The Pokémon Factory: It Starts With An Idea



It Starts With an Idea    Version 4.0


DPPt-style
Production




Main
News
About the site
Link to us
Meet the staff
PF FAQ
Our legal info
Downloads

DPPt-Style Pokémon
Main Archive
#DS001 - 025
#DS026 - 050

RSE-Style Pokémon
Main Archive
#FA001 - 025
#FA026 - 050
#FA051 - 075
#FA076 - 100
#FA101 - 125
#FA126 - 150
#FA151 - 175
#FA176 - 200
#FA201 - 225
#FA226 - 250
Special Editions
#SE013 - 018
Gag Pokémon
#HA015 - 032

GSC-Style Pokémon
Main Archive
#PF001 - 025
#PF026 - 050
#PF051 - 075
#PF076 - 100
#PF101 - 125
#PF126 - 150
#PF151 - 175
#PF176 - 200
#PF201 - 225
#PF226 - 250
#PF251 - 275
#PF276 - 300
Special Editions
#SE001 - 012
Gag Pokémon
#HA001 - 014

RBY-Style Pokémon
#300 - #324
#325 - #349
#350 - #374
#375 - #399
#400 - #410

Artwork
Concept Art

Reference
New Moves
New Items
New Types
Pokémon with
changed Types

Moves with
changed Types

Type Lookup
Special Abilities
Egg Groups
National Dex
SuperDex

The PF League
Map of Bombur
Fearow Cam
Placings List
Town Info
Gym Leader information
HM List
TM List
Move Tutor List

Communication
Message Board



PF's New Moves

The Pokémon Factory doesn't just make new species. Sometimes new attacks, stat-changing or other kinds of moves are needed to complete an idea. Listed here are all the new moves that PF pokémon use. They are sorted by type; types are sorted alphabetically.

MOVE NAME
Move Category
Attack Power
Accuracy
PP
Effect
A description of
the attack form.







BUG-type Moves

BEE STAB
Physical
Power 100
Accuracy 100%
10 PP
Two-turn attack:
On first turn, User raises abdomen; User Defense raised one level
Damage dealt on second turn; 30% chance of Enemy PSN
Poisonous stinger
is aimed at foe.

BERRY DRINK
Other
5 PP
User restores 50% of its max HP
User status ailments cured
A potent tonic
made with BERRIES.

BLIGHT
Physical
Power 25*
Accuracy 100%
10 PP
Hits as many times as there are conscious Bug-type pokémon without a nonvolatile status ailment in User's party
A swarm of insects
attacks the enemy.

COCOON
Other
10 PP
User cannot use physical attacks
All damage to User reduced by 25%
User restores 1/8 of its max HP at the end of each turn
These effects last for the rest of the battle or until User is switched out
User enters a
cocoon to heal.

IRRITANTBITE
Physical
Power 50
Accuracy 100%
15 PP
Enemy loses 1/8 of its max HP at the end of each turn
This effect lasts for 2-5 turns
A bite that irri-
tates the skin.

ITCH
Other
Accuracy 100%
10 PP
50% chance Enemy will scratch itself instead of attacking
This effect lasts for 2-5 turns or until Enemy is switched out
A bite makes foe
scratch endlessly.

PLAGUE
Other
5 PP
All battlers lose 1/16 of their max HP at the end of each turn
All battlers have a 25% chance of PSN and a 5% chance of badly PSN
BUG- and STEEL-type pokémon are immune to above effects
These effects last for five turns or until another field-affecting move is used
Summon a swarm of
bugs onto field.

QUICK STING
Physical
Power 40
Accuracy 100%
30 PP
Goes first in turn unless Enemy uses a similar move
A speedy attack
with a stinger.

SKITTER
Other
Accuracy 100%
30 PP
User Speed raised one level
User Evasion raised one level
More legs for more
manueverability.

SLUG SLIME
Other
Accuracy 100%
20 PP
Enemy Defense lowered one level
Enemy Speed lowered one level
Cover the foe in
a slimy ooze.

STING JAM
Physical
Power 80
Accuracy 90%
10 PP
10% chance of Enemy badly PSN
Foe is jammed with
a large stinger.

TITILLATE
Other
Accuracy 55%
5 PP
Enemy flinch
If Enemy is of the opposite gender, Enemy becomes infatuated as ATTRACT
Tickles the foe to
prevent attacking.

DARK-type Moves

BETRAYAL
Other
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-type pokémon
Effect ends if target or its ally are switched
Will cause foe to
attack its ally.

BLACK HOLE
Other
10 PP
For the next five turns, all pokémon except DARK-type pokémon lose 10 HP/turn
A black hole forms
and drains foe HP.

BRIBE
Other
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 100% 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
Other
Accuracy 100%
35 PP
Enemy flinch
Laughter that
makes foe flinch.

CHAOS
Other
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.

ECLIPSE
Other
5 PP
DARK-type moves are at 1.5x power
Sun and Moon-based moves (such as SOLARBEAM or MOONLIGHT) disabled
Effect ends in three turns, and will overlap weather effects rather than being cancelled
Block the light of
the Sun or Moon.

FAINTFEAR
Other
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
Other
Accuracy 80%
10 PP
Enemy's last attack is reduced to 0 PP
Fills opponent
with weariness.

FEED.FRENZY
Other
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
Physical
Power 50
Accuracy 100%
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
Other
Accuracy 95%
20 PP
Enemy Attack, Special Attack lowered one level
Hisses viciously
to cow the foe.

HYPOCHONDRIA
Other
Accuracy 85%
20 PP
Target's status changes to match user's
Shares suffering
with the target.

MALICE EATER
Special
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.

MIASMA BLOW
Physical
Power 85
Accuracy 90%
10 PP
50% chance to lower enemy Defense one level
A fist enveloped
by a corrupt aura.

MIDNIGHT
Other
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
Other
Accuracy 60%
15 PP
Target becomes disobedient for the next 2-5 turns
Victim filled with
impure thoughts.

OVERDRIVE
Other
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
Physical
Power 50
Accuracy 85%
10 PP
Target's currently highest stat is lowered one level
Aim to lower foe's
main strength.

POWER THIEF
Other
Accuracy 90%
10 PP
Enemy Attack lowered two levels
User Attack raised two levels
Drain the foe's
fighting ability.

PURE FEAR
Other
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
Other
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- and/or GHOST-type pokémon
Derive pleasure
from foe's pain.

SELF-INFLICT
Other
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
Special
Power 120
Accuracy 100%
5 PP
Requires charging turn
Gather dark energy
and attack w/beam.

SNEAK UP
Special
Power 30*
Accuracy 95%
20 PP
Continues through future turns, doubling in power each time, until miss or fifth hit
Causes paranoia
in the opponent.

SNEER
Other
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
Other
15 PP
User Evasion raised one level 30% chance of enemy confuse
Hide in shadow and
strike silently.

SWINDLE
Other
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
Other
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
Other
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
Other
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
Physical
Power *
Accuracy 100%
15 PP
Deals damage equal to target's Attack rating
Use the foe's own
power against it.

BATTLE CRY
Other
15 PP
User Attack raised one level
If foe is DRAGON-type, user Attack raised two levels
In 2-on-2 battles, user and ally Attack raised one level each
If either foe is DRAGON-type, user and ally Attack raised two levels each
Prepare for an
all-out battle.

BELLOW
Special
Power 20
Accuracy 100%
20 PP
10% chance of lowering the the foe's Defense or Special Defense one level
A short bellow
makes foe tremble.

BREATH BLAST
Special
Power 85
Accuracy 100%
15 PP
30% chance of enemy PAR
A volatile gust
is exhaled at foe.

DRAGON DREAM
Other
10 PP
Copies the effect of any random Dragon-type move
Only usable if user SLP
A dream reveals
a secret of yore.

DRAGON RISE
Special
Power 150
Accuracy 90%
5 PP
Both battlers BRN
User takes 1/2 recoil damage
If move fails, user takes 1/4 recoil damage, user BRN
Take the foe up to
the sky in flames.

DRAGON ROAR
Other
20 PP
Always goes first, even before QUICK ATTACK and similar
Enemy run/switch
Incoming pokémon's Speed lowered two levels
User must rest next turn
A powerful bellow
to terrorize foes.

DRAGON RUINS
Other
5 PP
DRAGON-type attacks are at 1.5x power
MAGIC-type attacks are at 1.5x power
DARK-type attacks are at 0.5x power
GHOST-type attacks are at 0.5x power
Neither pokémon can run/switch
These effects last for five turns or until another field-affecting move is used
Ancient monoliths
enclose the field.

DRAGONSPIRIT
Special
Power 90
Accuracy 85%
10 PP
70% chance of enemy Flinch
Summon the ancient
might of dragons.

IMPOSE
Other
Accuracy *
10 PP
Enemy flinch
Accuracy is three times (user's level minus target's level)
Frighten foe with
imposing presence.

LEGACY
Other
5 PP
Always goes first, even before QUICK ATTACK and similar
If user is knocked out by foe the same turn this move is used, passes any positive stat changes to your next pokémon and cures it of its status conditions
Move fails if user is the last pokémon in your party
Pass on your power
to your successor.

LIFE STREAM
Other
5 PP
All battlers restore 5% of Max HP each round
DRAGON-type pokémon restore 10% of Max HP each round
DARK-type pokémon are unaffected
DARK/DRAGON- and DRAGON/DARK-type pokémon restore 5% of Max HP each round
These effects last for five turns or until another field-affecting move is used
Healing energy
floods the arena.

MYSTIC AURA
Special
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.

RAID
Physical
Power 100
Accuracy 75%
5 PP
Enemy Defense, Special Defense lowered one level
User takes 1/2 recoil damage
A risky charge to
shatter defenses.

SCALE RAIN
Special
Power 60
20 PP
Move never misses, unless target is underground as DIG or in the air as FLY
A shower of loose
scales slices foe.

SCALE SHIELD
Other
15 PP
User Defense raised two levels
User's Special Ability becomes ROUGH SKIN for the next five turns
Second effect is non-cumulative
Protect self with
steel-hard scales.

TEMPEST
Special
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
Physical
Power 35
Accuracy 100%
10 PP
Hits twice
An attack with a
forked tongue.

TONGUE LASH
Physical
Power 40
Accuracy 80%
5 PP
2-3 sets of two hits each
An attack with a
forked tongue.

WAR CRY
Other
15 PP
User Special Attack raised one level
If foe is DRAGON-type, user Special Attack raised two levels
In 2-on-2 battles, user and ally Special Attack raised one level each
If either foe is DRAGON-type, user and ally Special Attack raised two levels each
A declaration of
war towards foe.

ELECTRIC-type Moves

BLITZ-CHARGE
Special
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
Other
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
Other
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
Other
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
Special
Power 70
Accuracy 100%
15 PP
30% chance of enemy flinch
A lightning bolt
to frighten foe.

LIGHTNINGGUN
Special
Power 15
Accuracy 100%
15 PP
Hits 2-5 times
Fires a series of
small sparks.

MAGNET FIELD
Other
5 PP
ELECTRIC-type attacks are at 1.5x power
STEEL-type moves set to 100% accuracy
ELECTRIC and STEEL-type pokémon cannot run/switch
These effects last for five turns or until another field-affecting move is used
Magnetize the area
to prevent escape.

MAGNETICWAVE
Special
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
Other
10 PP
User Special Attack lowered two levels
User Special Defense raised two levels
User gains STICKY HOLD effect (held item cannot be taken by enemy)
Magnetize body to
boost resistance.

MEGAVOLT
Special
Accuracy 30%
5 PP
One-hit K.O.
Electrocute foe
into submission.

POWER SURGE
Special
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
Other
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
Special
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
Other
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
Other
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
Other
25 PP
User restores half the HP lost from recent ELECTRIC-type attack by either pokémon
Draw electric
energy from air.

STATIC FIELD
Other
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
Special
Power 100
Accuracy 100%
10 PP
Two-turn attack; damage dealt on second turn
Build static power
and then shock.

SUPERCONDUCT
Other
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.

