Advertisement
simsims2800

Brokemons Mechanic/Move/Ability/Item/Type Chart Changes

Feb 27th, 2014
3,606
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.14 KB | None | 0 0
  1. Brokemons TitanPad
  2.  
  3. MECHANICS
  4.  
  5. Confusion only gives a 30% chance to hit yourself. Magic Guard users are immune from the damage of hurting themselves, although they will still be immobilized that turn.
  6. Pokemon can never be fully paralyzed. In addition, instead of having half speed, a paralyzed Pokemon will always move last in its priority bracket unless there is a slower paralyzed Pokemon.
  7. When hailing, Ice-type Pokemon in battle have their Defense increased by 50%
  8. Frozen pokemon stay frozen for 2 turns after the turn they freeze.
  9.  
  10. MOVES
  11.  
  12. Acid - 70 BP, 100 Acc, hits Steel-types super effectively (16 PP)
  13. Acid Spray - 40 BP, 100 Acc, 100% chance to lower target's SpD by 2 stages, hits Steel-types super effectively (16 PP)
  14. Aerial Ace - 75 BP, -- Acc, never misses
  15. Air Slash - 85 BP, 90 Acc, 20% chance to flinch target
  16. Air Cutter - 70 BP, 100 Acc, high critical hit ratio
  17. Aqua Tail - 45 BP, 100 Acc, hits twice
  18. Aqua Ring - Restores 1/16 of the pokemon on the user's side max HP each turn, lasts for 10 turns, lasts even if user switches out
  19. Arm Thrust - 25 BP, 100 Acc, hits 2-5 times
  20. Aromatic Mist - Heals 50% of user's HP and raises user's SpD by 1 stage (16 PP)
  21. Assurance - 40 BP, 100 Acc, +1 priority (48 BP)
  22. Aura Sphere - 90 BP, -- Acc, never misses
  23. Barrage - 25 BP, 100 Acc, Steel type, hits 2-5 times
  24. Beat Up - 25 BP, 100 Acc, hits 2-5 times
  25. Blast Burn - 90 BP, 100 Acc, 50% chance to burn the foe.
  26. Blizzard - 120 BP, 75 Acc, 10% chance to freeze target
  27. Bone Club - 70 BP, 100 Acc, hits Flying-types super effectively (16 PP)
  28. Bone Rush - 25 BP, 100 Acc, hits Flying-types neutrally, hits 2-5 times
  29. Bonemerang - 50 BP, 90 Acc, hits Flying-types neutrally, hits twice
  30. Boomburst - 140 BP, 90 Acc, lowers user's SpA by 2 stages
  31. Bubblebeam - 70 BP, 30% chance to lower Speed by 1 stage. (24 PP)
  32. Bug Bite - 40 BP, 100 Acc, +1 priority
  33. Charge - Heals 50% of the user's HP
  34. Chatter - 70 BP, 100 Acc, Confuses both the user and the opponent. (8 PP)
  35. Charge Beam - 60 BP, 95 Acc, 100% chance to raise user's Sp. Attack
  36. Chip Away - 90 BP, 100 Acc, Rock type, ignores target's stat changes
  37. Clear Smog - 75 BP, 100 Acc, removes target's stat changes
  38. Comet Punch - 20 BP, 100 Acc, Fighting type, hits 2-5 times, +1 priority
  39. Confusion - 40 BP, 100 Acc, +1 priority, 20% chance to confuse target
  40. Constrict - 55 BP, 100 Acc, 100% chance to lower the target's Speed
  41. Cosmic Power - Heals 25% of user's health, and raises the user's Defense and Special Defense by one stage each (16 PP)
