The Pokémon Factory: It Starts With An Idea



It Starts With an Idea    Version 3.5


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RBY-Style Pokémon
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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

BERRY DRINK
Other
5 PP
Restores 200 HP to user and cures status problems
A potent tonic
made with BERRIES.

BLIGHT
Physical
Power 20
Accuracy 99%
10 PP
Hits as many times as there are BUG-types in your party
A swarm of insects
attacks the enemy.

COCOON
Other
10 PP
First turn: user forms protective shell, all damage halved
Second turn: shell comes down, user restored to full health
User enters a
cocoon to heal.

IRRITANTBITE
Physical
Power 70
Accuracy 95%
10 PP
Enemy loses a small amount of HP every turn for the next 2-4 turns
A bite that irri-
tates the skin.

ITCH
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
A bite makes foe
scratch endlessly.

PLAGUE
Other
5 PP
Each turn, all battlers have 50% chance to lose 10% Max HP
Each turn, all battlers have 50% chance of PSN
BUG-types and STEEL-types are immune to above effects
These effects last five turns or until another field-affecting move is used
Summon a swarm of
bugs onto field.

QUICK STING
Physical
Power 60
Accuracy 85%
15 PP
Goes first in turn unless opponent uses a similar move
A speedy attack
with a stinger.

SKITTER
Physical
Power 35
Accuracy 98%
10 PP
User Speed raised one level
User Accuracy raised one level
More legs for more
manueverability.

SLUG SLIME
Special
Power 20
Accuracy 80%
20 PP
Enemy Speed, Defense lowered one level
Cover the foe in
a slimy ooze.

STING JAM
Physical
Power 80
Accuracy 90%
10 PP
30% chance of enemy Toxic
Foe is jammed with
a large stinger.

TITILLATE
Other
Accuracy 75%
Enemy flinch
Enemy becomes infatuated as ATTRACT, but regardless of gender
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-types
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-types 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 99% if item can be used in battle, 75% if item has no in-battle effect
Move fails if target's happiness is at least 150, unless MUTINY has affected it
Pay off foe to
make it go easy.

CACKLE
Other
Accuracy 99%
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.

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 99%
5 PP
Hits as many times as there are conscious party members, extra damage dealt for next 2-5 turns
A conspiracy
against the foe.

HISS
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 99%
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-types and/or GHOST-types
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 99%
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; fifth hit becomes One-Hit K.O.
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
Accuracy 90%
10 PP
User Evasion raised one level, enemy Accuracy lowered one level, 75% chance of enemy confuse
Hide in shadow and
strike silently.

SWINDLE
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 99%
15 PP
Deals damage equal to target's Attack rating
Use the foe's own
power against it.

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.

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

MYSTIC AURA
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.

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 99%
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.

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

ELECTRIC-type Moves

BLITZ-CHARGE
Special
Power 100
Accuracy 99%
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 99%
15 PP
30% chance of enemy flinch
A lightning bolt
to frighten foe.

LIGHTNINGGUN
Special
Power 15
Accuracy 99%
15 PP
Hits 2-5 times
Fires a series of
small sparks.

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 99%
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.

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.

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 99%
15 PP
Move is used three times in a row; one of the following attacks is used each turn:
LEFT JAB
Power 40
Accuracy 99%
No effect on own.
OR
RIGHT JAB
Power 40
Accuracy 99%
No effect on own.
OR
LEFT HOOK
Power 50
Accuracy 99%
No effect on own.
OR
RIGHT HOOK
Power 50
Accuracy 99%
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.

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.

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

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.

QUICK JAB
Physical
Power 70
Accuracy 99%
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.

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.

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-types are immune to this
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 99%
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 150*
Accuracy 99%
5 PP
Inflicts less damage when your HP is lower
Freezing flames
are thrown at foe.

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

CRIMSON DAZE
Special
Power 40
Accuracy 99%
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 99%
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 2-5 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
Physical
Accuracy 95%
10 PP
For next three turns, enemy loses 30 HP
For two turns after that, enemy loses 30 HP and 30% chance of enemy BRN
Effect ends early if enemy uses a WATER-type attack
A river of lava
flows toward foe.

MAGMA CAGER
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.

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-99% 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 99%
Burns foe with
irritating powder.

TRAILBLAZE
Physical
Power *
Accuracy 99%
20 PP
Power is equal to user's Speed
10% chance of Enemy BRN
Available as an HM
A dash that builds
up fire energy.

WELD
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

AERO-ESCAPE
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.

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.

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
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-types 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 99%
20 PP
Hits 2-5 times
A sudden breeze of
invisible fists.