TASER CLAW
Physical
Power 80
Accuracy 100%
15 PP
30% chance of enemy flinch
A slash with an
electroshock claw.

THOR HAMMER
Physical
Power 90
Accuracy 85%
10 PP
30% chance enemy PAR
Slams foe with a
charged hammer.

THUNDERBLADE
Physical
Power 80
Accuracy 95%
5 PP
30% chance of enemy PAR
If SWORDS DANCE is used first, Power rises to 100
A slash with a
static blade.

THUNDERSTORM
Other
5 PP
ELECTRIC-type attacks are all raised to 100% accuracy
ELECTRIC-type pokémon restore 10 HP per turn
WATER-type pokémon lose 10 HP per turn
In 2-on-2 battles, all ELECTRIC-type attacks will be drawn towards GROUND-type pokémon
These effects last for five turns or until another field-affecting move is used
A lightning storm
covers the field.

ZAP NEEDLE
Special
Power 50
Accuracy 90%
15 PP
An electric needle
is shot at foe.

ZEUS THUNDER
Special
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
Other
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
Other
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
Special
Power 50
Accuracy 85%
10 PP
Enemy Special Attack, Special Defense lowered one level
Pressure-point to
dampen foe spirit.

BODY BOOST
Other
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
Physical
Power 50
Accuracy 85%
10 PP
Enemy Attack, Defense, Speed lowered one level
Pressure-point to
weaken the target.

COMBO
Physical
Accuracy 100%
15 PP
Move is used three times in a row; one of the following attacks is used each turn:
LEFT JAB
Power 40
Accuracy 100%
No effect on own.
OR
RIGHT JAB
Power 40
Accuracy 100%
No effect on own.
OR
LEFT HOOK
Power 50
Accuracy 100%
No effect on own.
OR
RIGHT HOOK
Power 50
Accuracy 100%
No effect on own.
Move is cancelled if one of the user's moves misses or if user uses a different move other than those listed
One after the other, three of these moves, when put together, evoke the following effect:
Three different moves: 70% chance of user confuse
Two hooks, one jab; different arms: last punch goes first in turn unless opponent uses a similar move
Two hooks, one jab; same arm: last punch deals extra Power-20 damage
Two jabs, one hook; different arms: last punch goes first in turn unless opponent uses a similar move
Two jabs, one hook; same arm: last punch deals extra Power-20 damage
Three hooks; same arm: 20% chance of blocking opponent's next move if physical
Three hooks; different arms: 20% chance of enemy flinch
Three jabs; same arm: 20% chance of blocking opponent's next move if physical
Three jabs; different arms: 40% chance of enemy PAR
If UPPERCUT is used in the third turn instead, no matter which of the above moves was used in the first two turns, UPPERCUT has the following effects:
Enemy confuse 30% of time, Enemy PAR 30% of time, One-hit K.O. 40% of time
A three-turn combo
varies in effect.

CURE POINT
Other
10 PP
1/10 max HP restored to user; status cured and protected for 3 turns
Pressure-point to
revitalize self.

DEMOLISHER
Physical
Power *
Accuracy 100%
5 PP
Power is based on the foe's defense stat; the higher the foe's defense, the more damage is inflicted:
1-50: Power 30
51-100: Power 60
101-150: Power 90
151-200: Power 120
201-255: Power 150
A move aimed at
crushing defenses.

DIVE KICK
Physical
Power 100
Accuracy 90%
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
If move fails, user takes 1/2 recoil damage
A powerful diving
kick from the sky.

DUEL
Physical
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.

GRAPPLE
Other
10 PP
Prevent enemy run/switch
Grabs to prevent
the foe's escape.

GUARD SLIP
Physical
Power 50
Accuracy 85%
10 PP
Enemy takes twice damage from future physical attacks
Pressure-point to
cripple defense.

JOUST
Physical
Power 110
Accuracy 75%
10 PP
Rams foe with
lance forward.

JUDO SLAM
Physical
Power *
Accuracy 95%
10 PP
Deals damage equal to enemy's level
10% chance of enemy Flinch
Use foe's strength
against itself.

OPENING
Physical
Power 50
Accuracy 60%
15 PP
Does not trigger Special Abilities as a contact move
Watch for a chance
to bypass defense.

PILEDRIVER
Physical
Power 100
Accuracy 85%
10 PP
50% chance of enemy confuse
Foe is driven hard
into the ground.

POWER ARENA
Other
5 PP
FIGHTING-type attacks are at 1.5x power
Moves that require a charge/recharge turn no longer do, but gain 1/3 recoil
These effects last for five turns, and will overlap weather effects rather than cancelling them
A fighting ring
of pure energy.

POWER FLOW
Other
10 PP
User Attack lowered three levels
Ally Attack raised three levels
Transfer fighting
power to an ally.

QI FLOW
Other
10 PP
User Special Attack lowered three levels
Ally Special Attack raised three levels
Transfer inner
power to an ally.

QUICK JAB
Physical
Power 70
Accuracy 100%
5 PP
Goes first in turn unless opponent uses a similar move
A very fast and
powerful punch.

RANGE PUNCH
Special
Power 65
Accuracy 95%
20 PP
Move also hits targets that are in the air as FLY
A mighty punch
projects energy.

ROUNDHOUSE
Physical
Power 100
Accuracy 80%
5 PP
Damages all pokémon in the field
Delivers a spin-
ning kick to all.

SMASH KICK
Physical
Power 65
Accuracy 85%
20 PP
30% chance of enemy flinch
A kick in the leg
may cripple foe.

SMASHKNUCKLE
Physical
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.

SNEAKY JAB
Physical
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.

STAMINA FLOW
Other
10 PP
Half of user's remaining HP transferred to ally
Transfer vitality
to a tired ally.

SWELTER
Other
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-type pokémon are immune to this effect
These effects last for 5 turns or until another field-affecting move is used
Stifling heat
fills the field.

THROTTLEKICK
Physical
Power 50
Accuracy 95%
10 PP
Enemy run/switch
A rapid and well-
placed kick.

TORPEDO KICK
Physical
Power 120
Accuracy 100%
5 PP
Deals a random amount of additional damage
Only usable on water terrain
A powerful kick
used in water.

UPPERCUT
Physical
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
Special
Power 100*
Accuracy 100%
5 PP
30% chance of enemy FRZ
Freezing flames
are thrown at foe.

BOIL
Special
Power 75
Accuracy 95%
15 PP
Deals double damage to WATER-type pokémon (cancelling out their resistance to FIRE-type attack)
Heat liquids to
the boiling point.

CRIMSON DAZE
Special
Power 40
Accuracy 100%
25 PP
Enemy confuse
A bright burst of
flame dazzles foe.

DYING EMBERS
Special
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
Physical
Power 200
Accuracy 100%
5 PP
User FNT
User explodes into
raging flame.

FLAME SWORD
Physical
Power 80
Accuracy 95%
5 PP
30% chance of enemy BRN
If SWORDS DANCE is used first, Power rises to 100
A slash with a
burning blade.

HEAT UP
Other
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 five turns or until another field-affecting move is used
The temperature
climbs briefly.

IGNITE
Other
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
Special
Accuracy 30%
5 PP
One-hit K.O.
A shower of flames
consumes the foe.

INFLAME
Other
15 PP
User's FIRE-type attacks are at 150% power until recalled
User's body heat
climbs for power.

KINDLE
Other
10 PP
User Special Attack raised one level
User Special Defense raised one level
Start a burn to
boost Special.

LAVA BOMB
Physical
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
Other
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.

LAVA SPIT
Physical
Power 15
Accuracy 100%
35 PP
20% chance of Enemy BRN
Spit a small blob
of lava at foe.

MAGMA CAGER
Physical
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 (STN)
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.

MELT
Special
Power 200
Accuracy 100%
5 PP
Enemy burn. User faint
Deals heavy damage
but user faints.

METEORSTRIKE
Physical
Power 25
Accuracy 75%
15 PP
5 hits, each with separate chance to hit
Calls down five
meteors to attack.

NUCLEARBLAST
Special
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
Other
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-100% FIRE-type attack
Shoots a dazzling
fireworks display.

SAUNA
Other
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
Other
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
Special
Power 35
Accuracy 80%
25 PP
Enemy BRN
If move fails, user BRN
During SUNNY DAY, Accuracy 100%
Burns foe with
irritating powder.

TRAILBLAZE
Physical
Power *
Accuracy 100%
20 PP
Power is equal to user's Base Speed
10% chance of Enemy BRN
Available as an HM
A dash that builds
up fire energy.

WELD
Special
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

FEATHERSALVO
Special
Power 25
Accuracy 85%
15 PP
Hits 2-5 times
Fires a series of
sharp feathers.

FLOCK
Other
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
Other
10 PP
User status cured, user Defense lowered one level
Shed feathers to
escape bad status.

NOSE DIVE
Physical
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.

SOAR
Other
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.

STEADY WIND
Other
5 PP
FLYING-type attacks are at 1.5x power
FIRE-type attacks are at 0.75x power
WIND-type attacks are at 0.75x power
These effects last for five turns or until another field-affecting move is used
The air becomes
more navigable.

STRAFE DIVE
Physical
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
Other
Accuracy 90%
10 PP
Enemy confuse
Enemy accuracy lowered two levels
User Attack raised one level
Spread fancy tail
to impose.

ZERO GRAVITY
Other
10 PP
All GROUND-type attacks have 0% Accuracy
The effects of GRAVITY are cancelled
All moves involving digging or diving, such as DIG, DIVE and EXCAVATE, are disabled
These effects last for 3 to 5 turns or until LAND PULL is used
When effect ends, whether by LAND PULL or wearing off naturally, all battlers take damage
Power is half of pokémon's weight in pounds; FLYING-type pokémon and pokémon with LEVITATE are immune; all others take standard damage
Remove the pull
of gravity.

GHOST-type Moves

DOOM CRUX
Other
10 PP
If next move is a GHOST-type attack, its power is doubled
Channel spirits of
tragic deaths.

HAUNTED WIND
Physical
Power 20
Accuracy 100%
20 PP
Hits 2-5 times
A sudden breeze of
invisible fists.

ILLUSION
Other
Accuracy 100%
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
Other
10 PP
User Attack raised one level
User Speed raised one level
Enemy Confuse
A dance of death
envigorates user.

NECROMANCY
Physical
Power *
Accuracy 90%
10 PP
Does 35 damage for each fainted Pokémon in your party.
Call upon the
fallen to attack.

PERIL TOMB
Physical
Power 70
Accuracy 100%
15 PP
Enemy Speed lowered one level
10% chance of Enemy flinch
Lock the opponent
into its doom.

PESTER
Other
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
Other
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
Other
Accuracy 80%
10 PP
Random enemy move disabled
Send a spirit to
foul up technique.

POSSESS
Other
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.

REQUIEM
Other
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 five turns or until another field-affecting move is used
A macabre song
fills the air.

RESURRECT
Other
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.

SHADOWY EYES
Special
Power 30
Accuracy 100%
15 PP
30% chance of enemy Flinch
A ghastly glare to
scare the target.

SOUL DEVOUR
Special
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
Physical
Power 20
Accuracy 100%
10 PP
Hits as many times as there are GHOST-type pokémon in your party
Nearby spirits
rise against foe.

VENGEANCE
Physical
15 PP
If user faints within two turns, enemy takes 50 HP damage
Prepare to deal
some payback.

WHISPER
Other
Accuracy 100%
25 PP
Enemy EVASION lowered one level
Draws foe w/barely
audible sounds.

GRASS-type Moves

ARBOREUM
Other
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
Special
Power 80
Accuracy 100%
5 PP
Enemy loses 10 HP each turn for three turns or until switched
Strikes with en-
during autumnwind.

BERRY BAIT
Other
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
Other
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
Physical
Power 80
Accuracy 90%
15 PP
Strikes foe with
large branches.

BURNT LEAF
Physical
Power 60
Accuracy 80%
5 PP
Enemy BRN
Burning leaves are
swung at the foe.