  42. Crabhammer - 120 BP, 85 Acc, high critical hit ratio (8 PP)
  43. Cross Chop - 90 BP, 100 Acc, 10% chance to flinch the target (16 PP)
  44. Cross Poison - 45 BP, 100 Acc, hits twice, 20% chance to inflict Toxic Poison (16 PP)
  45. Crush Claw - 85 Bp, 100 Acc, Flying type, 50% chance to lower target's Def (8 PP)
  46. Dazzling Gleam - 100 BP, 100 Acc, no additional effect (24 PP)
  47. Dark Void - Puts the target to sleep. User loses 1/16th of their HP.
  48. Defog - -- BP, 100 Acc, removes all entry hazards on field (32 PP)
  49. Disarming Voice - 40 BP, 100 Acc, +1 priority (48 PP)
  50. Dizzy Punch - 80 BP, 100 Acc, 60% chance to confuse target (8 PP)
  51. Double Hit - 45 BP, 100 Acc, hits twice (16 PP)
  52. Double Kick - 45 BP, 100 Acc, hits twice (16 PP)
  53. Double Slap - 45 BP, 100 Acc, Fairy type, hits twice, 10% chance to flinch target (16 PP)
  54. Dragon Breath - 80 BP, 100 Acc, 30% chance to paralyze target (24 PP)
  55. Draco Meteor - 140 BP, 90 Acc, lowers user's Sp. Attack harshly
  56. Dragon Pulse - 95 BP, 100 Acc
  57. Dragon Rush - 40 BP, 100 Acc, +1 priority (32 PP)
  58. Draining Kiss - 60 BP, 100 Acc, heals 75% of damage inflicted on target (16 PP)
  59. Drill Peck - 80 BP, 100 Acc, 30% chance to lower foe's Defense
  60. Drill Run - 40 BP, 100 Acc, +1 priority (32 PP)
  61. Dual Chop - 45 BP, 100 Acc, hits twice
  62. Egg Bomb - 100 BP, 100 Acc, Grass type, 10% chance to flinch target (16 PP)
  63. Electric Bomb - 60 BP, -- Acc, Physical, no contact, never misses, 40% chance of paralysis (16 PP)
  64. Electroweb - 70 BP, 95 Acc, lowers target's speed (16 PP)
  65. Ember - 40 BP, 100 Acc, 40 % burn (16 PP)
  66. Fairy Lock - Prevents target's team from using boosting moves as long as user is in battle
  67. Fairy Wind - 60 BP, 90 Acc, -6 Priority, Forces the opponent to switch (32 PP)
  68. Feint - 40 BP, 100 Acc, +2 priority, hits through Protect
  69. Feint Attack - 40 BP, 100 Acc, +1 priority (32 BP)
  70. Fell Stinger - 60 BP, 100 Acc, raises users Attack by 1 stage if it KOs the target
  71. Fire Fang - 75 BP, 100 Acc, 10% chance to burn target, 10% chance to flinch target
  72. Flame Burst - 20 BP, 100 Acc, +1 priority, hits 2-5 times (32 PP)
  73. Flame Wheel - 80 BP, 100 Acc, 10% chance to burn target
  74. Flower Shield - Heals 50% of user's HP and raises user's Defense by one stage (16 PP)
  75. Flying Press - 90 BP, 100%, deals Fighting and Flying damage. can hit Ghost-types (8 PP)
  76. Focus Blast - 120 BP, 80 Acc, 10% chance of lowering target's Sp. Def
  77. Freeze Shock - 100 BP, 85 Acc, 30% chance of paralysis, no charge required
  78. Freeze-Dry - 85 BP, 100 Acc, 10% chance of freezing target, hits Water-types super effectively (8 PP)
  79. Frenzy Plant - 100 BP, 75 Acc, Prevents the target from fleeing and inflicts damage for 2-5 turns (8 PP)
  80. Fury Attack - 25 BP, 100 Acc, hits 2-5 times, Flying-type
  81. Fury Cutter - 45 BP, 100 Acc, Power doubles every turn this move is used in succession after the first, maxing out after five turns.
