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- Gen 7 moves and updates
- Bug:
- Pin Missile: 90 accuracy
- Leech Life: 40 bp
- Spider Web: Also lowers attack and speed whilst trapping the target.
- Signal Beam: 80 bp
- X-Scissor: High critical hit rate
- Bug Buzz: 95 bp
- Struggle Bug: 60 bp, 95 accuracy
- Steam Roller: 80 bp
- Fell Stinger: 50 bp
- Powder: Hits all pokemon it can reach. Effects of powder last until the target switches out or activates it by using a Fire type move. Once activated, the status of "powdered" is gone.
- Dark:
- Thief: 95 accuracy, 50% damage bonus when successfully stealing an item.
- Torment: User takes 30% less damage on the turn of use.
- Flatter: Raises target's special attack by two stages
- Knock Off: 60 bp, 95 accuracy
- Snatch: Effects of snatch last for 3 turns. Lost when user switches out.
- Payback: 60 bp
- Embargo: +1 priority, Prevents the use of held items also, but not mega stones
- Quash: +1 priority, Target moves last every turn. Lost from switch out.
- Fling: Base power is at least 40, and at max 120. Now the item flung replaces the target's held item, if possible.
- Topsy-Turvy: User takes 30% less damage on turn of use.
- Eclipse: Status, 5 pp, Full Moon weather effect.
- Lunar Ray: Special, 120 bp, 100 accuracy, Takes two turns to charge, one in Full Moon, and three in all other weathers. Hits through protect.
- Dragon:
- Dragon Breath: 80 bp
- Twister: 50 bp
- Dragon Pulse: 95 bp
- Roar of Time: Will not recharge if target is KO'd
- Electric:
- Magnet Rise: Lasts until user switches out. User takes 30% less damage on turn of use.
- Electroweb: 60 bp
- Wild Charge: 100 bp, 20% chance to paralyze
- Ion Deluge: Lasts 3 turns.
- Parabolic Charge: 75 bp
- Electrify: Fails if used in succession.
- Magnetic Flux: Raises users defense and special defense also, regardless of teammates.
- Jolt Volt: Physical, 80 bp, 15 pp, Uses the user's speed stat instead of attack stat. Makes contact.
- Fairy:
- Disarming Voice: 60 bp
- Crafty Shield: If user successfully blocks a status move, the user of said status move becomes under the effects of Taunt.
- Flower Shield: Protects the user. Fails in succession. Still raises the defense of all Grass types.
- Fairy Lock: Target becomes under the effects of Torment also.
- Aromatic Mist: Does not fail in single battles. Raises user's special defense by two stages if the user is the only Pokemon effected, and only one stage if multiple pokemon are effected
- Fighting:
- Double Kick: 40 bp, 90 accuracy
- Rolling Kick: 100 accuracy
- Submission: 100 bp, 90 accuracy
- Detect: If a physical or special attack is successfully blocked, the user's speed is raised by one stage
- Rock Smash: 60 bp, 95 accuracy, 100% chance to lower defense
- Focus Blast: 120 bp, 75 accuracy, 20% chance to lower special defense.
- Arm Thrust: 20 bp, 90 accuracy
- Fire:
- Fire Spin: 90 accuracy
- Fire Blast: 120 bp, 80 accuracy, 20% chance to burn
- Blast Burn: Will not recharge if target is KO'd
- Overheat: 140 bp
- Flame Burst: 80 bp
- Fireworks: Physical, 20 bp, 90 accuracy, Hits 2-5 times.
- Flying:
- Fly: 95 bp, 100 accuracy, Hits through protect.
- Mirror Move: +1 priority
- Sky Attack: Hits through protect.
- Air Cutter: 75 bp
- Bounce: 90 bp, 100 accuracy, Hits through protect.
- Air Slash: 80 bp, 90 accuracy
- Hurricane: 120 bp, 75 accuracy, 20% chance to cause confusion
- Dragon Ascent: 100 bp
- Ghost:
- Spite: -4 priority, 5 pp, Lowers all pp of targets last move. Fails in succession.
- Grudge: +1 priority, Target also becomes under the effects of Torment.
- Shadow Punch: 75 bp
- Phantom Force: 95 bp
- Grass:
- Solar Beam: Hits through protect.
- User takes 30% less damage on the first turn of use
- Needle Arm: 85 bp
- Frenzy Plant: Will not recharge if target is KO'd
- Grass Whistle: 70 accuracy
- Worry Seed: +1 priority
- Leaf Storm: 140 bp
- Ground:
- Bone Club: 100 accuracy
- Mud Sport: Lasts the entirety of the match. Lost from Defog.
- Mud Shot: 60 bp
- Rototiller: No longer fails if no grass type pokemon are on the field. Also effects the user, regardless of type.
- Ice:
- Blizzard: 120 bp, 75 accuracy, 20% chance to freeze
- Icy Wind: 60 bp
- Glaciate: 100 bp
- Freeze Shock: 150 bp, Hits through protect. User takes 30% less damage on the first turn of use
- Ice Burn: 150 bp, Hits through protect. User takes 30% less damage on the first turn of use.
- Normal:
- Double Slap: 30 bp, 90 accuracy
- Comet Punch: 25 bp, 90 accuracy, Steel type
- Mega Punch: 110 bp
- Vice Grip: 60 bp, Does double damage of target is trapped.
- Razor Wind: 120 bp, Hits through protect. High critical hit ratio. User takes 30% less damage in the first turn of use.
- Cut: Grass type
- Strength: Fighting type
- Slam: 95 bp, 80 accuracy
- Mega Kick: 130 bp
- Headbutt: 80 bp
- Furry Attack: 20 bp, 90 accuracy
- Take Down: 100 accuracy
- Sing: 70 accuracy
- Hyper Beam: Will not recharge if target is KO'd
- Mimic: User takes 30% less damage in the turn of use.
- Rage: 40 bp, Base power doubles for every time the user has bin hit. Lost after switch out.
- Bide: Hits through protect. Can switch out while charging attack.
- Self Destruct: Special instead of physical
- Skull Bash: Hits through protect. User takes 30% less damage on the first turn of use.
- Spike Cannon: 25 bp, 90 accuracy
- Barrage: 15 bp, 90 accuracy, 10% chance to flinch on each hit separately
- Dizzy Punch: 80 bp
- Furry Swipes: 90 accuracy, High critical hit ratio
- Mind Reader: If successfully hits, the next attack the user uses will have
- "--" accuracy, and will not rely on the the opponent
- Snore: 60 bp
- Foresight: If successful, the user can hit Ghost types with Normal and Fighting type moves, and not only affects the target. Lasts until switch.
- Lock On: Effects last for the following three turns.
- Return: Special instead of physical
- Psych Up: User takes 30% less damage on the turn of use.
- Spit Up: Max bp increased to 140
- Swallow: User takes 30% less damage on the turn of use.
- Nature Power:
- Helping Hand: No longer fails in single battles. If there is no teammate to target, the move effects the user instead. User takes 30% less damage on the turn of use.
- Crush Claw: 90 bp
- Odor Sleuth: Target looses all immunities, and can be hit by moves that it normally could not be because of type or ability. Lasts until switch.
- Natural Gift: Adds 15 bp to all berries
- Lucky Chant: User's team is prevented by critical hits, and all have increased critical hit ratio. Lasts 7 turns.
- Copycat: User takes 30% less damage on the turn of use.
- Giga Impact: Will not recharge if user KO's target
- Rock Climb: 100 accuracy, 10% chance to flinch
- Captivate: +1 priority
- Double Hit: 40 bp
- After You: User takes 30% less damage on the turn of use.
- Bestow: +1 priority
- Play Nice: Target also becomes under the effect of Taunt.
- Poison:
- Smog: 70% chance to poison
- Poison Fang: 75 bp
- Poison Tail: 75 bp
- Gastro Acid: User takes 30% less damage on turn of use.
- Gunk Shot: 20% chance to poison
- Venoshock: 70 bp, Also critical hits on targets that are badly poisoned.
- Acid Spray: 60 bp
- Belch: 140 bp
- Venom Drench; User takes 30% less damage on turn of use.
- Psychic:
- Hypnosis: 70 accuracy
- Teleport: In trainer battle, user is switched out and raises special attack of the pokemon switched in by one stage
- Dream Eater: 120 bp
- Psywave: 100 accuracy
- Imprison: Also traps the opponent for the following 3 turns. User takes 30% less damage on turn of use.
- Luster Purge: 85 bp, 100% chance to lower target's special defense
- Mist Ball: 85 bp, 100% chance to lower target's special attack
- Gravity: User takes 30% less damage on turn of use. Strengthens moves with accuracy less than 100 or "--" by 30%.
- Miracle Eye: If successful, the user can hit all Dark type pokemon with psychic moves, and not only affects the target. Lasts until switch. User takes 30% less damage on turn of use.
- Heal Block: Pokemon on the opposing side cannot recover health for the duration of the effects. Moves, items, and abilities revolving around health will still be activated, but will fail.
- Power Trick, Power Swap, Guard Swap, Heart Swap, Trick Room, Power Split, Guard Split, Ally Switch, Heal Pulse: User takes 30% less damage on turn of use.
- Zen Headbutt: 85 bp, 30% chance to flinch
- Wonder Room: -4 priority, Switches the attack and special attack of all pokemon for the following 3 turns.
- Telekinesis: 75 bp, 100 accuracy, Special instead of status.
- Magic Room: +1 priority, No longer has the item affect. Indirect damage has no effect for 5 turns.
- Brain Shock: Special, 95 bp, 15 pp, Uses the target's special attack for damage.
- Rock:
- Rock Slide: 80 bp
- Rock Wreckler: Will no longer recharge if target is KO'd.
- Smack Down: 60 bp, 50% damage bonus if successfully grounds the target.
- Steel:
- Steel Wing: 80 bp, 50% chance to raise defense
- Iron Tail: 120 bp
- Shield Bash: Physical, 80 bp, 100 accuracy, 15 pp, Uses user's defense stat instead of attack to do damage. Makes contact.
- Water:
- Hydro Pump: 120 bp
- Clamp: 30 bp, 90 accuracy, No longer traps the target. Now hits 2-3 times.
- Octazooka: 100 bp
- Whirlpool: 90 accuracy
- Dive: 95 bp, Hits through protect.
- Hydro Cannon: Will not recharge if target is KO'd
- Water Sport: Lasts the entirety of the match. Lost from Defog.
- Brine: 75 bp
- Soak: User takes 30% less damage on turn of use.
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