CHLOROBLAST
Special
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
Physical
Accuracy 30%
5 PP
User FNT; One-hit KO
Vines are pulled
tight around foe.

INCENSE
Other
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
Physical
Power 20
Accuracy 80%
10 PP
Attacks 2-5 times
Has a high critical hit ratio
A spinning helix
damages the foe.

LEAF TRAIL
Special
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
Special
Power 90
Accuracy 100%
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
Special
Power 75
Accuracy 85%
10 PP
Enemy Speed, Evasion lowered two levels
Drench the foe in
sticky nectar.

POLLENSEASON
Other
5 PP
Lowers accuracy of all pokémon on the field by one stage; GRASS-type pokémon are immune to this effect
20% chance of enemy flinch; GRASS-type pokémon are immune to this effect
All GRASS-type pokémon on the field have their Special Defense raised by two levels and their Speed lowered by two levels
These effects last for five turns or until another field-affecting move is used
Air is filled with
allergic pollen.

ROOT CRUSH
Physical
Power 110
Accuracy 80%
5 PP
If attack misses, damage is dealt to user
Rising roots enve-
lop and crush foe.

ROOT PLANT
Other
25 PP
User cannot leave battle for five turns
Brace yourself vs.
forced run/switch.

SAKURA BLAST
Special
Power 70
Accuracy 95%
10 PP
50% chance of enemy confuse
A spiral of cherry
blossoms strikes.

SAWDUST
Other
Accuracy 100%
15 PP
Enemy Accuracy lowered one level
Throw sawdust in
the enemy's eyes.

SEED CANNON
Physical
Power 70
Accuracy 100%
15 PP
10% chance to lower enemy Speed one level
An array of seeds
is fired at foe.

SHARPTHORNS
Physical
Power 50
Accuracy 90%
10 PP
Hits 2-3 times
An attack with
thorns.

TREE SMASH
Physical
Power 100
Accuracy 50%
5 PP
Enemy Defense, Speed lowered three levels
Enemy PAR
A tree collapses
onto the target.

TRANSPIRE
Other
5 PP
Status changes are healed and 1/4 max HP restored
Expel impurities
from user's body.

VERDURE
Other
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
Special
Power 50
Accuracy 80%
5 PP
50% chance user All Stats raised one level
Wild growth that
boosts power.

GROUND-type Moves

ABRASIVEWIND
Special
Power 60
Accuracy 100%
5 PP
10% chance of raising user's All stats one level
Abrasive sand
lashes opponent.

DESERT SANDS
Special
Power 60
Accuracy 95%
10 PP
50% chance of having a side effect, depending on the current weather:
If HAIL is in effect, enemy FRZ
If SUNNY DAY is in effect, enemy BRN
If RAIN DANCE is in effect, enemy Speed lowered two levels (mud)
If SANDSTORM is in effect, enemy Accuracy lowered one level; move always at 1.5x power
Draw sand from the
field to attack.

DIRT LUMP
Physical
Power 50
Accuracy 100%
25 PP
10% chance of lowering enemy accuracy one level
A ball of dirt may
break on contact.

DUST CLOUD
Other
Accuracy 100%
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.

EROSION
Other
30 PP
User Speed raised two levels
User Defense lowered one level
Erode own body to
minimize drag.

EXCAVATE
Physical
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.

GLASS SHARDS
Physical
Power 80
Accuracy 100%
15 PP
20% chance of enemy flinch
Drive glass shards
into the foe.

LAND PULL
Other
10 PP
FLYING-type pokémon 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
Physical
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.

MOLTEN GLASS
Special
Power 120
Accuracy 50%
5 PP
Enemy BRN
If target is WATER- or ICE-type, enemy FRZ instead
Heated sand is
blasted at foe.

MUDDY SWAMP
Other
5 PP
GROUND-type attacks are at 1.5x power
WATER-type attacks are at 1.5x power
FIRE-type attacks are at 0.5x power
ELECTRIC-type attacks are at 0.5x power
Lowers Speed of all pokémon on the field, except user, by one stage; FLYING-type pokémon and pokémon with the LEVITATE Special Ability are immune to this effect
These effects last for five turns or until another field-affecting move is used
Field is flooded
with dirty mud.

PILLAR SWING
Physical
Power 80
Accuracy 95%
15 PP
If attack hits and Enemy weighs 30 lbs or less, Enemy is switched out
This effect does not occur if Enemy is only member of party
If Enemy is wild and weighs 30 lbs or less, battle ends
Pole-swing to deal
heavy damage.

QUICKSAND
Special
Accuracy 30%
5 PP
User FNT; One-Hit KO
Drag opponent down
into a sandy mire.

SANDBOARD
Special
Power 90
Accuracy 95%
15 PP
Move is Power-40 if the target is underground as DIG
30% chance of lowering enemy accuracy one level
Out-of-battle effect: can walk over quicksand
Ride a mound of
sand over foe.

SAND BLAST
Special
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 CANNON
Physical
Power 120
Accuracy 50%
5 PP
Enemy Accuracy lowered two levels
A ball of sand is
blasted at foe.

SAND CASTLE
Other
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 JET
Physical
Power 120
Accuracy 95%
5 PP
10% chance of enemy Defense, Special Defense lowered one level
User takes 1/4 recoil damage
Rush forward while
engulfed in sand.

SAND TRAP
Special
Power 10
Accuracy 90%
10 PP
Enemy Evasion lowered one level and cannot run/switch for 2-5 turns
The ground becomes
a slippery pit.

STICKY MUD
Other
Accuracy 100%
20 PP
Enemy Speed lowered one level
Enemy cannot run/switch
Sticky mud keeps
foe in the field.

TAR PIT
Other
Accuracy 100%
15 PP
Enemy Speed lowered two levels
Forms a sticky tar
pit below foe.

TECTONICS
Physical
Power 75
Accuracy 90%
5 PP
33% chance of run/switch which applies randomly to user or enemy
The Earth's plates
shift slightly.

TRAPDOOR
Physical
Power 100
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
Move never misses, unless target is underground as DIG or in the air as FLY
Go underground to
set up a trap.

TREMOR
Physical
Power 100*
Accuracy 100%
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
Other
Accuracy 75%
5 PP
Enemy FRZ
Foe is exposed to
the coldest temp.

COLD SNAP
Other
5 PP
ICE-type attacks are all raised to 100% accuracy
ICE-type pokémon restore 10 HP per turn
GRASS-type pokémon lose 10 HP per turn
These effects last for five turns or until another field-affecting move is used
A freezing cold
front moves in.

CRYSTAL CUT
Physical
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
Special
Power 150
Accuracy 90%
5 PP
User spends next turn recharging
Very powerful, but
skips next turn.

DEEP FREEZE
Other
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
Special
Power 20
Accuracy 100%
10 PP
50% chance of enemy either FRZ or BRN at random
Exposure to raw,
searing cold.

FROSTBITE
Other
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
Physical
Power 100
Accuracy 50%
5 PP
70% chance of enemy FRZ
Fires a large ball
of snow and frost.

FROST TOWER
Other
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
Physical
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
Other
Accuracy 60%
10 PP
Enemy FRZ
Covers the foe in
a casing of ice.

ICY FLOOR
Other
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
Physical
Power 15
Accuracy 85%
20 PP
Hits 2-5 times
Hurl snowballs at
the target.

SNOWBOARD
Special
Power 95
Accuracy 100%
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
Other
10 PP
User Defense raised two levels
A wall of snow to
raise Defense.

LIGHT-type Moves

AURORA FLASH
Special
Power 30
Accuracy 90%
15 PP
50% chance of enemy SLP
Flashing colors.
May hypnotize foe.

BLINDING
Other
Accuracy 90%
10 PP
Lowers enemy accuracy 2 levels
In 2-on-2 battles, lowers the acuracy of both enemies 1 level
A blinding light
cuts accuracy.

DANCINGLIGHT
Other
Accuracy 90%
20 PP
Enemy Accuracy lowered two levels
30% chance of enemy confuse
Small lights dance
in foe's face.

DIAMOND GLOW
Other
Accuracy 100%
20 PP
Enemy Defense, Special Defense lowered one level
Hypnotize foe into
dropping guard.

ETHEREAL RAY
Special
Power 70
Accuracy 90%
5 PP
Enemy Defense, Special Defense lowered one level
20% chance of enemy confuse
Otherworldly light
engulfs target.

EYE BEAM
Special
Power 55
Accuracy 100%
20 PP
20% chance of lowering enemy Special Defense one level
Move hits back user if LIGHT SCREEN is in effect
A laser beam fired
from the eyes.

FLARE
Other
Accuracy 100%
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.

FLARE FIELD
Special
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
Explosive flares
cover the ground.

GUIDINGLIGHT
Other
Accuracy 100%
5 PP
All of the user's attacks are raised to 100% accuracy for 2 turns (except 1-hit KO moves)
Out-of-battle effect: guides you through (supernatural) dark places
Available as an HM
Light ensures the
next move's hit.

HOLY SHIELD
Other
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
Other
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 20% (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
Other
Accuracy 100%
20 PP
User Special Attack raised two levels
Flashes a light
that ups SP. ATK.

INVISIBILITY
Other
5 PP
Allows user to evade all attacks
Chance of failing rises if used in succession
Bend light around
you to disappear.

LASER
Special
Power 45
Accuracy 100%
30 PP
15% chance of enemy BRN
A simple laser
beam is fired.

LUSTER BURST
Special
Power 120
Accuracy 80%
10 PP
A strong light-
burst hits foe.

LUSTER FLASH
Special
Power 50
Accuracy 90%
10 PP
Enemy Accuracy lowered one level
30% chance of enemy confuse
A flash of light
envelops foe team.

NEON
Other
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
Special
Power 65
Accuracy 100%
20 PP
10% chance to lower enemy Accuracy one level
A strong laser.
May blind foe.

SHINE SABRE
Physical
Power 60
Accuracy 95%
10 PP
REFLECT does not halve the damage from this move
Sword of light to
go through walls.

SOLAIS
Other
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 five turns or until another field-affecting move is used
A paradise of
light and peace.

STARGAZE
Other
15 PP
Requires a charging turn
On second turn, HP restored to full
The power of the
stars restores.

STUN BURST
Special
Power 40
Accuracy 90%
25 PP
40% chance of enemy PAR
A bright burst of
light. May stun.

TRACTOR BEAM
Other
Accuracy 100%
30 PP
Enemy cannot run/switch
A mysterious ray
attracts foe.

UV RAY
Special
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
Other
Accuracy 100%
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.

APPORT
Physical
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
Ambush foe from
another dimension.

BALANCE
Other
5 PP
All pokémon are pure NORMAL-type
All moves are NORMAL-type
These effects last 10-15 turns
Remove all element
relationships.

BIBLIOMANCY
Other
10 PP
Copies the effect of any random Magic-type move
Pick a page,
any page.

BROOM DIVE
Physical
Power 90
Accuracy 95%
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
Ride a broom for
an aerial attack.

BROOMSTICK
Other
5 PP
User's Special Ability becomes LEVITATE for the next five turns
An enchanted rod
helps user to fly.

CARD TOSS
Physical
Power 60
Accuracy 100%
20 PP
High chance of critical hits
Playing cards are
tossed at the foe.

CARD TRICK
Other
10 PP
Items of opponent's party are switched randomly with one another
Move fails if opponent's pokémon don't have items or if opponent's party has only one pokémon
Shuffle opponent's
items with magic.

CEREMONY
Other
10 PP
User loses two turns
User's MAGIC-type moves deal double damage for rest of battle
A long rite that
grants power.

CLOSECURTAIN
Other
15 PP
User switch
Enemy confuse
Move fails if user is the last pokémon in your party
Finish your act
and run away.

CUPID ARROW
Physical
Attack 80
Accuracy 85%
15 PP
Enemy becomes infatuated as ATTRACT, but regardless of gender
An attack with an
arrow of love.

DEFENSECHARM
Other
20 PP
User Defense raised one level
User Special Defense raised one level
A simple spell to
raise defenses.