  82. Glaciate - 100 BP, 95 Acc, lowers target's speed (8 PP)
  83. Guillotine - 80 BP, 100 Acc, If the target is below 50% HP, this attack does 1.5x more damage (16 PP)
  84. Gust - 40 BP, 100 Acc, +1 priority (32 PP)
  85. Hammer Arm - 120 BP, 95 Acc, lowers user's speed (8 PP)
  86. Heat Pulse - 90 BP, -- Acc, Special, never misses, boosted by Mega Launcher (16 PP)
  87. Heat Wave - 100 BP, 90 Acc, 10% change of burning the target (16 PP)
  88. Heart Stamp - 120 BP, 85 Acc, 10% chance to lower Def (8 PP)
  89. Hex - 60 BP, 100 Acc, Has double power if the target has a major status ailment (24 PP)
  90. Horn Attack - 90 BP, 100 Acc, Ground type, ignores target's stat changes (16 PP)
  91. Horn Drill - 110 BP, 100 Acc, Fighting-type, User receives 1/3 the damage inflicted in recoil (16 PP)
  92. Hydro Cannon - 150 BP, 100 Acc, If the user takes damage before attacking, the attack is canceled. (32 PP)
  93. Howl - Increases the users Attack and Speed by 1 stage. (32 PP)
  94. Hydro Pump - 120 BP, 85 Acc, No additional effects
  95. Ice Ball - 40 BP, 100 Acc, Special, +1 priority (32 BP)
  96. Ice Burn - 100 BP, 85 Acc, 30% chance of burn, no charge required (8 PP)
  97. Ice Fang - 85 BP, 100 Acc, 10% chance to freeze target, 10% chance to flinch target
  98. Ingrain - Prevents the user from being forced out of battle (although manual switching is allowed), and user regains 1/16 of its max HP every turn
  99. Iron Tail - 100 BP, 85 Acc, 60% chance of lowering target's defense
  100. Knock Off - 50 BP, 95 Acc, removes target's item, base power is mutiplied by 1.5x when removing an item
  101. Land's Wrath - 110 BP, 100 Acc, 100% chance of lowering target's speed (16 PP)
  102. Leaf Storm - 140 BP, 90 Acc, lowers user's Sp. Atk harshly
  103. Leaf Tornado - 80 BP, 90 Acc, 50% chance of lowering target's accuracy
  104. Leech Life - 75 BP, 100 Acc, heals 50% of damage inflicted on target
  105. Low Sweep - 60 BP, 100 Acc, Lowers the target's Speed by one stage.
  106. Lunar Dance - Fairy-type, Raises the user's Special Attack and Speed by 1 stage each (32 PP)
  107. Luster Purge - 130 BP, 90 Acc, User receives 1/3 the damage it inflicts in recoil. (16 PP)
  108. Magical Leaf - 40 BP, 100 Acc, +1 priority (32 PP)
  109. Magnet Bomb - 40 BP, 100 Acc, Special, +1 Priority (32 PP)
  110. Meditate - Heals 25% of user's health, and raises user's Atk and Sp. Atk by one stage each (16 PP)
  111. Meteor Mash - 100 BP, 90 Acc, 20% chance of raising user's Atk
  112. Mist Ball - 75 BP, 100 Acc, heals 50% of damage inflicted on target
  113. Moonblast - 120 BP, 80 Acc, 30% chance to lower target's Sp. Atk (8 PP)
  114. Mud Bomb - 80 BP, 90 Acc, 30% chance of lowering target's accuracy
  115. Muddy Water - 90 BP, 100 Acc, Deals both Water and Ground type damage. Can hit Flying types and Levitators (16 PP)
  116. Mud Shot - 40 BP, 100 Acc, +1 Priority (32 PP)
  117. Mystical Fire - 75 BP, 100 Acc, lowers target's Sp. Atk
  118. Needle Arm - 70 BP, 100 Acc, when the user attacks, lay down 1 layer of Spikes (8 PP)
  119. Night Daze - 140 BP, 90 Acc, lowers user's Sp. Atk harshly. 10% chance to lower accuracy by 1 stage. (16 PP)
  120. Night Slash - 90 BP, 100 Acc, high chance of critical hit
  121. Noble Roar - Lowers opponent's Attack and Special Attack then switches out user (16 PP)
  122. Octazooka - 90 BP, 100 Acc, Deals both Water and Fire type damage. (16 PP)
  123. Overheat - 140 BP, 90 Acc, lowers user's Sp. Atk harshly