ILLUSION
Other
Accuracy 99%
5 PP
User Evasion raised five levels
User Evasion lowered one level per turn over following five turns
No effect if enemy is PSYCHIC-type
Creates copies of
user to fool foe.

MACABREDANCE
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 99%
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.

RE-ANIMATE
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.

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 2-5 turns or until another field-affecting move is used
A macabre song
fills the air.

SHADOWY EYES
Special
Power 30
Accuracy 99%
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 99%
10 PP
Hits as many times as there are GHOST-types 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 99%
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 99%
5 PP
Enemy loses 10 HP each turn for three turns or until switched
Strikes with en-
during autumnwind.

BERRY BAIT
Other
Accuracy 99%
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 99%
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 99%
10 PP
Two-turn attack, damage dealt on second turn
Out-of-battle effect: creates vine that can be climbed to reach high platforms or FLYing pokémon
Available as an HM
Plant the seeds of
a very large vine.

NECTAR BOMB
Special
Power 75
Accuracy 85%
10 PP
Enemy Speed, Evasion lowered two levels
Drench the foe in
sticky nectar.

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 99%
15 PP
Enemy Accuracy lowered one level
Throw sawdust in
the enemy's eyes.

SEED CANNON
Physical
Power 70
Accuracy 99%
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 99% 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
User All Stats raised one level
Wild growth that
boosts power.

GROUND-type Moves

DUST CLOUD
Other
Accuracy 99%
20 PP
Enemy Accuracy lowered two levels
Enemy Evasion raised two levels
Effects last for 2-3 turns
Cover foe in thick
cloud of dust.

EXCAVATE
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.

LAND PULL
Other
10 PP
FLYING-types and pokémon with the LEVITATE Special Ability take normal damage from GROUND-type attacks
All moves involving flying into the air, such as FLY, HOVER, and STRAFE DIVE, are disabled
These effects last for 3 to 5 turns or until ZERO GRAVITY is used
Increase the pull
of gravity.

MINE FIELD
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.

QUICKSAND
Special
Accuracy 90%
5 PP
User FNT; One-Hit KO
Drag opponent down
into a sandy mire.

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 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 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.

TAR PIT
Other
Accuracy 99%
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.

TREMOR
Physical
Power 100*
Accuracy 99%
10 PP
Continues through later turns, hitting each successive time with a Power 20 less than the previous turn
An earthquake with
some aftershocks.

ICE-type Moves

ABSOLUTEZERO
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 99% accuracy
ICE-type pokémon restore 10 HP per turn
GRASS-type pokémon lose 10 HP per turn
These effects last for 5 turns or until another field-affecting move is used
A freezing cold
front moves in.

CRYSTAL CUT
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 99%
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 99%
15 PP
Out-of-battle effect: can turn at any time on ice
Available as an HM
Ride a mound of
snow over foe.

SNOW FORT
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
On 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 99%
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.

FLARE
Other
Accuracy 99%
5 PP
30% chance of enemy BRN
If MIDNIGHT is in effect, lowers enemy Evasion five levels
Otherwise, during night, lowers enemy Evasion three levels
Levels of Evasion lost will return over future turns, one per turn
If MIDNIGHT is in effect, all lost Evasion is restored when MIDNIGHT effect ends
A flare brightens
field, then fades.

GUIDINGLIGHT
Other
Accuracy 99%
5 PP
All of the user's attacks are raised to 99% accuracy for 2 turns (except 1-hit KO moves)
Out-of-battle effect: guides you through (supernatural) dark places
Light ensures the
next move's hit.

HOLY SHIELD
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 15% (this includes foes)
Out of Battle Effect: Restores the HP of all the pokémon in the trainer's party by 20%
A beacon lights
up to replenish.

HORN GLOW
Other
Accuracy 99%
20 PP
User Special Attack raised two levels
Flashes a light
that ups SP. ATK.

LASER
Special
Power 45
Accuracy 99%
30 PP
15% chance of enemy BRN
A simple laser
beam is fired.

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 99%
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 5 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 99%
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 99%
15 PP
Heals 50 HP. If the user is holding an item that can be used in battle, the item disappears and the user heals 90 HP.
Out-of-Battle effect: Can turn the trainer's items into something else:
Turns 2 Potions into 1 Super Potion
Turns 3 Super Potions into 1 Hyper Potion
Turns any 3 Status-healing items into 1 Full Heal
Turns 2 Ethers into 1 Elixer
Turns 3 Revives into 1 MAX Revive
Turns 1 Pearl into 1 Nugget
Transmutate items
to recover.

BALANCE
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.