DISASTERCAST
Other
10 PP
Effect randomly determined:
15% AVALANCHE
15% HEAT WAVE
15% ROCK SLIDE
15% WHIRLPOOL
10% BLIZZARD
10% EARTHQUAKE
10% HURRICANE
5% ERUPTION
4% Move fails
1% Disastrous failure; user hit by Power-200 attack
Summon a force of
nature to attack.

DISENCHANT
Other
Accuracy 90%
25 PP
Target All stats returned to normal
All illusions of
power disappear.

DISPEL
Other
10 PP
Removes target's status ailments and stat effects
All incantations
are driven away.

DOOM SPELL
Special
Accuracy 30%
5 PP
One-hit K.O.
A complicated but
devastating spell.

EQUALITY
Other
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.

EXORCISE
Other
Accuracy 100%
5 PP
Cures target's status ailments and stat effects
Heals 10% of target's max HP
If target is a Ghost-type pokémon, one-hit K.O. with accuracy 50%; in this case, user's Special Attack lowered two levels
Banishes all
dark spirits.

FAIRY POWDER
Other
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
Other
5 PP
Either user or enemy will faint, with equal chances for either
The stakes are all
or nothing.

HEALINGSPELL
Other
15 PP
User restores half max HP
Summon life energy
to heal yourself.

HEX CLAW
Physical
Power 75
Accuracy 100%
15 PP
20% chance of random enemy move disabled
Swipe with claws
that bear a curse.

HOLY WATER
Other
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.

INCANTATION
Other
15 PP
If user's next move is a MAGIC-type attack, its power is doubled
Move fails if UPROAR is in effect
Recite magic words
to boost a spell.

IRATE TRANCE
Special
Power 60
Accuracy 95%
10 PP
Deals double damage if user has been hurt by foe in the same turn the move is used
10% chance of user's Special Attack raised one level
Whip self into a
rage to attack.

ITCH POWDER
Other
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
Powder makes foe
scratch endlessly.

LOVE POWDER
Other
Accuracy 100%
15 PP
If user and enemy are opposite genders, enemy infatuate
Magic powder makes
foe fall in love.

LUCKY SPELL
Other
30 PP
User has 4x chances of scoring a critical hit until switched out
Move fails if used when already in effect
Spell raises your
luck in battle.

MAGIC ARROW
Physical
Power 15
Accuracy 100%
25 PP
Hits 2-5 times
Create glowing
arrows and attack.

MAGIC CAPE
Other
5 PP
Allows user to evade all attacks
Chance of failing rises if used in succession
Disappear behind a
magic cloak.

MAGIC CIRCLE
Other
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 CURE
Other
5 PP
Cures user's entire party of all non-volatile status ailments
A vital infusion
of healing energy.

MAGIC DRAIN
Other
Accuracy 80%
10 PP
Reduces the PP of enemy's last move. The amount of PP depends on the effectiveness of MAGIC-type moves against the foe:
0x: 0 PP
0.25x: 1 PP
0.5x: 3 PP
1x: 5 PP
2x: 7 PP
4x: 9 PP
Deplete your foe's
ability to attack.

MAGIC FLAMES
Special
Power 80
Accuracy 80%
10 PP
25% chance of enemy burn
Drilling flames
encircle foe.

MAGIC HAT
Other
15 PP
Effect determined by a random object extracted from hat by user:
30% Extracts a bouquet of flowers that makes the opponent become infatuated, no matter the gender
20% Extracts a random HP healing item and uses it
25% Extracts a bomb with a Power-50 MAGIC-type attack and throws it at the opponent
25% Extracts a bomb with a Power-50 MAGIC-type attack but explodes in user's hands
Look for an object
inside your hat.

MAGIC SPELL
Other
For advanced trainers only! This move, usable by all Magic-type pokémon 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.

MANA
Other
5 PP
Restore 2-5 PP to a selected move from any pokémon in the field (cannot be used on PP-increasing moves)
Move fails if used in succession
A mystical energy
replenishes power.

MIRROR HOUSE
Other
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.

MIRROR SNARE
Other
20 PP
If enemy uses a contact move on next turn, enemy All stats dropped one level
Breaking a mirror
brings bad luck.

MISERY SHOT
Special
Power x
Accuracy 100%
20 PP
Deals more damage the lower user's Happiness is; A special-attack version of FRUSTRATION
Channel negative
emotion to attack.

MOTE AID
Other
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
Other
5 PP
User HP restored to max
The motes orbiting
user give energy.

MOTE SUMMON
Special
Power 150
Accuracy 50%
5 PP
User takes one-third the damage enemy recieves
User's motes fuse
and attack.

MOUNT
Physical
Power 80
Accuracy 95%
15 PP
Out of battle effect: Ride steed across difficult terrain
Summon a magical
steed and charge.

MYSTIC BLADE
Physical
Power 100
Accuracy 80%
5 PP
Has a high critical hit ratio
Conjure a blade of
pure mystic force.

MYSTIC LOCK
Other
10 PP
Prevents opponents from using any move that user knows
A spell to lock up
your foe's moves.

MYSTIC MIST
Other
Accuracy 95%
10 PP
Inflicts a random status ailment to target
An ominous mist
envelopes foe.

NULLIFY
Other
10 PP
Removes all field effects
If there is no active field effect, removes status problems for both pokémon
Ends all ongoing
effects.

NUMEN
Other
10 PP
User is possessed by a numen. The effect depends on the surrounding area:
Caves, rocky paths and buildings: user Defense raised two levels
Deserts: user Special Defense raised two levels
Forests, jungles and grasslands: user Evasion raised two levels
Large bodies of water and volcanoes: user Special Attack raised two levels
Near water currents and above clouds: user Speed raised two levels
Cyber Realm: move fails
10% chance of numen enraged for being disturbed, user becomes disobedient for the next 2-5 turns
A local deity is
summoned to help.

PAGAN RITE
Other
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
Physical
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.

POOF!
Other
10 PP
Copies the effect of any random move
Snap your fingers,
see what happens.

PORTENTS
Special
Power randomly determined:
Power 10   5%
Power 30   15%
Power 50   30%
Power 70   30%
Power 90   15%
Power 150 5%
Accuracy 100%
20 PP
Extra effect randomly determined:
Enemy BRN   5%
Enemy FRZ   5%
Enemy PAR   5%
Enemy PSN   5%
Enemy SLP   5%
Enemy flinch   5%
Enemy confuse   5%
Enemy disable   5%
No extra effect   60%
Omens of evil are
delivered.

POWER HEX
Special
Power 65
Accuracy 100%
20 PP
10% chance of enemy flinch
Cast a spell to
damage foe.

PRESENTATION
Other
10 PP
Enemy accuracy lowered two levels
Enemy flinch
In two-on-two battles, both enemies' accuracy lowered one level; 50% chance of flinch for each
Only works in user's first turn
Introduce your act
with a flash.

PRIDE SHOT
Special
Power x
Accuracy 100%
20 PP
Deals more damage the higher user's Happiness is; A special-attack version of RETURN
Channel positive
emotion to attack.

PROXY
Other
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
Special
Power 35
Accuracy 100%
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.

RE-ANIMATE
Other
Accuracy 90%
5 PP
User revives itself back to full max HP if knocked out by foe
User is hard to control during the three turns following the revival (in a similar way to a pokémon's when its trainer lacks a sufficient amount of badges)
Revives self but
loses senses.

REFLECTION
Other
10 PP
Makes substitute that has enemy's moves, user loses 1/4 max HP
A copy of foe that
fights on its own.

REINCARNATE
Other
5 PP
Choose a fainted pokémon from your party; this pokémon will regain 50% of its HP in three turns if user stays on the battlefield during those three turns
A fallen friend
reincarnates.

REJUVENATE
Other
5 PP
Restore move with 0 PP to full
Use magical power
to restore energy.

REPETOIRE
Other
10 PP
Uses random sound-based move from the last 5 BATTLEs.
Use stored sounds
to attack the foe.

RITE OF DAY
Other
10 PP
Two-turn move; first turn spent charging
Effect during MORN or DAY:
Power 60
Accuracy 100%
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
Other
5 PP
One of ten effects randomly selected:
1: User and enemy fully healed
2: Attack, Power 70 Accuracy 100%
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 100%
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
Special
Accuracy 40%
10 PP
One-hit K.O., user loses half max HP
User's pain is
directed into foe.

SAPPINGSPELL
Special
Power 60
Accuracy 100%
10 PP
User restores half the HP target loses
A spell to drain
the foe's HP.

SAW TRICK
Physical
Power 20*
Accuracy 80%
5 PP
Continues through future turns, doubling in power each time, until miss or fifth hit; fifth hit becomes One-Hit K.O.
While this move is in effect, enemy cannot run/switch
Cage foe in a box,
cut it in half.

SHUFFLE
Other
20 PP
User EVASION raised one level
Card-based user
shuffles itself.

SKILL CAST
Other
10 PP
User's Special Ability changes to match that of any other party member
Cast spell to
change ability.

SLOTS
Other
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!

SMOKE LUNGE
Physical
Power 75
10 PP
User disappears on first turn, then reappears and attacks on second turn
Move never misses, unless target is underground as DIG or in the air as FLY
Vanishes in smoke,
hits from behind.

SPACE RIFT
Special
Power 150
Accuracy 90%
5 PP
User spends next turn recharging
A spell to rip the
fabric of space.

STAGE HELPER
Other
10 PP
Ally's MAGIC-type attack this turn is raised to 100% accuracy
Help your ally to
cast a spell.

SUMMON
Other
10 PP
Effect randomly determined:
45%   Random unevolved, non-Legendary pokémon appears, uses its final attack on enemy and disappears
25%   Random singly-evolved pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears
10%   Random twice-evolved pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears
7.5%  Random Legendary pokémon for which you have Pokédex data appears, uses its final attack on enemy and disappears
7.5%  Random evolved or Legendary pokémon whose name appears in your Pokédex appears, uses a random attack on enemy and disappears
4%     move fails
1%     Disastrous failure; Power-200 attack hits both user and enemy
Summon pokémon to
strike down foe.

SWORD BASKET
Physical
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
Physical
Accuracy 100%
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.

TOXIN SCOUR
Physical
Power 60
Accuracy 100%
10 PP
If enemy is PSN, then TOXIN SCOUR deals double damage and cures PSN
A harsh rub with
a cleansing balm.

TRIBUTE
Special
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.

VANISHINGACT
Other
15 PP
Flee from wild pokémon battles
Disappear in front
of the foe's eyes.

WAND SHAKE
Other
Accuracy 100%
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

ACHILLESHEEL
Other
Accuracy 60%
10 PP
Enemy Defense, Special Defense lowered two levels
Move fails if enemy's full info isn't available in your Pokédex
Expose your foe's
weak point.

AIMED SHOT
Physical
Power 50
Accuracy 100%
20 PP
Attack cannot possibly miss
A move that hits
no matter what.

AMPLIFIERS
Other
15 PP
For next five turns, any sound-based attack by either pokémon deals double damage
Amplify all sound
on the field.

BELCH
Special
Power 20
Accuracy 100%
15 PP
Power is 120 if a berry was consumed on the same turn
A nasty expulsion
of gastric gas.

BINARY FLUX
Special
Power 50
Accuracy 100%
15 PP
50% chance of enemy confuse
Raw information
dazzles the senses.

BULLSEYE
Physical
Power 75
Accuracy 40%
25 PP
If move hits the opponent, it will always be a critical hit. SHIELD DUST can prevent this effect.
Aims for a
direct hit.

CALIBRATE
Other
15 PP
User Accuracy raised two levels
Programmed POKéMON
adjusts its aim.

CALLUS ARMOR
Other
10 PP
User Defense raised according to its Happiness
70-99: one level
50-69: two levels
0-49: three levels
Move fails if user's Happiness is higher than 99
Past beatings have
toughened you.

CLEAR SKIES
Other
5 PP
Cancels any field-affecting move that is currently in use; weather cannot change for five turns
HURRICANE, RISING STORM, TEMPEST, THUNDER, TORNADO, TWISTER and TYPHOON are disabled while move is in effect
A calming aura ends
violent weather.