  124. Parabolic Charge - 75 BP, 100 Acc, heals 50% of damage inflicted on target
  125. Peck - 40 BP, 100 Acc, +1 priorityj
  126. Play Rough - 90 BP, 100 Acc, 10% chance to flinch
  127. Poison Fang - 60 BP, 100 Acc, 100% chance to inflict Toxic Poison to the target
  128. Poison Sting - 40 BP, 100 Acc, +1 priority (32 PP)
  129. Poison Tail - 95 BP, 100 Acc, 10% chance to Poison the target
  130. Power-up Punch - 50 BP, 100 Acc, 100% chance to raise user's Atk by one stage
  131. Psych Up - Raises user's Attack and Special Attack by one stage each
  132. Psycho Cut - 90 BP, 100 Acc, 10% chance to flinch
  133. Psycho Slam - 60 BP, 100 Acc, +4 priority on first turn and flinches opponent, fails otherwise
  134. Razor Wind - 90 BP, 100 Acc, Flying-type, no charge-up turn, high chance of critical hit
  135. Refresh - Heals 40% of user's max HP and heals all user's status conditions
  136. Rock Climb - 90 BP, 100 Acc, Deals both Rock and Fighting type damage. Can hit Ghost types
  137. Rock Wrecker - 140 BP, 90 Acc, lowers user's Attack harshly
  138. Shadow Ball - 90 BP, 100 Acc, 10% chance to lower target's Sp. Def
  139. Shadow Claw - 90 BP, 100 Acc, Has an increased chance for a critical hit.
  140. Shadow Punch - 75 BP, -- Acc, never misses
  141. Sheer Cold - 100 BP, Special, 100 Acc, Decrease the users SpA by 2 stages, 30% chance to freeze (8 PP)
  142. Shock Wave - 75 BP, -- Acc, never misses
  143. Signal Beam - 90 BP, 100 Acc, Deals both Bug and Psychic type damage. Can hit Dark types
  144. Skull Bash - 120 BP, 90 Acc, Lowers the user's Defense and Special Defense
  145. Sky Attack - 95 BP, 100 Acc, No charge turn; 10% chance to flinch
  146. Sky Uppercut - 70 BP, 100 Acc, hits Flying types for Super Effective damage
  147. Slash - 90 BP, 100 Acc, high chance of critical hit
  148. Smack Down - 40 BP, 100 Acc, +1 priority (32 PP)
  149. Smog - 40 BP, 100 Acc, +1 priority (32 PP)
  150. Solar Beam - 120 BP, 85 Acc, 10% chance to burn target (8 PP)
  151. Spark - 40 BP, 100 Acc, +1 priority (32 PP)
  152. Spike Cannon - Ground-type, 70 BP, 100 Acc, when the user attacks, lay down 1 layer of Spikes (16 PP)
  153. Spit Up - Poison-type, 90 BP, 100 Acc, Deals Water-type damage. Can hit Steel-types.
  154. Springy Kick - 70 BP, 100 Acc, Physical, makes contact, switches out user
  155. Stealth Rock - Deals damage when opponent switches into battle based on their matchup with the Rock type; now inflicts 1/64th of switch-in's HP if they resist Rock 4x, 1/32nd if they resist it 2x, 1/16th if they are neutral, 1/8th if they are 2x weak to Rock, and 1/4th if they are 4x weak to Rock
  156. Steel Wing - 90 BP, 100 Acc, Deals both Steel and Flying type damage
  157. Stockpile - Raises user's Defense and Special Defense by one stage each, no limit
  158. Swift - 40 BP, 100 Acc, +1 priority (32 PP)
  159. Submission - 120 BP, 100 Acc, Deals 33% recoil damage to user, 10% chance to flinch target
  160. Surf - 95 BP, 100 Acc, no additional effect
  161. Swagger - Increase the targets attack by 1 stage. The target is now confused. (8 PP)
  162. Swallow - Heals the user's HP by 50%. Consumes the user's berry if the user is holding a berry.
  163. Synchronoise - 50 BP, 100 Acc, The type chart for this move is inverted. (8 PP)
  164. Techno Blast - 120 BP, 100 Acc, Steel, if the user is holding a drive, change this attack's type to match the drive, and add an effect based on which drive is held. Boosted by Mega Launcher.
