party.

Call upon the

fallen to attack.

 

PAYBACK

15 PP

If user faints within two turns, enemy takes 50 HP damage

Prepare to deal

some payback.

 

PERIL TOMB

Power 70

Accuracy 99%

15 PP

Enemy Speed lowered one level

10% chance of Enemy flinch

Lock the opponent

into its doom.

 

PESTER

10 PP

User chooses enemy's next attack 70% of time (chosen randomly if used by wild pokémon); Enemy Attack, Special Attack raised one level 20% of time; Enemy uses attacks (NOT defensive or healing moves) randomly for 2-3 turns 10% of time

Use taunting to

lead on opponent.

 

PHANTOM MOAN

10 PP

Enemy PAR 25% of time, Enemy Confuse 25% of time, Enemy flinch 25% of time, Enemy automatic run/switch 25% of time

An eerie moan

floats on the air.

 

POLTERGEIST

Accuracy 80%

10 PP

Random enemy move disabled

Send a spirit to

foul up technique.

 

POSSESS

Accuracy 70%

5 PP

For one turn, you control enemy pokémon; its attacks will hit itself

Target's stats can be viewed as if it were your pokémon

Briefly take over

the target's body.

 

RE-ANIMATE

5 PP

Always goes first, even before QUICK ATTACK and similar

If user faints the same turn this move is used, 50% of Max HP is restored

Prepares to rise

from the dead.

 

REQUIEM

5 PP

GHOST-type moves are at 1.5x power

PSYCHIC-type moves are at half power

PERISH SONG is disabled

Any pokémon that is switched into battle has a 50% chance of FNT unless previous pokémon fainted

These effects last for 2-5 turns or until another field-affecting move is used

A macabre song

fills the air.

 

SHADOWY EYES

Power 30

Accuracy 99%

15 PP

30% chance of enemy Flinch

A ghastly glare to

scare the target.

 

SOUL DEVOUR

Accuracy 40%

5 PP

One-Hit K.O., restores half max HP to user

If attack misses, user PAR and Confuse

Consumes the life

force of the foe.

 

SPIRITUALISM

Power 20

Accuracy 99%

10 PP

Hits as many times as there are GHOST-types in your party

Nearby spirits

rise against foe.

 

WHISPER

Accuracy 99%

25 PP

Enemy EVASION lowered one level

Draws foe w/barely

audible sounds.

 

GRASS-type Moves

ARBOREUM

5 PP

GRASS-type attacks are at 1.5x power

FIRE-type attacks are at 1.5x power

All BUG-type pokémon have accuracy raised one level

These effects last for five turns or until another field-affecting move is used

Field is filled

with many trees.

 

AUTUMN WIND

Power 80

Accuracy 99%

5 PP

Enemy loses 10 HP each turn for three turns or until switched

Strikes with en-

during autumnwind.

 

BERRY BAIT

Accuracy 100%

10 PP

Always goes first, even before QUICK ATTACK and similar

One of the five berry flavors is chosen at random

If flavor selected is enemy's favorite, enemy loses this turn and the next one

If enemy dislikes flavor selected, move has no effect

Otherwise, enemy loses this turn

If used repeatedly, each use has an accuracy 75% of previous use

Throw a berry to

distract the foe.

 

BERRY GROWTH

10 PP

If user is not holding an item, user will recieve a random Berry

Eligible GSC berries: all

Eligible RS berries: Aguav, Aspear, Cheri, Chesto, Figy, Iapapa, Leppa, Liechi, Lum, Magost, Oran, Pecha, Persim, Rawst, Sitrus, Wiki

If not used, Berry disappears at end of battle

Create a BERRY for

use in a pinch.

 

BRANCH BLOW

Power 80

Accuracy 90%

15 PP

Strikes foe with

large branches.

 

BURNT LEAF

Power 60

Accuracy 80%

5 PP

Enemy BRN

Burning leaves are

swung at the foe.

 

CHLOROBLAST

Power 90

Accuracy 90%

15 PP

User spends next turn recharging

Enemy cannot run/switch and Accuracy lowered two levels for 2-5 turns

Sprays chlorophyll

all over the foe.

 

GARROTE VINE

Accuracy 30%

5 PP

User FNT; One-hit KO

Vines are pulled

tight around foe.

 

INCENSE

Accuracy 75%

10 PP

User and Ally Special Defense raised one level

Enemies' Special Defense lowered one level

10% chance of enemies flinch

A calming aroma

fills battlefield.

 

LEAF HELIX

Power 20

Accuracy 80%

10 PP

Attacks 2-5 times

Has a high critical hit ratio

A spinning helix

damages the foe.

 

LEAF TRAIL

10 PP

Power and accuracy depend on target's height/length:

2' and under: Power 20, Accuracy 100%

2'1" to 4': Power 40, Accuracy 90%

4'1" to 6': Power 60, Accuracy 80%

6'1" to 8': Power 80, Accuracy 70%

8'1" to 10': Power 100, Accuracy 60%

10' or more: Power 120, Accuracy 50%

Wet leaves may

make foe slip.

 

MAGIC BEAN

Power 90

Accuracy 99%

10 PP

Two-turn attack, damage dealt on second turn

Out-of-battle effect: creates vine that can be climbed to reach high platforms or FLYing pokémon

Available as an HM

Plant the seeds of

a very large vine.

 

NECTAR BOMB

Power 75

Accuracy 85%

10 PP

Enemy Speed, Evasion lowered two levels

Drench the foe in

sticky nectar.

 

ROOT CRUSH

Power 110

Accuracy 80%

5 PP

If attack misses, damage is dealt to user

Rising roots enve-

lop and crush foe.

 

ROOT PLANT

25 PP

User cannot leave battle for five turns

Brace yourself vs.

forced run/switch.

 

SAKURA BLAST

Power 70

Accuracy 95%

10 PP

50% chance of enemy confuse

A spiral of cherry

blossoms strikes.

 

SAWDUST

Accuracy 99%

15 PP

Enemy Accuracy lowered one level

Throw sawdust in

the enemy's eyes.

 

SEED CANNON

Power 70

Accuracy 99%

15 PP

10% chance to lower enemy Speed one level

An array of seeds

is fired at foe.