CAMOUFLAGE (PF version)
Other
20 PP
The user's type depends on the terrain the user stands on:
If used on grasslands or water puddles, the user becomes GRASS-type.
If used on sand or marsh, the user becomes GROUND-type.
If used on rocky surfaces and caves, the user becomes ROCK-type.
If used on or under water, the user becomes WATER-type.
If used on snowy fields or ice, the user becomes ICE-type.
If used on a plain terrain, a building floor, or in the Cyber Realm, the user becomes NORMAL-type.
If used on the supernatural desert, the user becomes DARK-type.
If used in the Sky Realm, the user becomes WIND-type.
Location changes
user's type.

CHARGE SPIN
Physical
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.

CHIME
Other
15 PP
Target All stats returned to normal
Relax target with
a peaceful chime.

CLONE
Other
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
Special
10 PP
1 time out of 2: Enemy loses 10 HP
1 time out of 2: Enemy loses 100 HP
A coin is flipped.
Heads or tails?

COLD GLANCE
Other
Accuracy 85%
35 PP
Enemy Attack lowered one level, Enemy Defense lowered one level
An insulting look
to lower stats.

COLLECT
Other
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
Other
10 PP
Restores HP by amount fueled by COLLECT
Eat collected food
to recover energy.

CONVERSION 3
Other
30 PP
User's type changes into the opponent's type
Changes type to
match the foe.

CRUSH HUG
Physical
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
Other
Accuracy 75%
15 PP
Enemy Flinch
Bawling to guilt-
trip the target.

CUDDLE
Other
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
Other
10 PP
User Accuracy raised one level
User Evasion raised one level
Robotic user draws
data on foe moves.

DEAD SILENCE
Other
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
Other
Accuracy 95%
1 PP
User learns a random one of enemy's moves permanently; new move replaces DOODLE
User doodles a
picture of enemy.

DYNAMIC RUSH
Physical
Power 100
Accuracy 70%
10 PP
50% chance of user Speed raised one level
Turn body into an
aerodynamic form.

ECHO
Special
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
Physical
Power 45
Accuracy 100%
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
Other
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
Physical
Power *
Accuracy 100%
10 PP
Inflicts damage by amount fueled by COLLECT
Use collected food
to attack the foe.

FRENZYTACKLE
Physical
Power 120
Accuracy 95%
User Attack lowered one level
User Defense lowered one level
User loses 1/4 current HP
30% chance of user confuse
User enters into a
psychotic rage.

GIGACHARGE
Other
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
Special
Power 95
Accuracy 100%
5 PP
If enemy has REFLECT or a similar move in place, it is removed
High-pitched cry
to shatter glass.

HARMONY
Other
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
Physical
Power 60
Accuracy 95%
20 PP
30% chance to lower enemy Special stats one level
An attack to the
target's head.

HOROSCOPE
Other
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
Physical
Four attacks made:
First three are all Power 20, Accuracy 60%
Fourth is Power 60, Accuracy 100%, 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
Other
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
Physical
Accuracy 100%
5 PP
User waits three turns
On fourth turn, One-Hit K.O.
Gather power, then
deal punishment.

LAST STAND
Other
5 PP
Only usable if user has less than one quarter max HP
User Defense and Special Defense raised to maximum
User's damage-dealing moves disabled
User cannot run/switch nor be forced to do so
Defend yourself
one last time.

LAZY DAY
Other
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.

LEAP
Other
20 PP
If user's next attack is a contact move, its power is doubled but its accuracy is halved
Jump in the air to
gain momentum.

LIFE PULSE
Special
Power 40
Accuracy 100%
35 PP
User takes 1/16 recoil damage
Raw vital energy
damages but hurts.

LIQUEFY
Other
15 PP
User is immune to physical moves
User is 2x weak to special moves
If RAIN DANCE is in effect, user All stats raised one level These effects last until another state-altering move is used, user is recalled, or until HAIL is used
Put your body into
a liquid state.

LOVE CRUSH
Special
Power 60
Accuracy 100%
15 PP
Power is 90 if enemy is infatuated, but cures the attraction upon doing so
Uses infatuation
to damage the foe.

MADNESS
Other
15 PP
User ATTACK raised two levels
User confuse
Makes you stronger
but also dizzy.

MAGIC CANCEL
Other
5 PP
For the next five turns:
All MAGIC-type moves disabled
All pokémon lose their MAGIC-type; pure MAGIC-type pokémon become NORMAL-type
Remove all magic
from the arena.

MAXIMIZE
Other
20 PP
User Defense raised one level
User Evasion lowered one level
Increase size to
resist attacks.

MODULATION
Other
5 PP
User's sound-based moves are at 1.25x power and are 25% more accurate for the rest of the battle
Change your pitch
to raise power.

MORALE ARMOR
Other
10 PP
User Defense raised according to its Happiness
100-149: one level
150-199: two levels
200-255: three levels
Move fails if user's Happiness is lower than 100
Use faith in the
trainer to endure.

NATURE POWER (PF version)
Other
Power *
Accuracy *
20 PP
The attack that is used depends on the terrain the user stands on:
Tall Grass: BULLET SEED
Very Tall Grass: CHLOROBLAST
Sand: EARTHQUAKE
Rocky Path: LANDSLIDE
Cave: STALACTITES
Water (surfing): SURF
Underwater (diving): HYDRO PUMP
Building Floors: POWER SURGE
Snow: BLIZZARD
Ice (Askorun Wastes): GLACIER
Supernatural Desert: SHADOW BALL
Hot Springs: SCALD
Hot Rock (Ardor Caverns and Volcano): LAVA BOMB
Cyber Realm: BINARY FLUX
Clouds (Sky Realm): HURRICANE
Anywhere else: SWIFT
Attack depends
on the location.

NIBBLE
Physical
Power 15
Accuracy 95%
35 PP
30% chance of enemy flinch
A small bite that
may startle foe.

OPEN SPACE
Other
10 PP
User SPEED lowered one level
User EVASION raised one level
Give yourself more
room to work with.

OPTIMISM
Other
10 PP
Effect on first use:
Duplicates SUNNY DAY effect
User happiness raised to maximum
Effect for the rest of the battle:
Copies the effect of any random LIGHT-type attack
Effect after battle:
User happiness restored to normal plus five (non-cumulative)
Positive thoughts
affect the field.

PESSIMISM
Other
10 PP
Effect on first use:
Duplicates MIDNIGHT effect
User happiness lowered to minimum
Effect for the rest of the battle:
Copies the effect of any random DARK-type attack
Effect after battle:
User happiness restored to normal minus five (non-cumulative)
Negative thoughts
affect the field.

PLAY DEAD
Other
30 PP
User stays immobile until next turn
70% chance of enemy not attacking while move is in effect
Chance of success lowers 10% for each consecutive use
Pretend to be down
to avoid damage.

POKER FACE
Other
Accuracy 85%
15 PP
Enemy confuse
30% chance of enemy PAR
No effect if enemy is DARK-, GHOST- or MAGIC-type
Emotionless face
baffles opponents.

POUNCE
Physical
Power 30
Accuracy 100%
30 PP
30% chance of enemy flinch
Startle opponent
by jumping on it.

POWER TAIL
Physical
Power 100
Accuracy 75%
10 PP
15% chance of enemy flinch
15% chance of enemy PAR
A tail attack that
could break bones.

PROD
Physical
Power 15
Accuracy 95%
25 PP
Lowers foe's defense one level
Pokes foe to
lower defense.

QUANTUMSPEED
Physical
Power 120
5 PP
Always goes first, even before QUICK ATTACK and similar
Move never misses, unless target is underground as DIG or in the air as FLY
95% chance of user faint
An attack at the
speed of light.

REGIFT
Other
20 PP
Copies the effect of a previous use of PRESENT by user or enemy
Regift a present
for twice the use.

RESET
Other
5 PP
User status cured
User All Stats returned to normal
User restores half max HP
Programmed POKéMON
clears variables.

RIDICULE
Special
Power 40
Accuracy 70%
10 PP
Enemy cannot attack for 2-5 turns
Fills the target
with shame.

RING
Other
30 PP
Enemy Accuracy lowered one level
A piercing ring
distracts the foe.

SCREAM
Special
Accuracy 30%
5 PP
One-hit K.O.
A sound-based
attack.

SEASONS
Other
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.

SECRET POWER (PF version)
Physical
Power 70
Accuracy 100%
20 PP
30% chance of an added effect that depends on the terrain the user stands on:
Tall Grass: causes Sleep
Sand or Plain Terrain: lowers Accuracy by one stage
Cave or Rocky Surfaces: causes flinching
Water Puddles, Sea or Underwater: lowers Attack by one stage
Snow or Ice (Askorun Wastes): causes Freezing
Building Floors: causes Paralysis
Cyber Realm: causes Confusion
Hot Springs or Hot Rock (Ardor Caverns and Volcano): inflicts Burn
Clouds (Sky Realm): lowers Speed by one stage
Added effect de-
pends on location.

SECRETWEAPON
Physical
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.

SENTRY
Other
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
Special
Power 40
Accuracy 100%
30 PP
A sound-based
attack.

SHOW OFF
Special
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
Other
Accuracy 100%
30 PP
Enemy Attack, Special Attack lowered one level
Snuggles the foe
to prevent attack.

SOLIDIFY
Other
15 PP
Enemy's physical moves gain recoil against user
User Attack and Defense raised one level
User Speed lowered one level
User's Special Ability becomes STURDY
These effects last until another state-altering move is used, user is recalled, or until SUNNY DAY is used
Put your body into
a solid state.

SONAR
Special
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 PULSE
Special
Power 100
Accuracy 75%
5 PP
50% chance of enemy confuse
A concentrated
pulse of sound.

SONIC WAVE
Special
Power 60
Accuracy 100%
15 PP
Attack hits regardless of User Accuracy or Enemy Evasion
A sound wave that
covers the area.

SPIKE BALL
Physical
Power 20*
Accuracy 85%
30 PP
Attack continues through future turns, doubling in power each time, until miss or fifth hit
Curl up into a
spiky ball.

SPINNINGBLOW
Physical
Power 75
Accuracy 100%
15 PP
Ends effects of holding attacks and LEECH SEED
Entry hazards at user's side of the field removed
If used in succession, user confuse
Spin at high speed
with open arms.

SPIT
Other
Accuracy 100%
35 PP
Enemy flinch
A spit aimed at
the foe's eyes.

SQUEAK
Special
Power 30
Accuracy 100%
15 PP
30% chance of Enemy flinch
Startle foe with a
sudden squeak.

SWEET DREAMS
Other
10 PP
For the next three turns, user SLP
User restored to full health
Enemy SLP
Send foe and self
to a deep sleep.

TAIL DECOY
Other
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.

TANTRUM
Physical
Accuracy 95%
5 PP
Power depends on user's height/length:
1' and under: Power 120
1'1" to 2': Power 100
2'1" to 3': Power 80
3'1" to 4': Power 60
4'1" to 5': Power 40
5' or more: Power 20
A tantrum as big
as user is small.

TECH.ERROR
Other
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
Other
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.

TOLL
Special
Power 60
Accuracy 100%
20 PP
A painfully loud
ring is sounded.

TRAP
Other
Accuracy 55%
5 PP
Enemy cannot attack or run/switch for the next 1-3 turns
Set up a trap to
immobilize foe.

TRAVEL
Physical
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
Only usable in Cyber Realm
Transport through
Cyber Realm walls.

TRIP
Other
25 PP
If enemy uses a contact move on the same turn this move is used, it has a 65% chance of falling and receiving Power-50 damage instead
Make the foe fall
for some damage.

TWOSELF
Other
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.

ULTIMATUM
Other
5 PP
User All stats raised to maximum
At the end of next turn, user faint
Give your enemy
an ultimatum.

UPROOT
Physical
Power 40
Accuracy 95%
25 PP
Ends effects of INGRAIN
Cancels the effect of SUCTION CUPS Special Ability until enemy is switched out
20% chance of enemy Speed lowered one level
Pull foe off the
ground forcefully.