  165. Teleport - User switches out, passing all stat changes, Substitute, Ingrain, Aqua Ring, and other beneficial things (and no bad things else) to next switch-in (16 PP)
  166. Thunder Fang - 85 BP, 100 Acc, 10% chance to paralyze target, 10% chance to flinch target
  167. Thunder Shock - 40 BP, 100 Acc, +1 priority
  168. Tri Attack - 35 BP, 100 Acc, Hits 3 times. Has 10% chance to freeze, burn, or paralyze the target. (16 PP)
  169. Twister - 90 BP, 100 Acc, Deals Dragon and Flying Damage. (16 PP)
  170. Venom Drench - 70 BP, 100 Acc, Inflicts double damage if the target is Poisoned. (16 PP)
  171. Venoshock - 90 BP, 100 Acc, Deals Poison and Electric Damage. Can hit Ground and Steel types. (16 PP)
  172. Water Shuriken - 20 BP, 100 Acc, +1 priority, hits 2-5 times
  173. Water Pulse - 80 BP, 10% chance to confuse
  174. Wing Attack - 70 BP, 100 Acc, 30% chance of lowering target's Atk
  175. Wild Charge - 100 BP, 100 Acc, User receives 1/4 the damage it inflicts in recoil, 10% chance to paralyze
  176. Withdraw - Heals 50% of the user's HP (32 PP)
  177. Work Up - Raises user's Attack and Special Attack by one stage each if the user is above 50% HP, and raises user's Attack, Special Attack and Speed by one stage each if the user is below 50% HP (16 PP)
  178. Wonder Room - Inverts the type chart for 5 turns. Affected by Wonderful Stone.
  179. X-Scissor - 90 BP, 100 Acc, high chance of critical hit
  180. Zen Headbutt - 120 BP, 100 Acc, User receives 1/3 the damage it inflicts in recoil. 10% chance to flinch.
  181. (List of priority moves for each type)
  182. Bug - Bug Bite (physical)
  183. Dark - Feint Attack (physical)
  184. Dragon - Dragon Rush (physical)
  185. Electric - Thunder Shock (special), Spark (physical)
  186. Fairy - Disarming Voice (special)
  187. Fire - Flame Burst (special)
  188. Fighting - Mach Punch (physical), Vacuum Wave (special), Comet Punch (physical multi-hit)
  189. Flying - Gust (special), Peck (physical)
  190. Ghost - Shadow Sneak (physical)
  191. Grass - Magical Leaf (Special), Razor Leaf (Physical)
  192. Ground - Mud Shot (special)
  193. Ice - Ice Shard (physical), Ice Ball (special)
  194. Normal - Swift (special), Quick Attack (physical), Extreme Speed (physical +2)
  195. Poison - Smog (special), Poison Sting (physical)
  196. Psychic - Confusion (special)
  197. Rock - Smack Down (physical)
  198. Steel - Magnet Bomb (special), Bullet Punch (physical)
  199. Water - Aqua Jet (physical), Water Shuriken (physical multi-hit)
  200.  
  201. ABILITIES
  202.  