CARD TOSS
Physical
Power 60
Accuracy 99%
20 PP
High chance of critical hits
Playing cards are
tossed at the foe.

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.

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.

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.

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.

LOVE POWDER
Other
Accuracy 99%
15 PP
If user and enemy are opposite genders, enemy infatuate
Magic powder makes
foe fall in love.

MAGIC ARROW
Physical
Power 15
Accuracy 99%
25 PP
Hits 2-5 times
Create glowing
arrows and attack.

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 SPELL
Other
For advanced trainers only! This move, usable by all Magic-types and a select few other pokémon attuned to mystical energy or the supernatural, does not actually appear on move lists, as it requires the trainer's participation; the trainer speaks a rhyming incantation of his/her choice, which determines the type of the resulting powerful attack from the pokémon.
In the Game Boy game engine, this move, available as a TM, can be used as SACRED FIRE, AEROBLAST, EARTHQUAKE or HYDRO PUMP.
The power is yours
to command.

MIRROR HOUSE
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.

MISERY SHOT
Special
Power x
Accuracy 99%
20 PP
Deals more damage the lower user's Happiness is; A special-attack version of FRUSTRATION
Channel negative
emotion to attack.

MOTE AID
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.

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.

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.

PORTENTS
Special
Power randomly determined:
Power 10   5%
Power 30   15%
Power 50   30%
Power 70   30%
Power 90   15%
Power 150 5%
Accuracy 99%
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.

PRIDE SHOT
Special
Power x
Accuracy 99%
20 PP
Deals more damage the higher user's Happiness is; A special-attack version of RETURN
Channel positive
emotion to attack.

PROXY
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 99%
30 PP
10% chance of enemy Confuse
Goes first in turn unless opponent uses a similar move
An easy spell to
cast in a hurry.

REFLECTION
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.

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 99%
Duplicates SUNNY DAY effect
Effect during night:
Restores user's entire party to full HP
Duplicates MIDNIGHT effect
Call on the power
of sun or moon.

ROULETTE
Other
5 PP
One of ten effects randomly selected:
1: User and enemy fully healed
2: Attack, Power 70 Accuracy 99%
3: 2-5 PP deducted from a random one of user's moves
4: All Pokémon Confuse
5: All Pokémon are healed of status ailments
6: Attack, Power 100 Accuracy 99%
7: User and enemy faint
8: User Attack and Defense raised three levels
9: Enemy PAR
10: The roulette wheel is re-spun
A game of chance.
See what happens!

SACRIFICE
Special
Accuracy 40%
10 PP
One-hit K.O., user loses half max HP
User's pain is
directed into foe.

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!

STAGE HELPER
Other
10 PP
Ally's MAGIC-type attack this turn is raised to 99% 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 99%
10 PP
For next five turns, user gets an extra Power-40 attack against foe
Extra attack happens first thing each turn, even before the enemy's speed moves
*When move is used by time-related Legendary pokémon, it also deals Power-70 damage at use
Slows time to
attack thoroughly.

TRIBUTE
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.

WAND SHAKE
Other
Accuracy 99%
10 PP
1 time out of 3: Enemy PAR
1 time out of 3: Enemy PSN
1 time out of 3: Enemy confuse
Shake the wand for
a random effect.

NORMAL-type Moves

AIMED SHOT
Physical
Power 50
Accuracy 99%
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.

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

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.

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

COLD GLANCE
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.

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.

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 99%
20 PP
If enemy is SLP or Confuse, then FACE SLAP deals double damage and cures SLP/Confuse
Can be used out of battle to cure ally SLP; takes off 20 HP
A slap brings foe
to its senses.

FETCH
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 100
Accuracy 99%
10 PP
Inflicts damage by amount fueled by Collect
Use collected food
to attack the foe.

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 99%
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 99%, 10% chance of recoil to user
5 PP
10% chance of enemy flinch on next turn
Ends effects of holding attacks and Leech Seed
Spin to fire shock
waves then strike.

INVERT
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 99%
5 PP
User waits three turns
On fourth turn, One-Hit K.O.
Gather power, then
deal punishment.

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.

LOVE CRUSH
Special
Power 60
Accuracy 99%
15 PP
Power is 90 if enemy is infatuated, but cures the attraction upon doing so
Uses infatuation
to damage the foe.

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

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

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

POWER TAIL
Physical
Power 60
Accuracy 75%
10 PP
15% chance of enemy flinch
10% chance of enemy PAR
A tail attack that
could break bones.

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.

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.

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 99%
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 99%
30 PP
Enemy Attack, Special Attack lowered one level
Snuggles the foe
to prevent attack.

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 WAVE
Special
Power 60
Accuracy 99%
15 PP
Attack hits regardless of User Accuracy or Enemy Evasion
A sound wave that
covers the area.

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.

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.

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
Transport through
Cyber Realm walls.

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.

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

WAR MARCH
Other
Accuracy 99%
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-types and STEEL-types are immune
If enemy faints/switches, effect continues on new enemy
Effect ends if user faints/switches
User slowly drips
corrosive acid.

ACID RAIN
Special
Power 40
15 PP
Attack hits both pokémon
40% chance of user PSN
40% chance of enemy PSN
Chance raised to 99% for GRASS-types
POISON-types and STEEL-types are immune
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.

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.

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.

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.

PESTICIDE
Other
Accuracy 99%
20 PP
Effects last 2-5 turns
All non-Poison type pokémon fighting receive 10 damage each turn, as well as have a 20% chance of being poisoned (each time they are damaged)
Bug-type pokémon receive 30 damage each turn and have a 50% chance of being poisoned
A formula extra
lethal to insects.

POISON BITE
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 TOXIC, Accuracy 90%
Green: CHLORINE: User and enemy TOXIC, Accuracy 98%
Blue: NEUROTOXIN: Enemy PAR
White: HYDROCHLORIC ACID: Attack, Power 60, Enemy Defense lowered one level
Silver: MERCURY: User and enemy FNT, Accuracy 98%
Black: Attack, Power 70
Pick a poison at
random to attack.

POISON WEB
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 Toxic for each pokémon
POISON- and STEEL-types are immune to above effects
POISON-type attacks are at 1.5x power
INGRAIN and moves that drain enemy's life hurt user
These effects continue for five turns or until another field-affecting move is used
The battlefield
becomes tainted.

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

STILL STRIKE
Physical
Power 130
Accuracy 99%
10 PP
Always goes first in turn, unless enemy uses a similar move
Only used if opponent is using a move that involves more bodily motion than GROWL; otherwise user will wait up to five turns until opponent does move
Attack fails if opponent can stand in place for five turns
A strike triggered
by motion.

STINGKNUCKLE
Physical
Power 75
Accuracy 99%
15 PP
10% chance of enemy PSN
Punch using a fist
with a stinger.

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

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

PSYCHIC-type Moves

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.

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 ‡ recoil damage
Negative energies
hurt user and foe.

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.

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

MINDKILL
Special
5 PP
Effect vs. PSYCHIC-types:
One-Hit K.O.
Accuracy 20%
Effect otherwise:
Power 50
Accuracy 90%
Enemy confuse
Enemy loses 30 HP per turn until confusion wears off
The brain cells
are the victims.

PREDICTION
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--can only be overridden by Special Abilities
Predict what the
weather will do.

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 90
Accuracy 85%
15 PP
User climbs up a cliff; avoids attacks as with FLY
On second turn, user will crash down to deal damage
Out-of-battle effect: climbs high cliffs and walls made of rocks
Climb up to crash
down next turn.

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.

STEEL-type Moves

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

BRASSKNUCKLE
Physical
Power 75
Accuracy 99%
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.

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

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 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 five turn or until another field-affecting move is used
Scatter metallic
dust into the air.

LEAD WEIGHT
Physical
Power 100
Accuracy 99%
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.

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

PINCUSHION
Physical
Power 10
Accuracy 85%
30 PP
Hits 2-3 times
User takes power-10 damage
Accuracy increases to 99% after first successful use on this foe
Attack with pins.
Also hurts user.

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

SHARDS
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.

SILVER TEETH
Physical
Power 85
Accuracy 99%
15 PP
20% chance to lower enemy Defense
Chomp down with
metallic teeth.

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.

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.

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 99%
10 PP
Move continues for two more turns, dealing Power-60 damage on second turn and Power-30 damage on third turn
Neither user nor target may run/switch or use any other moves while RIPCURL is in effect
Create a powerful
tide to trap foe.

RUST
Special
Power 40
Accuracy 99%
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 99%
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 99%
20 PP
Enemy Accuracy lowered one level
Churn water around
foe to cut vision.

TSUNAMI DROP
Special
Power x
Accuracy 99%
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 three turns or until another field-affecting move is used
Dampen everyone on
the battlefield.

WIND-type Moves

BREEZE
Special
Power 25
Accuracy 99%
40 PP
A gentle breeze is
released at foe.

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
Summon a small
cloud to ride on.

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 99%
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 99%
20 PP
Hits 2 to 5 times per turn
Fire concentrated
hydrogen blasts.

SONIC WIND
Special
Power 60
Accuracy 99%
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.

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

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.

????-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 99%
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-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-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.

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