VAPORIZE
Other
15 PP
User is immune to physical moves
User has 50% chance to be forced to switch by any WIND-type move
User Speed raised one level
If SUNNY DAY is in effect, user Special Attack raised one level
User's Special Ability becomes LEVITATE
These effects last until another state-altering move is used, user is recalled, or until RAIN DANCE is used
Put your body into
a gaseous state.

VIRUS
Other
Accuracy 75%
10 PP
Randomly causes enemy PSN, PAR, SLP, BRN or FRZ
Inflicts a random
status problem.

WAR MARCH
Other
Accuracy 100%
15 PP
Enemy Attack raised one level
Enemy confuse
A rhythm that will
provoke aggresion.

POISON-type Moves

ACID DRIP
Other
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- and STEEL-type pokémon are immune
If enemy faints/switches, effect continues on new enemy
Effect ends if user faints/switches
User slowly drips
corrosive acid.

ACID RAIN
Other
5 PP
Each turn, all battlers lose 1/16 of their max HP
Each turn, pokémon with the RAIN DISH or WATER ABSORB Special Ability lose an additional 1/16 of their max HP
Each turn, all battlers have a 10% chance of having their Defense lowered one level
Chance raised to 30% for GRASS-type pokémon
POISON-type pokémon are immune to above effects (effects bypass the STEEL-type's immunity to the POISON-type)
WATER-type attacks have an additional 30% chance of lowering enemy Defense one level
These effects last for five turns or until another field-affecting move is used
Contaminated rain
falls on battlers.

ACID SPIT
Special
Power 35
Accuracy 70%
35 PP
50% chance to lower enemy Accuracy one level
Aim for the face
to blind enemy.

AERIAL VIRUS
Other
Accuracy 85%
20 PP
Enemy PSN
Can hit FLYing pokémon
A dangerous virus
travels by air.

ANTIBODIES
Other
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
Special
Power 60
Accuracy 75%
5 PP
Enemy PSN
Enemy flinch
Use a foul odor to
damage the target.

BOUND WRENCH
Physical
Power 50
Accuracy 90%
10 PP
Hits twice
A grimy wrench is
thrown, rebounds.

COMATOSE
Other
Accuracy 80%
5 PP
Enemy SLP for 3-5 turns, the condition is incurable by items
A nitrogen cloud
puts foe to sleep.

CORRODE
Other
Accuracy 95%
10 PP
Enemy Defense and Special Defense lowered one level
10% chance of enemy BRN
Drench the foe
in corrosive acid.

CURARE DART
Physical
Accuracy 30%
5 PP
One-hit K.O.
A tiny dart imbued
with lethal venom.

DART BARRAGE
Physical
Power 15
Accuracy 90%
25 PP
Hits 2-5 times; with each hit, there's a 30% chance of Enemy PSN
Fires a series of
toxic darts.

DECAY
Other
5 PP
Each turn, all battlers lose 10 HP; GRASS-type pokémon lose 15 HP instead and have 10% chance of PSN
POISON-type pokémon, STEEL-type pokémon and GHOST-type pokémon are immune
Effects last for five turns or until user is recalled/knocked out, and will overlap weather effects rather than cancelling them
All life slowly
withers away.

EPIDEMIC
Other
Accuracy 55%
15 PP
Enemy PSN; all members of the same egg group in opponent's party affected as well
A virus targets
a single group.

FOOD POISON
Other
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.

GAMMA RAY
Special
Power 150
Accuracy 90%
5 PP
User spends next turn recharging
A radioactive ray
of enormous power.

GREENHOUSE
Other
5 PP
POISON-type attacks are at 1.5x power
FIRE-type attacks are at 1.5x power
ICE-type attacks are at 0.5x power
WATER-type attacks are at 0.5x power
FLYING- and WIND-type pokémon PSN
These effects last for five turns or until another field-affecting move is used, however:
If HAIL or RAIN DANCE is used to end move's effect, ACID RAIN is activated instead
If SUNNY DAY is used to end move's effect, all battlers BRN
POISON- and STEEL-type pokémon are immune to above effects
Poisonous clouds
retain all heat.

INFECTION
Other
Accuracy 85%
15 PP
Enemy PSN; if enemy was hit by a contact move during the battle, enemy badly PSN instead
Move fails if enemy hasn't received any damage
Concentrate poison
on enemy's wounds.

INJECT
Physical
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
Special
Accuracy 65%
5 PP
Enemy loses 30 HP each turn for 2-5 turns
Foe is inflicted
with radiation.

LAUGHING GAS
Other
Accuracy 90%
15 PP
Enemy flinch
Enemy Accuracy lowered two levels
Laughing gas immo-
bilizes the foe.

MELTDOWN
Special
Accuracy 30%
5 PP
User FNT; One-Hit KO
Radioactive sludge
flows towards foe.

OIL SHOT
Special
Power 80
Accuracy 100%
10 PP
Enemy receives 2x damage from the next FIRE-type attack used on it
Effect is non-cumulative
Shoot sticky oil
to cover the foe.

OIL SPILL
Other
Accuracy 75%
10 PP
All pokémon on the field, except user, PSN
Lowers accuracy of all pokémon on the field, except user, by one stage; FLYING-type pokémon and pokémon with the LEVITATE Special Ability are immune to this effect
Toxic oil covers
the entire field.

PESTICIDE
Other
Accuracy 100%
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.

PH SPIT
Special
Power *
Accuracy 95%
15 PP
Power and effects depend on pH of substance spit out, decided randomly:
pH 0: Power 90 attack, enemy BRN
pH 1: Power 80 attack, 50% chance enemy BRN
pH 2: Power 70 attack, 25% chance enemy BRN
pH 3: Power 60 attack, 10% chance enemy BRN
pH 4: Power 50 attack
pH 5: Power 40 attack
pH 6: Power 30 attack
pH 7: No Effect
pH 8: Power 30 attack
pH 9: Power 40 attack
pH 10: Power 50 attack
pH 11: Power 60 attack, 10% chance enemy Flinch
pH 12: Power 70 attack, 25% chance enemy Flinch
pH 13: Power 80 attack, 50% chance enemy Flinch
pH 14: Power 90 attack, enemy Flinch
Acid or base of
varying intensity.

POISON ARROW
Physical
Power 60
Accuracy 75%
10 PP
Enemy PSN
A poison-tipped
arrow strikes foe.

POISON BITE
Physical
Power 75
Accuracy 95%
20 PP
75% chance of enemy PSN
Chomp down and
inject.

POISON MIX
Special
5 PP
Fires poison of a random color:
Orange: ARSENIC: Enemy FNT, Accuracy 45%
Yellow: CYANIDE: Enemy badly PSN, Accuracy 90%
Green: CHLORINE: User and enemy badly PSN, 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 PROD
Physical
Power 20
Accuracy 95%
20 PP
50% chance of enemy PSN/PAR
A toxic touch may
bear side effects.

POISON SWIPE
Physical
Power 75
Accuracy 95%
10 PP
30% chance of enemy PSN
Swipe with a claw
covered in poison.

POISON WEB
Other
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
Other
5 PP
Both pokémon lose 10 HP/turn
60% chance of PSN for each pokémon
10% chance of badly PSN for each pokémon
POISON- and STEEL-type pokémon 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 last for five turns or until another field-affecting move is used
The battlefield
becomes tainted.

RABIES
Physical
Power 50
Accuracy 85%
15 PP
50% chance of enemy PSN
Rabid user bites
foe; may infect.

ROTTEN TREAT
Other
Accuracy 95%
20 PP
45% chance of enemy PSN
5% chance of enemy badly PSN
50% chance of nothing happening
Throw rancid food
at your enemy.

SLUDGE PUNCH
Physical
Power 75
Accuracy 100%
15 PP
10 % chance of enemy PSN
Punch with a fist
covered in sludge.

STILL STRIKE
Physical
Power 130
Accuracy 100%
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
Physical
Power 75
Accuracy 100%
15 PP
10% chance of enemy PSN
Punch using a fist
with a stinger.

SULFUR PLUME
Special
Power 120
Accuracy 90%
5 PP
User Defense, Special Defense lowered one level
30% chance of enemy PSN
An eruption of
toxic sulfur gas.

TOXIC BAIT
Other
Accuracy 65%
5 PP
Enemy switch; replacement PSN
Move fails if foe is the only pokémon in opponent's party
An alluring poison
may get a foe out.

TOXIC HAZE
Other
Accuracy 85%
5 PP
Enemy PSN
In two-on-two battles, 50% chance of user and/or foe's ally PSN
30% chance of PSN to a random member of user and/or foe's party
Aerial toxins may
affect Poké Balls.

TOXIC KISS
Other
Accuracy 75%
10 PP
Enemy PSN
A kiss with toxic
lips. May poison.

UPCHUCK
Physical
Power *
Accuracy 90%
15 PP
Vomits a consumed berry:
If a berry was consumed 5-4 turns ago: Power 20, 5% chance of enemy Defense lowered one level
If a berry was consumed 3-2 turns ago: Power 40, 15% chance of enemy Defense lowered one level
If a berry was consumed 1 turn ago: Power 60, 25% chance of enemy Defense lowered one level
If a berry was consumed during the same turn: Power 80, 35% chance of enemy Defense lowered one level
Move fails if a berry was consumed more than 5 turns ago or if no berry was consumed at all
Acidic projectile
is vomited at foe.

VENOM SWEAT
Other
10 PP
When user or enemy next uses a contact move, enemy PSN
Cover self in a
coat of poison.

VIRAL MIST
Other
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-type pokémon are immune
DREAM EATER restores 1/4 of damage enemy takes instead of half
These effects last for five turns or until another field-affecting move is used
A poison cloud
fills the air.

WRENCH SMACK
Physical
Power 65
Accuracy 85%
20 PP
10% chance of enemy flinch
An attack with a
grimy wrench.

PSYCHIC-type Moves

ATOM SPLIT
Physical
Power 70
Accuracy 100%
10 PP
Damage dealt two turns after move is used
A cut so thin that
may go unnoticed.

BRAINSTORM
Other
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.

CHANNEL
Other
15 PP
Uses a random GHOST-type move from another party member
Channel spiritual
energy to attack.

CONCENTRATE
Other
15 PP
User Accuracy raised one level
Focus your mind
on the battle.

DISTORT
Other
Accuracy 75%
10 PP
Enemy cannot attack for 2-4 turns
DARK- and GHOST-type pokémon are immune
Severely distort
the foe's senses.

DROWSY DAZE
Other
Accuracy 100%
15 PP
Only usable if enemy SLP
When enemy awakens, enemy confuse
Hypnotic sugges-
tion confuses foe.

ENLIGHTEN
Other
20 PP
User Special Attack raised two levels
Sudden inspiration
improves the mind.

FORCE DASH
Physical
Power 90
Accuracy 85%
20 PP
User takes 1/4 recoil damage
A full-body charge
of psychic energy.

FORCE PUNCH
Physical
Power 75
Accuracy 100%
15 PP
10% chance of enemy confuse
Punch with a fist
of psychic energy.

HARMONIZE
Other
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
Physical
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
Other
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.

KARMA BLAST
Special
Power 150
Accuracy 80%
5 PP
User takes 1/2 recoil damage
Negative energies
hurt user and foe.

LEVITATION
Other
10 PP
User's Special Ability becomes LEVITATE for the rest of the battle
Concentrate to
float in mid-air.

LURE
Other
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.

MEMORY WIPE
Other
10 PP
For the next five turns, enemy fights randomly
Scramble your
enemy's memory.

METAMORPH
Other
10 PP
TRANSFORM into any of user's last eight opponents
Take on the powers
of a recent foe.

MIGRAINE
Special
Power 20
Accuracy 70%
15 PP
Damage continues for the next 2-5 turns; during that time enemy receives 1.5x damage from sound-based moves
Deals double damage if SUNNY DAY is in effect
Give the foe a
massive headache.