  203. Adaptability: Powers up STAB moves by 1.8x
  204. Aerilate: Turns Normal moves into Flying moves and boosts them by 1.4x
  205. Aftermath: Takes away 1/3 of the max HP of the attacker landing the finishing hit.
  206. Air Lock: Removes all weather
  207. Amplifate: Turns Normal moves into Electric moves and boosts them by 1.4x
  208. Amplify: User sets Electric Terrain for 5 turns on switch-in. Affected by Copper Wire
  209. Analytic: Boosts power of moves when the Pokemon moves last by 1.4x
  210. Anger Point: Maxes attack after taking a critical hit or super effective move that deals over 75% damage
  211. Anticipation: Tells user all super effective moves the foe carries
  212. Aroma Veil: Prevents user and next switch-in from being Taunted, Tormented, and the like
  213. Aura Break: Negate all Pokemons abilities. Pokemon with Aura Abilities lose 1/16 hp each turn.
  214. Bad Dreams: Causes all sleeping targets to lose 1/6 of their HP every turn they're asleep
  215. Battle Armor: Prevents critical hits and reduces all taken damage to 11/12ths of its original damage, and Pokemon with this ability are immune to damage from sandstorm
  216. Big Pecks: User's Defense cannot be lowered, and in addition, the user gets +1 Defense every time it switches in
  217. Bulletproof: Makes user immune to ball, bomb and blast moves (New moves that it protects from: Aeroblast, Blast Burn, Fire Blast, Moonblast, Rock Blast, Techno Blast)
  218. Burninate: Turns Normal moves into Fire moves and boosts them by 1.4x
  219. Cheek Pouch: Regains 25% HP once when taken below 50% health
  220. Chlorophyll: User's speed is raised by 1.5x in heavy sunlight
  221. Clear Body: Prevents user's stats from being lowered (either by foe with moves like Growl or by user with moves like Superpower)
  222. Cloud Nine: Removes all weather
  223. Competitive: This Pokemon's Special Attack is boosted by 1 for each of its stats that is lowered by a foe.
  224. Color Change: Makes the users type the same as the first attack the user has.
  225. Damp: Water, Ice, and Fire-type moves deal 50% damage to user, but Electric-type moves deal 200% damage.
  226. Defeatist: Takes away 1/6th of user's HP after every KO
  227. Defiant: This Pokemon's Attack is boosted by 1 for each of its stats that is lowered by a foe.
  228. Draconate: Turns Normal moves into Dragon moves and boosts them by 1.4x
  229. Early Bird: User wakes up from sleep twice as fast and gains 1.5x Speed for 2 turns after waking up from sleep (has no effect on Rest)
  230. Environmentalist: User sets Grassy Terrain for 5 turns on switch-in. Affected by Cherry Blossom
  231. Flash Fire: Fire-type moves are drawn to user, Fire-type moves will do no damage to user and user's SpA is raised one stage
  232. Flower Veil: Powers up all Grass-type moves user uses by 1.5x
  233. Flower Gift: Increases user's and friendly Pokémon's Attack and Special Defense to 1.5x during strong sunlight.
  234. Forewarn: Reveals foe's two strongest moves to user
  235. Forecast: Changes Castform's type and form to match the weather. Summons weather depending on what weather stone the user is holding.