 

SHARPTHORNS

Power 50

Accuracy 90%

10 PP

Hits 2-3 times

An attack with

thorns.

 

TREE SMASH

Power 100

Accuracy 50%

5 PP

Enemy Defense, Speed lowered three levels

Enemy PAR

A tree collapses

onto the target.

 

TRANSPIRE

5 PP

Status changes are healed and 1/4 max HP restored

Expel impurities

from user's body.

 

VERDURE

5 PP

GRASS-type attacks are at 1.5x power

SOLARBEAM does not need a charging turn

Powder attacks are at 100% accuracy

These effects last for five turns or until another field-affecting move is used

Field is filled

with vegetation.

 

WILD GROWTH

Power 50

Accuracy 80%

5 PP

User All Stats raised one level

Wild growth that

boosts power.

 

GROUND-type Moves

DUST CLOUD

Accuracy 99%

20 PP

Enemy Accuracy lowered two levels

Enemy Evasion raised two levels

Effects last for 2-3 turns

Cover foe in thick

cloud of dust.

 

EXCAVATE

Power 120

Accuracy 85%

10 PP

User goes underground; avoids attacks as with DIG

User remains underground for a turn

On move's third turn, user surfaces to deal damage

If user is not holding an item, there is a 30% chance for it to find something

Possible items: EVERSTONE, OIL, HARD STONE, CHARCOAL, NUGGET with equal chance for each

Item can be found whether or not move hits, but not until user surfaces

Dig for 2 turns.

May find items.

 

GRAVITY PULL

10 PP

FLYING-types and pokémon with the LEVITATE Special Ability take normal damage from GROUND-type attacks

All moves involving flying into the air, such as FLY, HOVER, and STRAFE DIVE, are disabled

These effects last for 3 to 5 turns or until ZERO GRAVITY is used

Increase the pull

of gravity.

 

MINE FIELD

15 PP

Each turn, non-Flying-type enemy has 75% chance to lose 25 HP

Each turn, non-Flying-type user has 20% chance to lose 25 HP

Lace the ground

with many mines.

 

QUICKSAND

Accuracy 90%

5 PP

User FNT; One-Hit KO

Drag opponent down

into a sandy mire.

 

SAND BLAST

Power 30

Accuracy 85%

20 PP

User takes 1/4 recoil damage

Attack continues through future turns, doubling in power each time, until miss or fifth hit

Toss up sand until

arena caves in.

 

SAND CASTLE

20 PP

Sand castle is built

Enemy's damaging WATER-type attacks have a 90% chance of hitting sand castle instead

Enemy's other damaging attacks have a 50% chance of hitting sand castle instead

Sand castle takes damage as a duplicate of user with 1/4 max HP

Build sand castle

to take foe hits.

 

SAND TRAP

Power 10

Accuracy 90%

10 PP

Enemy Evasion lowered three levels and cannot run/switch for 2-5 turns

The ground becomes

a slippery pit.

 

TAR PIT

Accuracy 99%

15 PP

Enemy Speed lowered two levels

Forms a sticky tar

pit below foe.

 

TECTONICS

Power 75

Accuracy 90%

5 PP

33% chance of run/switch which applies randomly to user or enemy

The Earth's plates

shift slightly.

 

TREMOR

Power 100*

Accuracy 99%

10 PP

Continues through later turns, hitting each successive time with a Power 20 less than the previous turn

An earthquake with

some aftershocks.

 

ICE-type Moves

ABSOLUTEZERO

Accuracy 75%

5 PP

Enemy FRZ

Foe is exposed to

the coldest temp.

 

COLD SNAP

5 PP

ICE-type attacks are all raised to 99% accuracy

ICE-type pokémon restore 10 HP per turn

GRASS-type pokémon lose 10 HP per turn

These effects last for 5 turns or until another field-affecting move is used

A freezing cold

front moves in.

 

CRYSTAL CUT

Power 80

Accuracy 95%

5 PP

30% chance of enemy FRZ

If SWORDS DANCE is used first, Power rises to 100

A slash with a

frozen blade.

 

CRYSTALSTORM

Power 150

Accuracy 90%

5 PP

User spends next turn recharging

Very powerful, but

skips next turn.

 

DEEP FREEZE

10 PP

Two turns after move is used, both battlers FRZ

Move overrides all other status effects except SLP

Arena will freeze.

Hibernaters avoid.

 

FREEZER BURN

Power 20

Accuracy 99%

10 PP

50% chance of enemy either FRZ or BRN at random

Exposure to raw,

searing cold.

 

FROSTBITE

Accuracy 50%

5 PP

Enemy FRZ

Enemy takes small damage each round

Effect wears off after three turns

Inflict stinging

frostbite on foe.

 

FROST CANNON

Power 100

Accuracy 50%

5 PP

70% chance of enemy FRZ

Fires a large ball

of snow and frost.

 

FROST TOWER

10 PP

User Speed lowered one level

User Defense raised one level

Enemy's contact moves are met with Power-50 attack and a 20% chance of enemy FRZ

Enemy's FIRE-type attacks have 35% chance to end effects

Effects last for five turns or until user is recalled

Cover self in a

spiky ice tower.

 

GLACIER

Power 150

Accuracy 75%

5 PP

Enemy FRZ

User loses 40 HP and spends next turn recharging

Build a glacier to

crash down on foe.

 

ICE FLOE

Accuracy 60%

10 PP

Enemy FRZ

Covers the foe in

a casing of ice.

 

ICY FLOOR

5 PP

Most physical attacks other than FLYING have slightly reduced accuracy

On a miss, user takes small damage

Effects last until end of battle or until another field-affecting move is used

Slippery ice makes

footing unsteady.

 

SNOWBALL

Power 15

Accuracy 85%

20 PP

Hits 2-5 times

Hurl snowballs at

the target.

 

SNOWBOARD

Power 95

Accuracy 99%

15 PP

Out-of-battle effect: can turn at any time on ice

Available as an HM

Ride a mound of

snow over foe.

 

SNOW FORT

10 PP

User Defense raised two levels

A wall of snow to

raise Defense.

 

LIGHT-type Moves

AURORA FLASH

Power 30

Accuracy 90%

15 PP

50% chance of enemy SLP

Flashing colors.

May hypnotize foe.