MIND ASSAULT
Special
Power 120
Accuracy 70%
10 PP
30% chance of enemy SLP
A powerful but
inaccurate attack.

MIND SWIPE
Other
Accuracy 55%
5 PP
Halves the PP of all enemy's moves
Viciously empty
the foe's mind.

MINDKILL
Special
5 PP
Effect vs. PSYCHIC-type pokémon:
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.

MINDMELD
Other
5 PP
Effect if used on ally:
User loses half max HP
User and ally Special Defense raised three levels
Effect if used on enemy:
User loses half max HP
User Special Defense raised three levels
Enemy Special Defense lowered three levels
Join other mind to
learn its secrets.

PINS&NEEDLES
Other
5 PP
For the next five turns, enemy's physical moves gain recoil
Make the foe feel
painfully numb.

PRECOGNITION
Special
Power 90
Accuracy 100%
10 PP
Damage dealt two turns after move is used; ignores weaknesses, resistances and immunities
Accurately predict
a powerful attack.

PREDICTION
Other
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; effect can only be overridden by Special Abilities
Predict what the
weather will do.

PSY BOLT
Special
Power 45
Accuracy 95%
15 PP
30% chance of enemy confuse/flinch/PAR
Shocks of pain
overwhelm foe.

PSY ORB
Special
Power 40
Accuracy 90%
30 PP
10% chance of enemy PAR
Shoot a simple orb
of psychic energy.

PSY PULSE
Special
Power 70
Accuracy 100%
20 PP
Damages all pokémon in the field
A pulse of energy
that envelops all.

RECALL
Other
20 PP
User Special Attack raised two levels
Remember something
to raise SP. ATK.

SPIRIT BOMB
Special
Power 150
Accuracy 90%
5 PP
User spends next turn recharging
A powerful blast
of psychic energy.

TELEPATHY
Other
20 PP
Reveals a random one of the foe's moves and its remaining PP
Read foe's mind to
uncover a secret.

ROCK-type Moves

CALCIFY
Other
10 PP
User Defense raised two levels
User Special Defense raised two levels
User Speed lowered two levels
A mineral coating
guards but slows.

CLIFF CLIMB
Physical
Power 120
Accuracy 85%
10 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.

DIAMOND HOOF
Physical
Power 80
Accuracy 95%
15 PP
20% chance of enemy flinch
10% chance of user Defense raised one level
Stomp your foe
with a hard hoof.

FOSSILIZE
Other
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
Special
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.

LANDSLIDE
Physical
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.

PETRIFY
Special
Accuracy 30%
5 PP
One-hit K.O.
Turn your opponent
into stone.

PRISM SHIELD
Other
10 PP
User is immune to Light-type attacks
Effects last for 2-5 turns
Create a shield
that splits light.

SEDIMENT
Other
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
Physical
Power 14
Accuracy 85%
20 PP
Hits 2-5 times per turn
Drop stalactites
on the enemy.

WHETSTONE
Other
30 PP
User Attack raised two levels
Sharpen a weapon
by rubbing a rock.

STEEL-type Moves

ANVIL DROP
Physical
10 PP
Power and accuracy depend on target's height/length:
2' and under: Power 120, Accuracy 50%
2'1" to 4': Power 100, Accuracy 60%
4'1" to 6': Power 80, Accuracy 70%
6'1" to 8': Power 60, Accuracy 80%
8'1" to 10': Power 40, Accuracy 90%
10' or more: Power 20, Accuracy 100%
Drop a heavy anvil
on your enemy.

ARMOR
Other
15 PP
User Defense raised one level
User's STEEL-type attacks are slightly enhanced
Coat self in a
layer of metal.

ARMOR POLISH
Other
5 PP
User reflects LIGHT-type attacks back to enemy
Polished armor
turns reflective.

BARBED SPEAR
Physical
Accuracy 90%
20 PP
Enemy cannot run/switch for the next 2-5 turns
On move's last turn, enemy is dealt Power-80 damage
Impale foe with a
spiked spear.

BRASSKNUCKLE
Physical
Power 75
Accuracy 100%
15 PP
A punch from a
metallic fist.

CAGE DROP
Other
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.

CANNONBALL
Physical
Power 130
Accuracy 80%
10 PP
If move fails, user takes Power-80 damage
Curl up and charge
like a cannonball.

CHAIN WHIP
Physical
Power 80
Accuracy 90%
20 PP
A strong blow with
a long chain.

CHAINS
Special
Power 15
Accuracy 85%
15 PP
Damage continues for the next 2-5 turns
Enemy cannot use physical moves or run/switch while move is in effect, save for hold-breaking moves
Trap foe in chains
and squeeze hard.

CONSTRUCTION
Other
10 PP
Requires a charging turn
On second turn, user All Stats raised one level
Better body parts
are fabricated.

DEPTH CHARGE
Physical
Power 55
Accuracy 90%
25 PP
Only usable on water terrain
In water, drops a
sinking bomb.

DOOMSDAY
Physical
Power 110
Accuracy 50%
5 PP
If move does not hit, its effect will be like EXPLOSION, dealing both battlers Power-50
Unleashes a
doomsday device.

EQUIP ARMOR
Other
10 PP
User Speed lowered one level
User chooses a random piece of armor:
Helm: user Special Attack and Special Defense raised one level
Chestplate: user Defense raised two levels
Gauntlets: user Attack raised two levels
Leg guards: user Evasion raised two levels
Can only equip one of each; move fails if all pieces of armor have already been selected
Equip armor to
protect key areas.

FORGE
Other
10 PP
Requires a charging turn
On second turn, user Attack and Defense raised two levels, user status ailments cured
Can be used on a STEEL-type or armored ally
Take time to forge
a stronger armor.

HARPOON
Physical
Power 35
Accuracy 90%
15 PP
Enemy Defense, Evasion lowered one level
Fire harpoon with
rope at the enemy.

IRON BLADE
Physical
Accuracy 30%
5 PP
One-hit K.O.
Finish foe with 1
well-timed stroke.

IRON CASTING
Other
10 PP
Copies the effect of any random Steel-type move.
Adapt to use a
random STEEL move.

IRON CURTAIN
Other
30 PP
User Defense and Special Defense raised one level
Protect self with
a wall of metal.

IRON DUST
Other
5 PP
STEEL-type attacks are at 1.5x power
ELECTRIC-type attacks gain recoil
THUNDER is at half power
These effects last for five turn or until another field-affecting move is used
Scatter metallic
dust into the air.

LEAD COAT
Other
5 PP
User Defense raised one level
User Speed lowered two levels
User gains POISON POINT effect; enemy's contact moves are met with a 30% chance of enemy PSN
Coat self in
poisonous metal.

LEAD FANG
Physical
Power 65
Accuracy 95%
15 PP
10% chance of enemy flinch
10% chance of enemy badly PSN
Bite the foe with
toxic metal teeth.

LEAD SPIKES
Other
20 PP
User scatters a layer of lead spikes on the field
1 layer: incoming pokémon PSN
2 layers: incoming pokémon badly PSN
FLYING, STEEL and POISON-type pokémon and pokémon with the LEVITATE Special Ability are immune
Lead spikes
cover the field.

LEAD WEIGHT
Physical
Power 100
Accuracy 100%
10 PP
User Speed lowered two levels
Crush enemy with
your heavy body.

LIQUIDMETAL
Special
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.

MERCURY COAT
Other
5 PP
User Special Defense raised one level
User Speed lowered two levels
User gains POISON POINT effect; enemy's contact moves are met with a 30% chance of enemy PSN
Coat self in
poisonous metal.

METALGRINDER
Physical
5 PP
Effect vs. STEEL-type pokémon:
One-Hit K.O.
Accuracy 30%
Effect otherwise:
Power 80
Accuracy 100% Has a high critical hit ratio
Grind the enemy
into scrap metal.

MOLTEN STEEL
Special
Power 70
Accuracy 100%
10 PP
20% chance of enemy BRN
Deals double damage to STEEL-type pokémon (cancelling out their resistance to STEEL-type attacks)
Drop molten steel
on your enemy.

NAIL
Physical
Power 30
Accuracy 85%
20 PP
Hits 2-3 times
50% chance of enemy PAR
Pound a sharp nail
into the enemy.

OIL UP
Other
20 PP
User Speed raised two levels
Oil your joints to
increase agility.

OVERCLOCK
Other
5 PP
User Attack raised two levels
User Speed raised two levels
Chance of user confuse or BRN is 20% for first use per battle, doubles each following use
5% chance of self-KO
Work much faster
than recommended.

PINCUSHION
Physical
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.

POWER DRILL
Physical
Power 50
Accuracy 95%
15 PP
Move also hits targets that are underground as DIG
Attack with a
drill of steel.

REV. UP
Physical
Power 140
Accuracy 70%
5 PP
Two-turn move; first turn spent charging
User takes recoil damage of Power 20 unless ARMOR is in effect
Revs up to attack
with full power.

SCRAP METAL
Other
20 PP
User scatters a layer of scrap metal on the field
1 layer: incoming pokémon lose 12.5% max HP
2 layers: incoming pokémon lose 18.75% max HP
3+ layers: incoming pokémon lose 25% max HP
FLYING-type pokémon and pokémon with the LEVITATE Special Ability are immune
Metallic junk
covers the field.

SCREWDRIVER
Physical
Power 70
Accuracy 90%
15 PP
20% chance of enemy confuse
Deals double damage to STEEL-type pokémon (cancelling out their resistance to STEEL-type attacks)
A spinning attack
that dents metal.

SHARDS
Physical
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.

SHARPENER
Other
30 PP
User Attack raised two levels
Sharpen an object
to attack with.

SHIELD BASH
Physical
Power 60
Accuracy 100%
15 PP
Power is based on user's Defense rather than Attack
Use your defensive
power offensively.

SHRAPNEL CUT
Physical
Power 55
Accuracy 95%
25 PP
Has a high critical hit ratio
Cut opponent with
sharp debris.

SILVER TEETH
Physical
Power 85
Accuracy 100%
15 PP
20% chance to lower enemy Defense
Chomp down with
metallic teeth.

SMELT PUNCH
Physical
Power 95
Accuracy 85%
15 PP
Deals double damage to STEEL-type pokémon (cancelling out their resistance to STEEL-type attacks)
Punch the foe with
a molten fist.

SOLDER
Other
10 PP
User Defense raised to maximum
User Speed lowered to minimum
User Evasion lowered to minimum
Solder your joints
to raise DEFENSE.

SOOTHE CHIME
Other
Accuracy 70%
20 PP
Enemy SLP
In two-on-two battles, both enemies and user's ally all SLP
A soft metallic
sound calms all.

SPIKED ARMOR
Other
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
Physical
Power 75
Accuracy 95%
10 PP
Has a high critical hit ratio
Spins sharp body
to attack the foe.

STAINLESS
Other
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.

SWORD EDGE
Physical
Power 120
Accuracy 50%
10 PP
50% chance of user Attack raised one level
Use a sharp limb
as a mighty sword.

TEMPER
Other
20 PP
User Attack and Defense raised one level
Temper your body
to fight better.

TIME BOMB
Special
Power 90 5 PP
Damage dealt two turns after move is used
Throw a bomb set
to detonate later.

TITANIUMKICK
Physical
Power 80
Accuracy 95%
15 PP
10% chance of enemy flinch
10% chance of enemy Defense lowered one level
A kick with a
metallic foot.

TORPEDO
Physical
Power 105
Accuracy 90%
10 PP
Only usable on water terrain
In water, fires a
speeding missile.

TUMBLE
Special
Power 60
Accuracy 90%
15 PP
Chunks of metal
cascade over foe.

WRECKINGBALL
Physical
Power 55
Accuracy 85%
10 PP
Deals double damage if foe has less than 50% of max HP
A ball of steel to
bring down foe.

WATER-type Moves

AQUAGEL
Other
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
Physical
Power 60
Accuracy 85%
10 PP
Enemy confuse
Knocks foe into
the water.