  236. Friend Guard: When user switches out, the Pokemon that the user switches into has its Defense and Special Defense raised by 1 stage each
  237. Geo Affinity: Turns Normal moves into Ground moves and boosts them by 1.4x
  238. Gluttony: Healing berries heal twice the norm (say, Sitrus Berry heals 50%), and stat-up berries raise stats by twice as much (say, Salac Berry raises Speed by 2 stages)
  239. Grass Pelt: User's Defense is raised by one stage whenever the user is hit by a Grass-type move, and user receives no damage from Grass-type attacks
  240. Healer: When user switches out, the Pokemon that the user switches into has its HP healed by 33% of its max HP
  241. Heatproof: The user heals up to 25% of it’s maximum HP when hit with Fire-type moves
  242. High Tide: User sets Gravity for 5 turns on switch-in. Affected by Graverald
  243. Hyper Cutter: User's Attack cannot be lowered, and in addition, the user gets +1 Attack every time it switches in
  244. Hydrate: Turns Normal moves into Water moves and boosts them by 1.4x
  245. Hydraulic: Doubles the power of Water, Fire, Ice, and Electric moves with 60 BP or less
  246. Illuminate: Upon entering battle, the opponent’s Speed lowers one stage. Pokémon with the Clear Body or White Smoke ability are unaffected. If both sides switch on the same turn, and first player sends out a Pokémon with Illuminate, the opponent’s Speed will be lowered before the opponent’s Pokémon switches
  247. Incubate: User gains 1/8 of its HP in sunshine, but loses 1/8 of its HP in hail, and Fire attacks heal 25% of the Pokémon's HP, but Ice attacks do 25% more damage
  248. Insectate: Turns Normal moves into Bug moves and boosts them by 1.4x
  249. Invisible Box: User sets Light Screen and Reflect for 5 turns each on switch-in. Affected by Light Clay
  250. Iron Fist: Boosts the power of punching moves by 1.4x
  251. Justified: User's Attack is raised by one stage when the Pokémon is hit by a Dark-type move, and user receives no damage from Dark-type attacks
  252. Keen Eye: User's Accuracy cannot be lowered, and in addition, the user gets +1 Accuracy every time it switches in
  253. Leaf Guard: Removes all status conditions at the end of the turn in heavy sunlight
  254. Magma Armor: Damages attacking Pokémon for 1/8 their max HP on contact.
  255. Magnet Pull: Prevents Steel-types from switching out against user, and in addition, user gains an immunity to Ground-type moves when Electric Terrain is set and user is on the field
  256. Mega Launcher: Boosts the power of Techno Blast and aura, pulse, and beam moves by 1.5x (New moves that it boosts: Aurora Beam, Bubblebeam, Charge Beam, Hyper Beam, Ice Beam, Psybeam, Signal Beam, Solar Beam, and Techno Blast)
  257. Mistbringer: User sets Misty Terrain for 5 turns on switch-in. Affected by Fairy Dust
  258. Normalize: Boosts the power of all Normal-type moves by 1.5x (stacks with STAB)
  259. Pickup: When user switches in, all entry hazards are removed unless user dies to hazards
  260. Pixilate: Turns Normal moves into Fairy moves and boosts them by 1.4x
  261. Poison Point: Pokemon that make contact with user have a 30% chance to be badly poisoned
  262. Poison Touch: Pokemon that user makes contact with have a 30% chance to be badly poisoned
  263. Psychokinate: Turns Normal moves into Psychic moves and boosts them by 1.4x
  264. Refrigerate: Turns Normal moves into Ice moves and boosts them by 1.4x
  265. Pure Power: Doubles Special Attack in battle.
  266. Run Away: User cannot be trapped
  267. Sand Body: User's HP is restored by 12.5% at the end of each turn in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
  268. Sand Force: User's Attack is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
  269. Sand Rush: User's Speed is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
  270. Sand Veil: User's Defense is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
  271. Shed Skin: Has a 50% chance of curing any major status ailment after each turn.
  272. Shell Armor: Prevents critical hits and reduces all taken damage to 11/12ths of its original damage, and Pokemon with this ability are immune to damage from hail
  273. Shield Dust: User is immune to the negative effects of being burned, poisoned, and paralyzed
  274. Snow Cloak: User's Defense is raised by 1.5x in hail, and Pokemon with this ability are immune to damage from hail
  275. Snow Rush: User's Speed is raised by 1.5x in hail, and Pokemon with this ability are immune to damage from hail
  276. Solar Panel: User's HP is restored by 12.5% at the end of each turn in heavy sunlight
  277. Solar Power: User's Special Attack is raised by 1.5x in heavy sunlight
  278. Steadfast: User's Speed is raised by one stage every time it flinches, and in addition, whenever it flinches, the damage from the attack is negated
  279. Sweet Veil: Prevents user and next switch-in from being inflicted with status conditions
  280. Symbiosis: The user heals up to 25% of it’s maximum HP when hit with Grass-type moves
  281. Tangled Feet: Raises user's Speed by 1.5x when confused, and user cannot hit self in confusion
  282. Telepathy: Raises user's Special Attack by one stage every time it gets a KO
  283. Teravolt: Electric type moves used by the user are boosted by 1.3x, and can bypass immunities
  284. Turboblaze: Fire type moves used by the user are boosted by 1.3x, and can bypass immunities
  285. Tough Claws: Boosts the power of contact moves by 1.3x
  286. Unnerve: Upon entering battle, the opponent’s Special Attack lowers one stage. Pokémon with the Clear Body or White Smoke ability are unaffected. If both sides switch on the same turn, and first player sends out a Pokémon with Illuminate, the opponent’s Special Attack will be lowered before the opponent’s Pokémon switches
  287. Wonder Skin: Lowers damage of contact attacks by 0.75x and the damage of non-contact attacks by 0.9x
  288. Wonder Guard: Protects against damaging moves that are not super effective and passive damage such as Poison or Hazards. This also includes recoil damage. Wonder Guard is now announced when the user is sent out "The pokemon is cloaked in a mystical veil"