 

BLINDING

Accuracy 90%

10 PP

Lowers enemy accuracy 2 levels

On 2-on-2 battles, lowers the acuracy of both enemies 1 level

A blinding light

cuts accuracy.

 

DANCINGLIGHT

Accuracy 90%

20 PP

Enemy Accuracy lowered two levels

30% chance of enemy confuse

Small lights dance

in foe's face.

 

DIAMOND GLOW

Accuracy 99%

20 PP

Enemy Defense, Special Defense lowered one level

Hypnotize foe into

dropping guard.

 

ETHEREAL RAY

Power 70

Accuracy 90%

5 PP

Enemy Defense, Special Defense lowered one level

20% chance of enemy confuse

Otherworldly light

engulfs target.

 

FLARE

Accuracy 99%

5 PP

30% chance of enemy BRN

If MIDNIGHT is in effect, lowers enemy Evasion five levels

Otherwise, during night, lowers enemy Evasion three levels

Levels of Evasion lost will return over future turns, one per turn

If MIDNIGHT is in effect, all lost Evasion is restored when MIDNIGHT effect ends

A flare brightens

field, then fades.

 

GUIDINGLIGHT

Accuracy 99%

5 PP

All of the user's attacks are raised to 99% accuracy for 2 turns (except 1-hit KO moves)

Out-of-battle effect: guides you through (supernatural) dark places

Light ensures the

next move's hit.

 

HOLY SHIELD

5 PP

User speed lowered one level

User is immune to DARK-type direct damage (but not indirect damage) until recalled

A shield of light

to turn away dark.

 

HOPE BEACON

5 PP

Restores PP of other moves of the pokemon that uses this move by 25%; also restores the HP of all pokémon in battle by 15% (this includes foes)

Out of Battle Effect: Restores the HP of all the pokémon in the trainer's party by 20%

A beacon lights

up to replenish.

 

HORN GLOW

Accuracy 99%

20 PP

User Special Attack raised two levels

Flashes a light

that ups SP. ATK.

 

LASER

Power 45

Accuracy 99%

30 PP

15% chance of enemy BRN

A simple laser

beam is fired.

 

LUSTER FLASH

Power 50

Accuracy 90%

10 PP

Enemy Accuracy lowered one level

30% chance of enemy confuse

A flash of light

envelops foe team.

 

NEON

25 PP

Enemy Accuracy lowered one level

MIDNIGHT removed and disabled

Out-of-battle effect: causes effect of Special Ability ILLUMINATE

User is coated

in glowing neon.

 

RADIANT BEAM

Power 65

Accuracy 99%

20 PP

10% chance to lower enemy Accuracy one level

A strong laser.

May blind foe.

 

SHINE SABRE

Power 60

Accuracy 95%

10 PP

LIGHT SCREEN does not halve the damage from this move

Sword of light to

go through walls.

 

SOLAIS

5 PP

LIGHT-type attacks are at 1.5x power

DARK-type attacks are at half power

RECOVER restores all of user's HP

These effects last for 5 turns or until another field-affecting move is used

A paradise of

light and peace.

 

STARGAZE

15 PP

Requires a charging turn

On second turn, HP restored to full

The power of the

stars restores.

 

STUN BURST

Power 40

Accuracy 90%

25 PP

40% chance of enemy PAR

A bright burst of

light. May stun.

 

UV RAY

Power 120

Accuracy 70%

5 PP

50% chance of enemy BRN unless enemy is FIRE-type

Give the enemy a

serious sunburn.

 

MAGIC-type Moves

ALCHEMY

Accuracy 99%

15 PP

Heals 50 HP. If the user is holding an item that can be used in battle, the item disappears and the user heals 90 HP.

Out-of-Battle effect: Can turn the trainer's items into something else:

Turns 2 Potions into 1 Super Potion

Turns 3 Super Potions into 1 Hyper Potion

Turns any 3 Status-healing items into 1 Full Heal

Turns 2 Ethers into 1 Elixer

Turns 3 Revives into 1 MAX Revive

Turns 1 Pearl into 1 Nugget

Transmutate items

to recover.

 

BALANCE

5 PP

All pokémon are pure NORMAL-type

All moves are NORMAL-type

These effects last 10-15 turns

Remove all element

relationships.

 

BIBLIOMANCY

10 PP

Copies the effect of any random Magic-type move

Pick a page,

any page.

 

CARD TOSS

Power 60

Accuracy 99%

20 PP

High chance of critical hits

Playing cards are

tossed at the foe.

 

CEREMONY

10 PP

User loses two turns

User's MAGIC-type moves deal double damage for rest of battle

A long rite that

grants power.

 

EQUALITY

10 PP

For each pokémon in battle, ATTACK and SPC.ATK change to the average of the two

For each pokémon in battle, DEFENSE and SPC.DEF change to the average of the two

These effects last 10-15 turns

Remove differences

in attack form.

 

FAIRY POWDER

Accuracy 95%

15 PP

Target's Special Ability becomes LEVITATE, replacing original Special Ability, until recalled

No effect if target is FLYING-type or already has LEVITATE

Magic powder makes

foe float around.

 

GAMBLE

5 PP

Either user or enemy will faint, with equal chances for either

The stakes are all

or nothing.

 

HEALINGSPELL

15 PP

User restores half max HP

Summon life energy

to heal yourself.

 

HOLY WATER

10 PP

DARK-type moves by anyone deal half damage for five turns

The life-draining effect of CURSE is cured and prevented for five turns

Sprinkle blessed

water over field.

 

LOVE POWDER

Accuracy 99%

15 PP

If user and enemy are opposite genders, enemy infatuate

Magic powder makes

foe fall in love.

 

MAGIC ARROW

Power 15

Accuracy 99%

25 PP

Hits 2-5 times

Create glowing

arrows and attack.

 

MAGIC CIRCLE

Accuracy 85%

5 PP

Enemy cannot run/switch, enemy trainer cannot use items on trapped pokémon and enemy's attacks strike itself for 2-3 turns

A mystic field

entraps the foe.

 

MAGIC SPELL

For advanced trainers only! This move, usable by all Magic-types and a select few other pokémon attuned to mystical energy or the supernatural, does not actually appear on move lists, as it requires the trainer's participation; the trainer speaks a rhyming incantation of his/her choice, which determines the type of the resulting powerful attack from the pokémon.

In the Game Boy game engine, this move, available as a TM, can be used as SACRED FIRE, AEROBLAST, EARTHQUAKE or HYDRO PUMP.

The power is yours

to command.

 

MIRROR HOUSE

10 PP

Field is covered with mirrors, forming a maze of reflections

All battlers, including user, have a 50% chance each turn of targetting a mirror

If a mirror is hit with a contact move, attacker takes 1/4 damage in recoil

If a mirror is hit with a non-contact attack, it is reflected back at attacker

Sound-based attacks are not reflected, but sight-based moves such as LEER or GLARE are

Effect ends in 3 to 5 turns, and will overlap weather effects rather than being cancelled

Magical mirrors

mislead attackers.

 

MISERY SHOT

Power x

Accuracy 99%

20 PP

Deals more damage the lower user's Happiness is; A special-attack version of FRUSTRATION

Channel negative

emotion to attack.

 

MOTE AID

Accuracy 95%

10 PP

Half of the time, move restores 30 HP to user

Half of the time, move deals power-30 damage to enemy

The motes orbiting

user take action.

 

MOTE SIPHON

5 PP

User HP restored to max

The motes orbiting

user give energy.

 

MOTE SUMMON

Power 150

Accuracy 50%

5 PP

User takes one-third the damage enemy recieves

User's motes fuse

and attack.

 

MOUNT

Power 80

Accuracy 95%

15 PP

Out of battle effect: Ride steed across difficult terrain

Summon a magical

steed and charge.

 

NULLIFY

10 PP

Removes all field effects

If there is no active field effect, removes status problems for both pokémon

Ends all ongoing

effects.

 

PAGAN RITE

10 PP

User loses another turn

User's DARK-type and MAGIC-type moves deal double damage for the next five turns

Effect removed and prevented by HOLY WATER

A dark ritual for

black magic users.

 

PENDULUM

Accuracy 90%

10 PP

Move may charge (pendulum swinging) for 0-5 turns:

(1 time out of 20) Doesn't charge, Power 20

(5 times out of 20) Charges for 1 turn, Power 30

(5 times out of 20) Charges for 2 turns, Power 50

(5 times out of 20) Charges for 3 turns, Power 70

(3 times out of 20) Charges for 4 turns, Power 90

(1 times out of 20) Charges for 5 turns, Power 110

A pendulum swings

and clobbers foe.

 

PORTENTS

Power randomly determined:

Power 10 &nbsp5%

Power 30 &nbsp15%

Power 50 &nbsp30%

Power 70 &nbsp30%

Power 90 &nbsp15%

Power 150&nbsp5%

Accuracy 99%

20 PP

Extra effect randomly determined:

Enemy BRN &nbsp5%

Enemy FRZ &nbsp5%

Enemy PAR &nbsp5%

Enemy PSN &nbsp5%

Enemy SLP &nbsp5%

Enemy flinch &nbsp5%

Enemy confuse &nbsp5%

Enemy disable &nbsp5%

No extra effect &nbsp60%

Omens of evil are

delivered.

 

PRIDE SHOT

Power x

Accuracy 99%

20 PP

Deals more damage the higher user's Happiness is; A special-attack version of RETURN

Channel positive

emotion to attack.

 

PROXY

Accuracy 50%

5 PP

For next 2-5 turns, all attacks, status effects, etc. that target user hit enemy instead

Cause attacks on

you to affect foe.

 

QUICK SPELL

Power 35

Accuracy 99%

30 PP

10% chance of enemy Confuse

Goes first in turn unless opponent uses a similar move

An easy spell to

cast in a hurry.

 

REFLECTION

10 PP

Makes substitute that has enemy's moves, user loses 1/4 max HP

A copy of foe that

fights on its own.

 

REJUVENATE

5 PP

Restore move with 0 PP to full

Use magical power

to restore energy.

 

REPETOIRE

10 PP

Uses random sound-based move from the last 5 BATTLEs.

Use stored sounds

to attack the foe.

 

RITE OF DAY

10 PP

Two-turn move; first turn spent charging

Effect during MORN or DAY:

Power 60

Accuracy 99%

Duplicates SUNNY DAY effect

Effect during night:

Restores user's entire party to full HP

Duplicates MIDNIGHT effect

Call on the power

of sun or moon.

 

ROULETTE

5 PP

One of ten effects randomly selected:

1: User and enemy fully healed

2: Attack, Power 70 Accuracy 99%

3: 2-5 PP deducted from a random one of user's moves

4: All Pokémon Confuse

5: All Pokémon are healed of status ailments

6: Attack, Power 100 Accuracy 99%

7: User and enemy faint

8: User Attack and Defense raised three levels

9: Enemy PAR

10: The roulette wheel is re-spun

A game of chance.

See what happens!

 

SACRIFICE

Accuracy 40%

10 PP

One-hit K.O., user loses half max HP

User's pain is

directed into foe.

 

SHUFFLE

20 PP

User EVASION raised one level

Card-based user

shuffles itself.

 

SKILL CAST

10 PP

User's Special Ability changes to match that of any other party member

Cast spell to

change ability.

 

SLOTS

5 PP

Three pictures appear on screen, of either Rayquaza, Chansey, Meowth or Dusclops

Each picture is 'spun' (switches rapidly) and then settles

3 Rayquaza: Attack, Power 150 / Accuracy 75%

3 Chansey: All battlers fully healed

3 Meowth: Monetary earnings (trainer's prize money and PAY DAY) is x1.1

3 Dusclops: All battlers FNT

2 Rayquaza + other: Attack, Power 75 / Accuracy 95%

2 Chansey + other: User regains 50 HP

2 Meowth + other: Monetary earnings (trainer's prize money and PAY DAY) is x1.05

2 Dusclops + other: acts as GAMBLE

3 Entirely Different: Nothing happens

A game of chance.

See what happens!

 

STAGE HELPER

10 PP

Ally's MAGIC-type attack this turn is raised to 99% accuracy

Help your ally to

cast a spell.

 

SUMMON

10 PP

Effect randomly determined:

45% &nbspRandom unevolved, non-Legendary pokémon appears, uses its final attack on enemy and disappears

25% &nbspRandom singly-evolved pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears

10% &nbspRandom twice-evolved pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears

7.5% &nbspRandom Legendary pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears

7.5% &nbspRandom evolved or Legendary pokémon whose name appears in your Pokédex appears, uses a random attack on enemy and disappears

4% &nbspmove fails

1% &nbspDisastrous failure; Power-200 attack hits both user and enemy

Summon pokémon to

strike down foe.

 

SWORD BASKET

Accuracy 85%

10 PP

Power-15 attack hits enemy for next 2 to 5 turns

Enemy cannot attack or run/switch while move is in effect, save for hold-breaking moves

Effect ends if user deals damage to enemy with a different attack

Basket holds foe,

swords pierce.

 

TIME SLICE

Accuracy 99%

10 PP

For next five turns, user gets an extra Power-40 attack against foe

Extra attack happens first thing each turn, even before the enemy's speed moves

*When move is used by time-related Legendary pokémon, it also deals Power-70 damage at use

Slows time to

attack thoroughly.

 

TRIBUTE

Power *

Accuracy 95%

15 PP

Power depends on item held, which is used up in attack

Pokéballs of any kind: Power 10

Saleable items worth less than 1000: Power 10

Berries and all healing items: Power 25

Stat-raising items: Power 50

Miscellaneous items: Power 50

Attack-boosting hold items: Power 100

Saleable items worth at least 1000: Power 100

Element Stones and Rare Candies: Power 150

Pay tribute to the

spirits for favor.

 

WAND SHAKE

Accuracy 99%

10 PP

1 time out of 3: Enemy PAR

1 time out of 3: Enemy PSN

1 time out of 3: Enemy confuse

Shake the wand for

a random effect.

 

NORMAL-type Moves

AIMED SHOT

Power 50

Accuracy 100%

20 PP

Attack cannot possibly miss

A move that hits

no matter what.

 

AMPLIFIERS

15 PP

For next five turns, any sound-based attack by either pokémon deals double damage

Amplify all sound

on the field.

 

CALIBRATE

15 PP

User Accuracy raised two levels

Programmed POKéMON

adjusts its aim.

 

CHARGE SPIN

Power 150

Accuracy 90%

5 PP

Two-turn move; first turn spent charging

Ends effects of holding attacks and Leech Seed

Move is ShinE-exclusive

Spinning charges

body to strike.

 

CLONE

5 PP

User copies itself and is recalled

HP divided between original and copy

Copy vanishes when fainted, switched or at end of battle; if at end of battle, takes a share of EXP with it

Makes a clone to

help fight.

 

COIN TOSS

1 time out of 2: Enemy loses 10 HP

1 time out of 2: Enemy loses 100 HP

10 PP

A coin is flipped.

Heads or tails?

 

COLD GLANCE

Accuracy 85%

35 PP

Enemy Attack lowered one level, Enemy Defense lowered one level

An insulting look

to lower stats.

 

COLLECT

10 PP

Stores power used to fuel Food Fight and Consume

Move can be used up to 3 times

Collect food to

attack or consume.

 

CONSUME

10 PP

Restores HP by amount fueled by Collect

Eat collected food

to recover energy.

 

CRUSH HUG

Power 75

Accuracy 95%

10 PP

Traps the foe for the next 1-4 turns, producing 20 HP of damage each time; during that time, the user cannot use physical attacks

A tight hug holds

and damages foe.

 

CRYBABY

Accuracy 75%

15 PP

Enemy Flinch

Bawling to guilt-

trip the target.

 

CUDDLE

20 PP

Restores HP to user; amount is greater the higher user's Happiness is

Out-of-battle effect: restores HP to target; amount is greater the higher user's Happiness is

Restore energy

with a hug.

 

DATA ABSORB

10 PP

User Accuracy raised two levels

User Evasion raised two levels

Robotic user draws

data on foe moves.

 

DEAD SILENCE

5 PP

All sound-based moves of all pokémon are disabled

30% chance of trained pokémon not hearing trainer's commands

These effects last for five turns or until another field-affecting move is used

Dampen all sound

on the field.

 

DOODLE

Accuracy 95%

1 PP

User learns a random one of enemy's moves permanently; new move replaces DOODLE

User doodles a

picture of enemy.

 

ECHO

Accuracy 90%

20 PP

If enemy's last move was sound-based, user repeats it for double damage back at enemy

Use echo of foe's

move against it.

 

FACE SLAP

Power 45

Accuracy 99%

20 PP

If enemy is SLP or Confuse, then FACE SLAP deals double damage and cures SLP/Confuse

Can be used out of battle to cure ally SLP; takes off 20 HP

A slap brings foe

to its senses.

 

FETCH

40 PP

User fights randomly

If user is holding any kind of Pokéball it will attempt to capture the opponent when the opponent's HP is low enough

Retrieve items or

other POKéMON.

 

FOOD FIGHT

Power 100

Accuracy 99%

10 PP

Inflicts damage by amount fueled by Collect

Use collected food

to attack the foe.

 

GIGACHARGE

10 PP

For next three turns, moves that require a charging turn can be used in only one turn

Gather power for a

variety of uses.

 

GLASSBREAKER

Power 95

Accuracy 99%

5 PP

If enemy has REFLECT or a similar move in place, it is removed

High-pitched cry

to shatter glass.

 

HARMONY

10 PP

Accuracy 90%

Enemy SLP

In 2 vs. 2 battles, both enemies and user's ally all SLP

Each of trainers' inactive pokémon have 30% chance of SLP

Fill arena with

soothing harmony.

 

HEADSTRIKE

Power 60

Accuracy 95%

20 PP

30% chance to lower enemy Special stats one level

An attack to the

target's head.

 

HOROSCOPE

20 PP

One of twelve moves is used based on a randomly selected zodiac sign:

Aries: HEADBUTT

Taurus: SKULL BASH

Gemini: DOUBLE TEAM

Cancer: CRABHAMMER

Leo: ROAR

Virgo: ATTRACT

Libra: BALANCE

Scorpio: POISON STING

Sagittarius: MAGIC ARROW

Capricorn: HORN ATTACK

Aquarius: HOLY WATER

Pisces: SPLASH

The constellations

guide your fate.

 

HYPER SPIN

Four attacks made:

First three are all Power 20, Accuracy 60%

Fourth is Power 60, Accuracy 99%, 10% chance of recoil to user

5 PP

10% chance of enemy flinch on next turn

Ends effects of holding attacks and Leech Seed

Spin to fire shock

waves then strike.

 

INVERT

10 PP

Type Relations are reversed; an attack of Type A now affects a target of Type B the way an attack of Type B normally affects a target of Type A

This effect lasts for five turns or until user is recalled

Invert colors to

invert relations.

 

JUSTICE

Accuracy 100%

5 PP

User waits three turns

On fourth turn, One-Hit K.O.

Gather power, then

deal punishment.

 

LAZY DAY

Accuracy 75%

10 PP

Enemy randomly either falls asleep or gets switched (falls asleep if wild or only member of party)

Target is infected

with laziness.

 

LOVE CRUSH

Power 60

Accuracy 99%

15 PP

Power is 90 if enemy is infatuated, but cures the attraction upon doing so

Uses infatuation

to damage the foe.

 

MADNESS

15 PP

User ATTACK raised two levels

User confuse

Makes you stronger

but also dizzy.

 

MAXIMIZE

20 PP

User Defense raised one level

User Evasion lowered one level

Increase size to

resist attacks.

 

OPEN SPACE

10 PP

User SPEED lowered one level

User EVASION raised one level

Give yourself more

room to work with.

 

POWER TAIL

Power 60

Accuracy 75%

10 PP

15% chance of enemy flinch

10% chance of enemy PAR

A tail attack that

could break bones.

 

RESET

5 PP

User status cured

User All Stats returned to normal

User restores half max HP

Programmed POKéMON

clears variables.

 

RIDICULE

Power 40

Accuracy 70%

10 PP

Enemy cannot attack for 2-5 turns

Fills the target

with shame.

 

SCREAM

Accuracy 30%

5 PP

One-hit K.O.

A sound-based

attack.

 

SEASONS

10 PP

Randomly selects one of four effects:

Spring: Stat lock: no stats can be altered

Summer: SUNNY DAY effect

Autumn: FIRE- and GRASS-type attacks are at 150% power

Winter: ICE-type attacks at 2x power, FIRE-type attacks at half power, WATER-type attacks gain recoil

These effects last for five turns or until another field-affecting move is used

Causes a random

weather shift.

 

SENTRY

15 PP

User Attack raised one level

User Defense raised one level

User Evasion raised one level

Only usable by pokémon with more than one head

One head watches

as another fights.

 

SHOUT

Power 40

Accuracy 99%

30 PP

A sound-based

attack.

 

SHOW OFF

Power x

Accuracy 90%

20 PP

Power is 10 times the number of ribbons worn by user; maximum Power 250

If user is not wearing any ribbons, user cannot attack for 2-5 turns

Show your foe just

how good you are.

 

SNUGGLE

Accuracy 99%

30 PP

Enemy Attack, Special Attack lowered one level

Snuggles the foe

to prevent attack.

 

SONAR

Power 40

Accuracy 90%

35 PP

Damage doubled against targets using DIVE

Enemy Evasion lowered one level - unlike damage, this is not prevented by SOUNDPROOF

The echo tells you

where your foe is.

 

SONIC WAVE

Power 60

Accuracy 100%

15 PP

Attack hits regardless of User Accuracy or Enemy Evasion

A sound wave that

covers the area.

 

TAIL DECOY

10 PP

Prevents PURSUIT's ability to hit running/switching pokémon

User's tail-based moves are disabled

These effects last five turns or until user is recalled

Detach own tail to

throw off pursuer.

 

TECH.ERROR

Accuracy 70%

20 PP

Enemy's next attack acts as a random one of its other moves (no effect if enemy has only one move)

Causes foe to use

the wrong move.

 

TIME TRAVEL

5 PP

Only usable if user has less than half max HP

The battle is reset to exactly the way things were last time a pokémon got sent in

PP of TIME TRAVEL cannot be raised in-battle by any means, not even by its own resetting effect

Go back in time

to try again.

 

TRAVEL

Power 70

Accuracy 95%

15 PP

User disappears on first turn, then reappears and attacks on second turn

No attacks can affect user between first and second turns

Out-of-battle effect: move instantly to any previously-visited area of Cyber Realm

Transport through

Cyber Realm walls.

 

TRUMP CARD

5 PP

If user has less than 20% of max HP, Power-200 attack

If user has less than 5% of max HP, one-hit KO

No effect if user has at least 20% of max HP

Unleashes a secret

weapon when weak.

 

TWOSELF

5 PP

User becomes two pokémon, one FIGHTING-type with godly physical stats and pathetic special stats and the other PSYCHIC-type with godly special stats and pathetic physical stats

Unleashes the two

halves of oneself.

 

VIRUS

Accuracy 75%

10 PP

Randomly causes enemy PSN, PAR, SLP, BRN or FRZ

Inflicts a random

status problem.

 

WAR MARCH

Accuracy 99%

15 PP

Enemy Attack raised one level

Enemy confuse

A rhythm that will

provoke aggresion.

 

POISON-type Moves

ACID DRIP

Accuracy 90%

10 PP

At end of turn, Enemy Defense and Special Defense lowered one level

At ends of next three turns, Enemy Defense and Special Defense lowered another level

POISON-types and STEEL-types are immune

If enemy faints/switches, effect continues on new enemy

Effect ends if user faints/switches

User slowly drips

corrosive acid.

 

ACID RAIN

Power 40

15 PP

Attack hits both pokémon

40% chance of user PSN

40% chance of enemy PSN

Chance raised to 100% for GRASS-types

POISON-types and STEEL-types are immune

Contaminated rain

falls on battlers.

 

ACID SPIT

Power 35

Accuracy 70%

35 PP

50% chance to lower enemy Accuracy one level

Aim for the face

to blind enemy.

 

ANTIBODIES

10 PP

User PSN, even if user is POISON-type, removing any prior status problems

'Poison' actually restores a small amount of HP per turn

Wears off after five turns

Fake poison alerts

immune system.

 

BAD BREATH

Power 60

Accuracy 75%

5 PP

Enemy PSN

Enemy flinch

Use a foul odor to

damage the target.

 

BOUND WRENCH

Power 50

Accuracy 90%

10 PP

Hits twice

A grimy wrench is

thrown, rebounds.

 

FOOD POISON

10 PP

This attack always goes first

Upon usage, it poisons any food that your opponent has after using COLLECT or STOCKPILE

If the opponent uses CONSUME or SWALLOW the opponent becomes poisoned; if the opponent uses FOOD FIGHT or SPIT UP it does the same damage towards yourself, except the opponent becomes confused

Poisonous food

is consumed.

 

INJECT

Accuracy 45%

5 PP

User loses 1/2 Max HP

Enemy PSN; amount lost per turn is equal to 1/4 Max HP; resists PSN-cure items

Enemy cannot run/switch as long as user remains in battle

Reverts to ordinary PSN if target survives battle

Attack with a

lethal injection.

 

IRRADIATE

Accuracy 65%

5 PP

Enemy loses 30 HP each turn for 2-5 turns

Foe is inflicted

with radiation.

 

LAUGHING GAS

Accuracy 90%

15 PP

Enemy flinch

Enemy Accuracy lowered two levels

Laughing gas immo-

bilizes the foe.

 

PESTICIDE

Accuracy 99%

20 PP

Effects last 2-5 turns

All non-Poison type pokémon fighting receive 10 damage each turn, as well as have a 20% chance of being poisoned (each time they are damaged)

Bug-type pokémon receive 30 damage each turn and have a 50% chance of being poisoned

A formula extra

lethal to insects.

 

POISON BITE

Power 75

Accuracy 95%

20 PP

75% chance of enemy PSN

Chomp down and

inject.

 

POISON MIX

5 PP

Fires poison of a random color:

Orange: ARSENIC: Enemy FNT, Accuracy 45%

Yellow: CYANIDE: Enemy TOXIC, Accuracy 90%

Green: CHLORINE: User and enemy TOXIC, Accuracy 98%

Blue: NEUROTOXIN: Enemy PAR

White: HYDROCHLORIC ACID: Attack, Power 60, Enemy Defense lowered one level

Silver: MERCURY: User and enemy FNT, Accuracy 98%

Black: Attack, Power 70

Pick a poison at

random to attack.

 

POISON WEB

Accuracy 95%

5 PP

Enemy cannot run/switch as long as user remains in battle; 40% chance of enemy PSN

Trap enemy in a

poisonous web.

 

POLLUTION

5 PP

Both pokémon lose 10 HP/turn

60% chance of PSN for each pokémon

10% chance of Toxic for each pokémon

POISON- and STEEL-types are immune to above effects

POISON-type attacks are at 1.5x power

INGRAIN and moves that drain enemy's life hurt user

These effects continue for five turns or until another field-affecting move is used

The battlefield

becomes tainted.

 

RABIES

Power 50

Accuracy 85%

15 PP

50% chance of enemy PSN

Rabid user bites

foe; may infect.

 

STILL STRIKE

Power 130

Accuracy 99%

10 PP

Always goes first in turn, unless enemy uses a similar move

Only used if opponent is using a move that involves more bodily motion than GROWL; otherwise user will wait up to five turns until opponent does move

Attack fails if opponent can stand in place for five turns

A strike triggered

by motion.

 

STINGKNUCKLE

Power 75

Accuracy 99%

15 PP

10% chance of enemy PSN

Punch using a fist

with a stinger.

 

VENOM SWEAT

10 PP

When user or enemy next uses a contact move, enemy PSN

Cover self in a

coat of poison.

 

VIRAL MIST

5 PP

POISON-type attacks are at 1.5x power

PSYCHIC-type attacks are at half power

Small damage each turn to both battlers; POISON and STEEL-types are immune

DREAM EATER restores 1/4 of damage enemy takes instead of half

These effects continue for five turns or until another field-affecting move is used

A poison cloud

fills the air.

 

WRENCH SMACK

Power 65

Accuracy 85%

20 PP

10% chance of enemy flinch

An attack with a

grimy wrench.

 

PSYCHIC-type Moves

BRAINSTORM

10 PP

User Special Attack raised one level

In 2 vs. 2 battles, User and ally Special Attack raised two levels each

Focus on battle.

Discussion helps.

 

HARMONIZE

Accuracy 95%

10 PP

Always goes last in a turn unless enemy uses a similar move

Deals damage equal to the damage user sustained this turn

Match the enemy

perfectly.

 

HEARTCHANGE

Power 50 (damage or heal)

Accuracy 95%

20 PP

There is a 50% chance to heal the enemy, and a 50% chance to hurt the enemy

If it heals the enemy, the user will damage the enemy the next time it uses this move in a given battle. If the attack hurts the enemy, the user will heal the enemy next time

The user had a

change of heart!

 

HIDE

15 PP

User Evasion raised to maximum

Effect ends if hit, if enemy uses DISABLE or after 5-7 turns

Cannot be used immediately after a previous use ends

DISABLE always disables HIDE

Become invisible

to dodge attacks.

 

LURE

Accuracy 90%

20 PP

Enemy cannot run/switch for the next five turns

50% chance of enemy flinch on next turn

A strange sound

lures foe near.

 

METAMORPH

10 PP

TRANSFORM into any of user's last eight opponents

Take on the powers

of a recent foe.

 

MINDKILL

5 PP

Effect vs. PSYCHIC-types:

One-Hit K.O.

Accuracy 20%

Effect otherwise:

Power 50

Accuracy 90%

Enemy confuse

Enemy loses 30 HP per turn until confusion wears off

The brain cells

are the victims.

 

PREDICTION

5 PP

A field effect is chosen from among SUNNY DAY, RAIN DANCE, HEAT UP and COLD SNAP

Effect comes into play during following turn and lasts for five turns--can only be overridden by Special Abilities

Predict what the

weather will do.

 

ROCK-type Moves

AVALANCHE

Power 80

Accuracy 90%

10 PP

40% chance to bury opponent (buried pokémon cannot move for 3-5 turns, but can only be hit by moves that can hit DIGging pokémon)

Target is buried

in an avalanche.

 

CALCIFY

10 PP

User Defense raised three levels

User Special Defense raised three levels

User Speed lowered three levels

A mineral coating

guards but slows.

 

FOSSILIZE

Accuracy 85%

15 PP

Enemy Speed lowered one level each for next four turns

On fifth turn, one-hit K.O.

Effect cancelled by enemy switch

Turn foe to stone.

Takes some time.

 

GAEA FORCE

Power random between 30 and 200

Accuracy 70%

10 PP

Small damage dealt and enemy cannot run/switch for next five turns

40% chance of enemy confuse

Explosive rocks

swirl around foe.

 

PETRIFY

Accuracy 30%

5 PP

One-hit K.O.

Turn your opponent

into stone.

 

PRISM SHIELD

10 PP

User is immune to Light-type attacks

Effects last for 2-5 turns

Create a shield

that splits light.

 

ROCK CLIMB

Power 90

Accuracy 85%

15 PP

User climbs up a cliff; avoids attacks as with FLY

On second turn, user will crash down to deal damage

Out-of-battle effect: climbs high cliffs and walls made of rocks

Climb up to crash

down next turn.

 

SEDIMENT

20 PP

User Defense raised three levels

User Speed, Evasion, Accuracy lowered one level

40% chance to deal 30 HP damage to opponent

Draw, absorb rocks

to build defense.

 

STALACTITES

Power 14

Accuracy 85%

20 PP

Hits 2-5 times per turn

Drop stalactites

on the enemy.

 

STEEL-type Moves

ARMOR

15 PP

User Defense raised one level

User's STEEL-type attacks are slightly enhanced

Coat self in a

layer of metal.

 

BRASSKNUCKLE

Power 75

Accuracy 99%

15 PP

A punch from a

metallic fist.

 

CAGE DROP

Accuracy 95%

5 PP

Enemy Speed, Accuracy, Evasion lowered one level

Enemy cannot run/switch as long as user remains in battle

Metal bars hold

victim in place.

 

DEPTH CHARGE

Power 55

Accuracy 90%

25 PP

Only usable on water terrain

In water, drops a

sinking bomb.

 

HARPOON

Power 35

Accuracy 90%

15 PP

Enemy Defense, Evasion lowered one level

Fire harpoon with

rope at the enemy.

 

IRON BLADE

Accuracy 30%

5 PP

One-hit K.O.

Finish foe with 1

well-timed stroke.

 

IRON CASTING

10 PP

Copies the effect of any random Steel-type move.

Adapt to use a

random STEEL move.

 

IRON DUST

5 PP

STEEL-type attacks are at 1.5x power

ELECTRIC-type attacks gain recoil

THUNDER is at half power

These effects last five turn or until another field-affecting move is used

Scatter metallic

dust into the air.

 

LEAD WEIGHT

Power 100

Accuracy 99%

10 PP

User Speed lowered two levels

Crush enemy with

your heavy body.

 

LIQUIDMETAL

Accuracy 98%

10 PP

Effect on ICE-type targets:

Power 75

Enemy PAR

Effect otherwise:

Power 50

Enemy Speed lowered one level

Enemy PSN

Spray mercury on

foe. ICE freezes.

 

NAIL

Power 30

Accuracy 85%

20 PP

Hits 2-3 times

50% chance of enemy PAR

Pound a sharp nail

into the enemy.

 

PINCUSHION

Power 10

Accuracy 85%

30 PP

Hits 2-3 times

User takes power-10 damage

Accuracy increases to 100% after first successful use on this foe

Attack with pins.

Also hurts user.

 

REV. UP

Power 140

Accuracy 70%

5 PP

Two-turn move; first turn spent charging

Uses takes recoil damage of Power 20 unless Armor is in effect

Revs up to attack

with full power.

 

SHARDS

Power 80

Accuracy 90%

10 PP

User loses 1/4 max HP

Enemy loses 10 HP each turn for five turns or until switched

Drive metal shards

into the foe.

 

SILVER TEETH

Power 85

Accuracy 99%

15 PP

20% chance to lower enemy Defense

Chomp down with

metallic teeth.

 

SPIKED ARMOR

15 PP

User Defense raised one level

User gains ROUGH SKIN effect; Enemy's contact moves all gain recoil

Coat self in metal

with sharp spikes.

 

SPINNING SAW

Power 75

Accuracy 95%

10 PP

Has a high critical hit ratio

Spins sharp body

to attack the foe.

 

STAINLESS

10 PP

Only usable if user has at least half max HP

User becomes immune to status effects and stat lowering

Immunity lost if user's HP falls below half max

A pristine coating

guards until rent.

 

TORPEDO

Power 105

Accuracy 90%

10 PP

Only usable on water terrain

In water, fires a

speeding missile.

 

TUMBLE

Power 60

Accuracy 90%

15 PP

Chunks of metal

cascade over foe.

 

WATER-type Moves

AQUAGEL

5 PP

User is covered in a special gel; also usable on ally in 2-on-2

Affected pokémon is immune to FIRE-type attacks, cannot be BRN and cannot use its own FIRE-type attacks

Affected pokémon takes double damage from ELECTRIC-type attacks, and takes recoil from its own ELECTRIC-type attacks

Affected pokémon regains 10 HP per turn, and gains effect of SHED SKIN Special Ability

These effects last for five turns or until affected pokémon is switched out

Out-Of-Battle HM Effect: allows crossing of lava and other fiery areas

A soothing gel

stops heat damage.

 

CAPSIZE

Power 60

Accuracy 85%

10 PP

Enemy confuse

Knocks foe into

the water.

 

LAKE OF LIFE

Chance of success 75%

5 PP

User restores 200 HP

Cures PSN, PAR, SLP, BRN, FRZ, confusion, disabling

User All stats that have been lowered below normal return to normal

THIS MOVE CAN ONLY BE LEARNED BY TM

A dip in water

imbued with life.

 

PANIC SWEAT

10 PP

User's WATER-type attacks are at 150% strength until recalled

User covered in a

watery sheen.

 

RIPCURL

Power 120*

Accuracy 99%

10 PP

Move continues for two more turns, dealing Power-60 damage on second turn and Power-30 damage on third turn

Neither user nor target may run/switch or use any other moves while RIPCURL is in effect

Create a powerful

tide to trap foe.

 

RUST

Power 40

Accuracy 99%

2

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