LAKE OF LIFE
Other
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
Other
10 PP
User's WATER-type attacks are at 150% strength until recalled
User covered in a
watery sheen.

RIPCURL
Special
Power 120*
Accuracy 100%
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
Special
Power 40
Accuracy 100%
25 PP
If enemy is STEEL-type, enemy Defense, Speed, Accuracy, Evasion lowered one level unless enemy is holding OIL item
Will cause metal
to rust.

SCALD
Special
Power 75
Accuracy 100%
20 PP
20% chance of enemy BRN
An attack with
boiling hot water.

SCENTED OIL
Other
Accuracy 75%
10 PP
User and Ally restore 10% max HP
Enemies' Defense lowered one level
10% chance of enemies flinch
A calming aroma
fills battlefield.

SPINDRIFT
Physical
Power 70
Accuracy 100%
20 PP
Enemy Accuracy lowered one level
Churn water around
foe to cut vision.

TAINTEDWATER
Special
Power 85
Accuracy 95%
15 PP
30% chance of enemy PSN
Soak the foe with
polluted water.

TSUNAMI DROP
Special
Power x
Accuracy 100%
20 PP
Deals damage equal to user's level
Tidal wave carries
foe up, drops.

VAPOR WALL
Other
10 PP
All FIRE-type moves of all battlers are disabled except weather effects
Effect lasts until end of battle or until a FIRE-type weather effect is used
Atmosphere becomes
too damp for FIRE.

VICIOUS SUCK
Physical
Power 25
Accuracy 90%
15 PP
Hits 2-5 times; with each hit, user restores 10 HP
A strong suction
through the water.

WATER CAGE
Other
10 PP
Effect if used on user or ally:
Target Special Defense raised three levels
Target is immune to FIRE-type attacks
Target cannot run/switch
These effects last for five turns
Effect if used on enemy:
Target's FIRE-type attacks are disabled
Target cannot run/switch
Target or target's ally can remove effects by dealing target ELECTRIC-type damage
These effects last for five turns
Surround with a
watery barrier.

WATERCOAT
Other
5 PP
FIRE-type attacks are at half power
WATER-type attacks are at 1.5x power
ELECTRIC-type attacks gain recoil
GRASS-type pokémon regain a little HP/turn
These effects last for five turns or until another field-affecting move is used
Dampen everyone on
the battlefield.

WAVE SHOT
Special
Power 75
Accuracy 100%
10 PP
Both user and enemy are forced to switch if the move fails to faint enemy
A blast of water
clears the field.

WIND-type Moves

AIR PRESSURE
Other
Accuracy 90%
10 PP
Enemy Speed lowered two levels
In 2-on-2 battles, foe and foe's ally Speed lowered one level each
THUNDER is at 100% Accuracy
A heavy atmosphere
pins foes down.

ANCIENT WIND
Other
Accuracy 100%
10 PP
Cancels the effect of foe's ability
A mystic wind that
foils abilities.

BREEZE
Special
Power 25
Accuracy 100%
40 PP
A gentle breeze is
released at foe.

CIRCULATE
Other
20 PP
User Evasion raised one level
Circulating air
surrounds user.

CLOUDCALL
Other
10 PP
User gains effect of Special Ability LEVITATE for the next five turns
Out-of-battle effect: ride cloud over water and ground obstacles
Available as an HM
Summon a small
cloud to ride on.

GALE BURST
Special
Power 65
Accuracy 100%
20 PP
A powerful blast
of wind hits foe.

HOVER
Special
Power 85
Accuracy 90%
15 PP
User can only be hit with moves that can hit FLYing pokémon until next turn, spends next turn resting
Send a blast of
air down at foe.

HUFF 'N PUFF
Special
Power 65
Accuracy 90%
15 PP
Enemy run/switch
Take a deep breath
to blow away foe.

HURRICANE
Special
Power 100
Accuracy 100%
5 PP
Move always hits, unless target is underground as DIG
Move deals double damage to targets that are in the air as FLY
Enemy run/switch
Storm causes mas-
sive destruction.

HYDROGEN GUN
Special
Power 20
Accuracy 100%
20 PP
Hits 2 to 5 times per turn
Fire concentrated
hydrogen blasts.

INFLATE
Other
10 PP
User floats up into the sky; avoids attacks as with FLY
User can only use WIND and FLYING-type moves
While user is in sky, items cannot be used on it
These effects last for 2-5 turns or until user is hit by a move that can hit FLYing pokémon
Inhale helium to
ascend.

JET STREAM
Special
Power 120
Accuracy 90%
5 PP
Always goes first in turn, unless enemy uses a similar move
User Special Attack lowered two levels
A powerful, quick
current hits foe.

SONIC WIND
Special
Power 60
15 PP
Move never misses, unless target is underground as DIG
Can hit FLYing pokémon
Always goes first in turn, unless enemy uses a similar move
A quick gale that
can't be blocked.

SQUALL
Other
5 PP
A field effect is chosen from among RAIN DANCE, HAIL, THUNDERSTORM and TORNADO
A sudden storm is
drawn to the area.

STORM SURGE
Special
Power 85
Accuracy 90%
15 PP
30% chance of an added effect that depends on the terrain the user stands on:
Plain terrain, building floors or clouds (Sky Realm): causes flinching
Grasslands or forests: lowers Evasion by one stage
Water: lowers Special Defense by one stage
Sand: lowers Accuracy by one stage
Rocky paths and caves: lowers Speed by one stage
Snowy fields or ice: causes Freezing
Hot rock and fiery areas: inflicts Burn
Anywhere else: no added effect
Create a storm by
blowing the area.

TORNADO
Other
5 PP
WIND-type attacks are at 1.5x power
FIRE-type attacks are at 1.25x power
FLYING-type attacks are at 0.75x power
These effects last for five turns or until another field-affecting move is used
A tornado rages
over the field.

TRADE WIND
Special
Power 55
Accuracy 85%
10 PP
User and target trade items
Effect fails if either pokémon carries Iron Ball
Out-of-battle effect: may pick up hidden items
A sudden wind that
trades items away.

TURNING
Special
10 PP
Effect is randomly chosen between these four effects:
North Wind: Power-40 attack, enemy Speed lowered one level
South Wind: Power-10 attack, enemy Speed raised one level
East Wind: Power-20 attack, enemy Accuracy lowered one level
West Wind: Power-20 attack, enemy Evasion lowered one level
The wind turns to
another direction.

TYPHOON
Special
Power 140
Accuracy 90%
5 PP
User Special Attack lowered two levels after usage
Full power damage
lowers SP. ATK.

VIRGA
Other
10 PP
Cancels any field-affecting move dealing with precipitation (such as RAIN DANCE, HAIL or ACID RAIN) that is currently in use
Stop precipitation
from falling down.

WHIRL DIVE
Physical
Power 80
Accuracy 80%
10 PP
50% chance of enemy confuse
If attack misses, user takes 1/4 recoil damage
A spinning attack
may dizzy the foe.

WHISPERWIND
Other
Accuracy 100%
10 PP
Enemy confuse
Whispers in the
wind confuse foe.

WINDBURN
Special
Power 60
Accuracy 95%
15 PP
30% chance of enemy BRN
A harsh wind may
irritate the skin.

WINDSTORM
Special
Power 120
Accuracy 85%
5 PP
10% chance of enemy flinch
Whip up a powerful
windstorm.

ZERO OXYGEN
Other
5 PP
The oxygen in the battlefield slowly disappears over five turns
Turns 1 & 2: FIRE-type moves are at 50% power, all battlers lose 5% HP each turn
Turn 3: FIRE-type moves are at 25% power, all battlers lose 10% HP each turn
Turn 4: FIRE-type moves disabled, all battlers lose 10% HP each turn, all battlers Speed lowered one level
Turn 5: All battlers KO
GHOST- and GRASS-type pokémon are immune to HP loss and KO
Effect prevented by AIR LOCK; if a pokémon with that Special Ability is switched in while move is already in effect, the current effects are maintained
Drive all oxygen
away from field.

???-type Moves

DIFFUSION
Special
Power 100
Accuracy 75%
5 PP
Attack type is user's type; if dual-type, type is randomly chosen between the two
If battle is two-on-two, Power-50 damage hits target's ally; otherwise, if enemy trainer has more than one conscious pokémon, Power-50 damage hits next conscious pokémon in lineup
If enemy trainer has a third conscious pokémon, Power-25 damage hits next conscious pokémon in lineup
A blast of energy
that spreads out.

EFFECT PUSH
Physical
Accuracy 80%
5 PP
Only usable in a trainer battle, and only if enemy has at least one other conscious pokémon
Enemy pokémon is dealt a status effect and switched out, replaced by a random teammate
Status effect depending on user's type:
BUG, GRASS or POISON: Enemy PSN
DRAGON, ELECTRIC or NORMAL: Enemy PAR
DARK, GHOST or PSYCHIC: Enemy SLP
FIRE or MAGIC: Enemy BRN
ICE or WATER: Enemy FRZ
FLYING: No status effect, but Accuracy becomes 100%
FIGHTING, GROUND, ROCK, STEEL or WIND: Enemy hit with Power-75 attack, Accuracy becomes 90%
LIGHT: Enemy PAR
Use type's power
to push away foe.

ELEMENTFORCE
Special
Power 50
Accuracy 90%
15 PP
Attack type is user's type; if dual-type, type is randomly chosen between the two
Extra effect depending on type:
BUG or POISON: Enemy PSN
DARK: Enemy flinch
DRAGON or FIGHTING: Attack is Power 90 instead of 50
ELECTRIC: Enemy PAR
FIRE: Enemy BRN
FLYING: User Accuracy raised three levels
GHOST or PSYCHIC: Enemy confuse
GRASS: Mimics LEECH SEED
GROUND, ROCK or STEEL: User Defense raised three levels
ICE or WATER: Enemy FRZ
LIGHT: Enemy flinch
MAGIC: User regains 50 HP
NORMAL: User All stats raised one level
WIND: Enemy Accuracy lowered three levels
Use the raw power
of your element.

NEGATIVEWAVE
Special
Power 70
Accuracy 95%
5 PP
Attack type is a random type that is super-effective against target's Type1
Attack with the
enemy's weakness.

RAINBOW
Special
Power 100
Accuracy 70%
5 PP
Damage element depends on randomly chosen color:
Red: FIRE or FIGHTING (50% chance of either)
Orange: BUG or GROUND (50% chance of either)
Yellow: ELECTRIC or LIGHT (50% chance of either)
Green: GRASS or DRAGON (50% chance of either)
Blue: ICE or WATER (50% chance of either)
Purple: POISON or PSYCHIC (50% chance of either)
Gold: MAGIC or NORMAL (50% chance of either)
Silver: ROCK or STEEL (50% chance of either)
Black: DARK or GHOST (50% chance of either)
White: FLYING or WIND (50% chance of either)
Likelyhood of choosing a certain color is 81% for color that matches user's TYPE1 and 2% for each of the other 9 colors
Fire beams of
various powers.

SPLITSTRIKE
Physical
Power 50
Accuracy 90%
15 PP
Hits 2 times; first hit deals FIGHTING-type damage and second deals PSYCHIC-type damage
Split into two
forms and attack.

THERMAL
Special
Power 50
Accuracy 90%
10 PP
Effect for FIRE-type users:
On first turn, User Attack and Special Attack raised one level
Damage dealt on second turn
Effect for FLYING- and WIND-type users:
On first turn, user flies into the air and is only hittable by moves that can hit FLYing targets
On second turn, user remains in the air
Damage dealt on third turn, after which User Speed, Accuracy, Evasion raised one level
Effect for FIRE/FLYING-, FIRE/WIND- or WIND/FIRE-type users:
Randomly chosen from above two effects
A gust of hot air
offers a powerup.


You are allowed to give your ideas these moves, as long as it makes sense. You may also create your own moves.

Affiliates
Escape Reality, Enter Imagination.
Visit my site: the Pokemon Palace Network
Pokemon Treasures, the online Pokemon Game
Pokemon Weather Generation

Hosted By:
Poryhedron’ls Pokémology Poryhedron