  289. Wonderer: Summons Wonder Room for 5 turns upon switch-in. Affected by Wonderful Stone
  290. Water Veil: The user is immune to the burn status. If the user is a Water type, heals 1/16th health each turn.
  291. Warped Mind: Summons Trick Room for 5 turns upon switch-in. Affected by Strange Relic
  292. White Smoke: Prevents stat drops, including stat drops inflicted by the user.
  293. Zen Mode: Changes Darmanitan's form
  294.  
  295. ITEMS
  296.  
  297. Copper Wire - Electric Terrain lasts for 8 turns instead of 5.
  298. Fairy Dust - Misty Terrain lasts for 8 turns instead of 5.
  299. Cherry Blossom - Grassy Terrain lasts for 8 turns instead of 5.
  300. Graverald - Gravity lasts for 8 turns instead of 5
  301. Wonderful Stone - Wonder Room lasts for 8 turns instead of 5
  302. Strange Relic - Trick Room lasts for 8 turns instead of 5
  303. Chill Drive - Changes Genesect's typing to Steel / Ice. Techno Blast is an Ice type and has a 10% chance to freeze.
  304. Shock Drive - Changes Genesect's typing to Steel / Electric. Techno Blast is an Electric type move and has a 10% chance to paralyze.
  305. Burn Drive - Changes Genesect's typing to Steel / Fire. Techno Blast is a Fire type move and has a 10% chance to burn.
  306. Douse Drive - Changes Genesect's typing to Steel / Water. Techno Blast is a Water type move and has a 10% chance to flinch.
  307. Elemental Gems - They are all allowed and boost moves by 1.5x instead of 1.3x
  308. Thick Club: Gives Cubone and Marowak a 1.5x instead of 2x
  309. Quick Powder - When held by Ditto, user's Speed is multiplied by 1.5x. Quick Powder's effects stay even after the user transforms. (Choice Scarf without the lock-in!)
  310. Metal Powder - When held by Ditto, user's Defense and Special Defense are multiplied by 1.5x. Metal Powder's effects stay even after the user transforms. (Remember Imposter Eviolite Chansey? Well, say hello to an admittedly less bulky version.)
  311. Sacred Gem - Boost the user's Water-type and Fighting-type attacks by 1.1x. Turns Keldeo into its Resolution form.
  312.  
  313. TYPE CHART
  314.  
  315. Ice-Type: Now resists Water and Normal
  316. Water-type: Now is weak to Poison
  317. Normal-Type: Now resists Fairy and Dragon
  318. Fairy-Type: No longer resists Bug, now is weak to Normal
  319. Grass-type: No longer weak to Ice
  320. Rock-type: Now resists Rock
  321. Bug type: No longer weak to Rock, no longer resists Grass, now resists Dark
  322. Fighting-type: No longer resists Bug, now is weak to Poison
  323. Ghost-type: No longer resists Bug and Poison, now resists Psychic, no longer weak to Dark
  324. Dark-type: Now weak to Dark
  325. Steel-type: No longer is immune to Poison, now resists Ghost and Poison, no longer resists Psychic or Steel
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement