Smoldering ashes are formed under the opponent to burst into flame two turns later.
(Hits for neutral effectiveness on everything. 90% accuracy.)
Alpha Shock
Electric
BP: 50
Acc: 100
PP: 15
Shocks the opponent with a sphere of static electricity. Might cause paralysis.
(10% chance of paralysis. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, base power increases to 100 and paralysis chance increases to 20%.)
Ambush
Dark
BP: 100
Acc: 95
PP: 10
Hides deep within the shadows, to strike one turn later.
(Upon use of move, user becomes immune to all damage dealt until completion of move)
Avalanche
Ice
BP: 120
Acc: 100
PP: 5
A giant wall of snow crashes upon everybody on the field.
(User takes 1/3 recoil damage)
Beta Flame
Fire
BP: 50
Acc: 100
PP: 15
Sears the opponent with an intense heat. Might cause burn.
(10% chance of burn. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, damage is doubled and the burn chance becomes 20%)
Black Hole
Dark
BP: 250
Acc: 100
PP: 5
A giant mass of negative energy completely envelops the opponent. Causes user to faint.
(Upon use, user loses all HP – similar to Explosion/Selfdestruct effect)
Blinding Ray
Light
BP: --
Acc: 80
PP: 10
A ray of intense light blinds the opponent, sharply reducing accuracy.
(Accuracy modifier -2)
Bright Slash
Light
BP: 60
Acc: --
PP: 20
An unavoidable concentration of light energy strikes the opponent.
(Attack always hits, except when protected by Detect/Protect/etc.)
Bug Burn
Bug
BP: 70
Acc: 85
PP: 15
Pierces the opponent with sharp teeth. Might cause burn.
(30% chance of burn)
Burnout
Fire
BP: --
Acc: 100
PP: 15
Inflicts more damage when the user’s HP is down
(Damage formula same as Reversal)
Calm Wind
Normal
BP: --
Acc: --
PP: 5
A gentle breeze washes over the field, clearing all active weather effects.
(Negates all weather effects, and prevents the use of weather moves/abilities for 5 turns)
Cascade
Water
BP: 60
Acc: 100
PP: 10
If opponent is burned, this attack’s power doubles, but will remove the burn.
(BP = 120 if opponent is burned)
Cherry Bomb
Grass
BP: 80
Acc: 90
PP: 15
Explosive seed pods are launched at the opponent. Might seed the opponent.
(20% chance of Leech Seed effect)
Cinders
Fire
BP: --
Acc: --
PP: 20
Scatters small cinders around the opponent.
(Whenever an opponent’s Pokemon switches in, they will take 5*(x)% damage as well as have a 10*(x)% chance of burn, where x is the amount of Cinders on the field. Can be stacked up to 3. Can be blown away with Rapid Spin, or can be absorbed by Fire Pokemon. Fire Pokemon and Pokemon with Water Veil are immune to burn chance.
Cold Wind
Ice
BP: 55
Acc: 100
PP: 25
A blast of super-chilled air strikes the opponent. Might cause freeze.
(20% chance of freeze)
Scorn
Dark
BP: --
Acc: --
PP: 30
The user laughs at the opponent's efforts. Sharply raises Special Defense.
(Raises Sp. Defense by 2 levels)
Delta Wave
Water
BP: 50
Acc: 100
PP: 10
A short blast of water washes over opponent. Might cause confusion.
(10% chance of confusion. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, damage is doubled and the confusion chance becomes 20%)
Dive Bomb
Flying
BP: 120
Acc: 75
PP: 10
An attack from the sky at breakneck speeds. If miss, user suffers damage.
(1/6th damage recoil)
Doom Scythe
Ghost
BP: 60
Acc: 100
PP: 15
An ethereal scythe cleaves the opponent. May cause curse.
(10% chance of foe becoming cursed)
Dragon Gale
Dragon
BP: 50
Acc: 90
PP: 10
A giant storm comes and drags opponent away.
(Always goes last; forces opponent switch. If used in random encounter, ends random encounter.)
Nightfall
Dark
BP: --
Acc: --
PP: 5
A large object appears to obscure the sun, flooding the field in darkness for 5 turns.
(Makes battlefield nighttime for 5 turns)
Enlighten
Light
BP: --
Acc: --
PP: 5
User achieves a new realm of understanding, raising all stats. Must recharge next turn.
(Raises all stats +1 – must recharge next turn, and cannot switch out during this turn)
Equilibrium
Psychic
BP: --
Acc: --
PP: 10
Intense mind energy exerts a balancing influence over the battlefield.
(Erases all stat changes, both negative and positive)
Fault Line
BP: 180
Acc: 55%
BP: 5
User takes 1/2 recoil. If miss, user takes 1/3 recoil.
(If hit, user will take damage equal to half the HP dealt to the opponent. If the move misses, the user will take damage equal to 1/3 the potential damage dealt.)
Fire Bath
Fire
BP: --
Acc: --
PP: 20
Raises internal body temperature to do more damage next turn.
(Fire attack used after this turn will have its base power doubled)
Fireball
Fire
BP: --
Acc: 100
PP: 30
User attacks with a fire orb of varying intensity.
(Base Power can be 10, 30, 50, 70, 90, 110, or 150)
Flare
Fire
BP: 10
Acc: 95
PP: 20
Attacks with a small burst of flame that increases in intensity.
(Base Power doubles with every turn of use until it misses or another turn is used, to a max of 160 base power; resets after 5 turns or after change in move, but freedom to choose move like Fury Cutter)
Flash Punch
Light
BP: 70
Acc: 85
PP: 10
An intense strike to the eyes that may reduce accuracy.
(50% chance of reducing accuracy 1 level)
Floral Storm
Grass
BP: 95
Acc: 100
PP: 10
A tornado of flora envelops the opponent. Might cause seed.
(10% chance of Leech Seed effect.)
Focus Sight
Bug
BP: --
Acc: --
PP: 10
User trains its eyes upon the opponent, improving its accuracy.
(raises accuracy by 1 level)
Friction
Rock
BP: 60
Acc: 100
PP: 25
May lower opponent’s defense.
(10% chance of lowering defense by 1 level)
Gamma Spore
Grass
BP: 50
Acc: 100
PP: 10
Launches a spore which opens upon contact. Might cause poison.
(10% chance of poison. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, base power is doubled and the poison chance becomes 20%)
Gravity Bond
Steel
BP: --
Acc: --
PP: 10
An intense magnetic attraction forms between user and the earth, securing user to the field.
(User cannot be affected by any move that forces switch)
Holy Fist
Light
BP: 70
Acc: 95
PP: 15
Strikes opponent with a fist infused with intense light energy. High critical hit ratio.
(+2 critical hit ratio modifier)
Icicle Whip
Ice
BP: 70
Acc: 100
PP: 15
Sharp icicles strike harshly across the opponent. Might cause flinch.
(30% flinch chance)
Inferno
Fire
BP: 50
Acc: 100
PP: 5
A large ring of fire forms, damaging everyone on the field.
(All Pokemon on the field cannot switch out and are damaged for 2-5 turns, including the user)
Initiative
Normal
BP: --
Acc: --
PP: 5
User focuses body to become faster than time itself, ensuring its next move hits first.
(User will always go first next turn, regardless of speed, and regardless of priority moves such as Protect/Detect/Endure being used.)
Iron Fist
Steel
BP: 80
Acc: 100
PP: 15
Strikes with a fist as hard as iron. Might lower defense.
(10% chance of lowering foe's defense by 1)
Light Wave
Light
BP: 60
Acc: 100
PP: 20
An intense wave of light energy washes over the opponent. Might lower accuracy.
(10% chance of lowering accuracy by 1 level)
Magic Dust
Grass
BP: --
Acc: 75
PP: 10
A strange dust is scattered over the field, causing a random status effect.
(20% chance of burn, 20% chance of poison, 10% chance of freeze, 30% chance of sleep, 20% chance of paralysis)
Magnet Blast
Steel
BP: 150
Acc: 100
PP: 10
An intense magnetic pulse that requires complete concentration to create.
(Works similar to Focus Punch; if attacked before attack completes, will fail and cause user to flinch.)
Marionette
Ghost
BP: *
Acc: 100
PP: 10
A mysterious puppet appears to strike at false opponents.
(If opponent has a substitute up, then this move will deal 120 base damage to the Substitute as well as 40 base damage to the opponent. If opponent has no sub up, then base damage is 60.)
Megafriction
Rock
BP: 120
Acc: 80
PP: 5
Summons pillars of rock which strike the opponent at high speeds. May burn user.
(30% chance of user getting burned upon use)
Mystic Power
Psychic
BP: --
Acc: --
PP: 20
User taps into mysterious inner power, sharply raising Special Attack.
(Raises Special Attack 2 levels)
Orion's Sword
Light
BP: --
Acc: 100
PP: 20
Damage depends on user’s and opponent’s happiness
(Formula can be found elsewhere)
Overload
Electric
BP: 140
Acc: 90
PP: 5
An intense discharge of electrical energy. Sharply lowers Special Attack.
(Special Attack lowered 2 levels)
Polarize
Steel
BP: --
Acc: --
PP: 10
Strange magnetic energy strongly repels all Pokemon in battle.
(Causes all Pokemon to switch out randomly with another Pokemon)
Spectral Ray
Light
BP: 100
Acc: 95
PP: 10
Harnesses intense energy for one turn to release on next turn. May cause burn.
(Gathers energy first turn, attacks next turn. 10% chance of burn. 120 base power in sunlight, 80 base power in rain/night)
Purify
Light
BP: --
Acc: --
PP: 5
A strong, soothing light washes over your team, removing all status afflictions.
(Removes all status afflictions from your party)
Quickbolt
Electric
BP: 40
Acc: 100
PP: 30
A strong current of static electricity courses through the opponent before they can react.