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- Brokemons TitanPad
- MECHANICS
- 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.
- 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.
- When hailing, Ice-type Pokemon in battle have their Defense increased by 50%
- Frozen pokemon stay frozen for 2 turns after the turn they freeze.
- MOVES
- Acid - 70 BP, 100 Acc, hits Steel-types super effectively (16 PP)
- Acid Spray - 40 BP, 100 Acc, 100% chance to lower target's SpD by 2 stages, hits Steel-types super effectively (16 PP)
- Aerial Ace - 75 BP, -- Acc, never misses
- Air Slash - 85 BP, 90 Acc, 20% chance to flinch target
- Air Cutter - 70 BP, 100 Acc, high critical hit ratio
- Aqua Tail - 45 BP, 100 Acc, hits twice
- 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
- Arm Thrust - 25 BP, 100 Acc, hits 2-5 times
- Aromatic Mist - Heals 50% of user's HP and raises user's SpD by 1 stage (16 PP)
- Assurance - 40 BP, 100 Acc, +1 priority (48 BP)
- Aura Sphere - 90 BP, -- Acc, never misses
- Barrage - 25 BP, 100 Acc, Steel type, hits 2-5 times
- Beat Up - 25 BP, 100 Acc, hits 2-5 times
- Blast Burn - 90 BP, 100 Acc, 50% chance to burn the foe.
- Blizzard - 120 BP, 75 Acc, 10% chance to freeze target
- Bone Club - 70 BP, 100 Acc, hits Flying-types super effectively (16 PP)
- Bone Rush - 25 BP, 100 Acc, hits Flying-types neutrally, hits 2-5 times
- Bonemerang - 50 BP, 90 Acc, hits Flying-types neutrally, hits twice
- Boomburst - 140 BP, 90 Acc, lowers user's SpA by 2 stages
- Bubblebeam - 70 BP, 30% chance to lower Speed by 1 stage. (24 PP)
- Bug Bite - 40 BP, 100 Acc, +1 priority
- Charge - Heals 50% of the user's HP
- Chatter - 70 BP, 100 Acc, Confuses both the user and the opponent. (8 PP)
- Charge Beam - 60 BP, 95 Acc, 100% chance to raise user's Sp. Attack
- Chip Away - 90 BP, 100 Acc, Rock type, ignores target's stat changes
- Clear Smog - 75 BP, 100 Acc, removes target's stat changes
- Comet Punch - 20 BP, 100 Acc, Fighting type, hits 2-5 times, +1 priority
- Confusion - 40 BP, 100 Acc, +1 priority, 20% chance to confuse target
- Constrict - 55 BP, 100 Acc, 100% chance to lower the target's Speed
- Cosmic Power - Heals 25% of user's health, and raises the user's Defense and Special Defense by one stage each (16 PP)
- Crabhammer - 120 BP, 85 Acc, high critical hit ratio (8 PP)
- Cross Chop - 90 BP, 100 Acc, 10% chance to flinch the target (16 PP)
- Cross Poison - 45 BP, 100 Acc, hits twice, 20% chance to inflict Toxic Poison (16 PP)
- Crush Claw - 85 Bp, 100 Acc, Flying type, 50% chance to lower target's Def (8 PP)
- Dazzling Gleam - 100 BP, 100 Acc, no additional effect (24 PP)
- Dark Void - Puts the target to sleep. User loses 1/16th of their HP.
- Defog - -- BP, 100 Acc, removes all entry hazards on field (32 PP)
- Disarming Voice - 40 BP, 100 Acc, +1 priority (48 PP)
- Dizzy Punch - 80 BP, 100 Acc, 60% chance to confuse target (8 PP)
- Double Hit - 45 BP, 100 Acc, hits twice (16 PP)
- Double Kick - 45 BP, 100 Acc, hits twice (16 PP)
- Double Slap - 45 BP, 100 Acc, Fairy type, hits twice, 10% chance to flinch target (16 PP)
- Dragon Breath - 80 BP, 100 Acc, 30% chance to paralyze target (24 PP)
- Draco Meteor - 140 BP, 90 Acc, lowers user's Sp. Attack harshly
- Dragon Pulse - 95 BP, 100 Acc
- Dragon Rush - 40 BP, 100 Acc, +1 priority (32 PP)
- Draining Kiss - 60 BP, 100 Acc, heals 75% of damage inflicted on target (16 PP)
- Drill Peck - 80 BP, 100 Acc, 30% chance to lower foe's Defense
- Drill Run - 40 BP, 100 Acc, +1 priority (32 PP)
- Dual Chop - 45 BP, 100 Acc, hits twice
- Egg Bomb - 100 BP, 100 Acc, Grass type, 10% chance to flinch target (16 PP)
- Electric Bomb - 60 BP, -- Acc, Physical, no contact, never misses, 40% chance of paralysis (16 PP)
- Electroweb - 70 BP, 95 Acc, lowers target's speed (16 PP)
- Ember - 40 BP, 100 Acc, 40 % burn (16 PP)
- Fairy Lock - Prevents target's team from using boosting moves as long as user is in battle
- Fairy Wind - 60 BP, 90 Acc, -6 Priority, Forces the opponent to switch (32 PP)
- Feint - 40 BP, 100 Acc, +2 priority, hits through Protect
- Feint Attack - 40 BP, 100 Acc, +1 priority (32 BP)
- Fell Stinger - 60 BP, 100 Acc, raises users Attack by 1 stage if it KOs the target
- Fire Fang - 75 BP, 100 Acc, 10% chance to burn target, 10% chance to flinch target
- Flame Burst - 20 BP, 100 Acc, +1 priority, hits 2-5 times (32 PP)
- Flame Wheel - 80 BP, 100 Acc, 10% chance to burn target
- Flower Shield - Heals 50% of user's HP and raises user's Defense by one stage (16 PP)
- Flying Press - 90 BP, 100%, deals Fighting and Flying damage. can hit Ghost-types (8 PP)
- Focus Blast - 120 BP, 80 Acc, 10% chance of lowering target's Sp. Def
- Freeze Shock - 100 BP, 85 Acc, 30% chance of paralysis, no charge required
- Freeze-Dry - 85 BP, 100 Acc, 10% chance of freezing target, hits Water-types super effectively (8 PP)
- Frenzy Plant - 100 BP, 75 Acc, Prevents the target from fleeing and inflicts damage for 2-5 turns (8 PP)
- Fury Attack - 25 BP, 100 Acc, hits 2-5 times, Flying-type
- Fury Cutter - 45 BP, 100 Acc, Power doubles every turn this move is used in succession after the first, maxing out after five turns.
- Glaciate - 100 BP, 95 Acc, lowers target's speed (8 PP)
- Guillotine - 80 BP, 100 Acc, If the target is below 50% HP, this attack does 1.5x more damage (16 PP)
- Gust - 40 BP, 100 Acc, +1 priority (32 PP)
- Hammer Arm - 120 BP, 95 Acc, lowers user's speed (8 PP)
- Heat Pulse - 90 BP, -- Acc, Special, never misses, boosted by Mega Launcher (16 PP)
- Heat Wave - 100 BP, 90 Acc, 10% change of burning the target (16 PP)
- Heart Stamp - 120 BP, 85 Acc, 10% chance to lower Def (8 PP)
- Hex - 60 BP, 100 Acc, Has double power if the target has a major status ailment (24 PP)
- Horn Attack - 90 BP, 100 Acc, Ground type, ignores target's stat changes (16 PP)
- Horn Drill - 110 BP, 100 Acc, Fighting-type, User receives 1/3 the damage inflicted in recoil (16 PP)
- Hydro Cannon - 150 BP, 100 Acc, If the user takes damage before attacking, the attack is canceled. (32 PP)
- Howl - Increases the users Attack and Speed by 1 stage. (32 PP)
- Hydro Pump - 120 BP, 85 Acc, No additional effects
- Ice Ball - 40 BP, 100 Acc, Special, +1 priority (32 BP)
- Ice Burn - 100 BP, 85 Acc, 30% chance of burn, no charge required (8 PP)
- Ice Fang - 85 BP, 100 Acc, 10% chance to freeze target, 10% chance to flinch target
- 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
- Iron Tail - 100 BP, 85 Acc, 60% chance of lowering target's defense
- Knock Off - 50 BP, 95 Acc, removes target's item, base power is mutiplied by 1.5x when removing an item
- Land's Wrath - 110 BP, 100 Acc, 100% chance of lowering target's speed (16 PP)
- Leaf Storm - 140 BP, 90 Acc, lowers user's Sp. Atk harshly
- Leaf Tornado - 80 BP, 90 Acc, 50% chance of lowering target's accuracy
- Leech Life - 75 BP, 100 Acc, heals 50% of damage inflicted on target
- Low Sweep - 60 BP, 100 Acc, Lowers the target's Speed by one stage.
- Lunar Dance - Fairy-type, Raises the user's Special Attack and Speed by 1 stage each (32 PP)
- Luster Purge - 130 BP, 90 Acc, User receives 1/3 the damage it inflicts in recoil. (16 PP)
- Magical Leaf - 40 BP, 100 Acc, +1 priority (32 PP)
- Magnet Bomb - 40 BP, 100 Acc, Special, +1 Priority (32 PP)
- Meditate - Heals 25% of user's health, and raises user's Atk and Sp. Atk by one stage each (16 PP)
- Meteor Mash - 100 BP, 90 Acc, 20% chance of raising user's Atk
- Mist Ball - 75 BP, 100 Acc, heals 50% of damage inflicted on target
- Moonblast - 120 BP, 80 Acc, 30% chance to lower target's Sp. Atk (8 PP)
- Mud Bomb - 80 BP, 90 Acc, 30% chance of lowering target's accuracy
- Muddy Water - 90 BP, 100 Acc, Deals both Water and Ground type damage. Can hit Flying types and Levitators (16 PP)
- Mud Shot - 40 BP, 100 Acc, +1 Priority (32 PP)
- Mystical Fire - 75 BP, 100 Acc, lowers target's Sp. Atk
- Needle Arm - 70 BP, 100 Acc, when the user attacks, lay down 1 layer of Spikes (8 PP)
- Night Daze - 140 BP, 90 Acc, lowers user's Sp. Atk harshly. 10% chance to lower accuracy by 1 stage. (16 PP)
- Night Slash - 90 BP, 100 Acc, high chance of critical hit
- Noble Roar - Lowers opponent's Attack and Special Attack then switches out user (16 PP)
- Octazooka - 90 BP, 100 Acc, Deals both Water and Fire type damage. (16 PP)
- Overheat - 140 BP, 90 Acc, lowers user's Sp. Atk harshly
- Parabolic Charge - 75 BP, 100 Acc, heals 50% of damage inflicted on target
- Peck - 40 BP, 100 Acc, +1 priorityj
- Play Rough - 90 BP, 100 Acc, 10% chance to flinch
- Poison Fang - 60 BP, 100 Acc, 100% chance to inflict Toxic Poison to the target
- Poison Sting - 40 BP, 100 Acc, +1 priority (32 PP)
- Poison Tail - 95 BP, 100 Acc, 10% chance to Poison the target
- Power-up Punch - 50 BP, 100 Acc, 100% chance to raise user's Atk by one stage
- Psych Up - Raises user's Attack and Special Attack by one stage each
- Psycho Cut - 90 BP, 100 Acc, 10% chance to flinch
- Psycho Slam - 60 BP, 100 Acc, +4 priority on first turn and flinches opponent, fails otherwise
- Razor Wind - 90 BP, 100 Acc, Flying-type, no charge-up turn, high chance of critical hit
- Refresh - Heals 40% of user's max HP and heals all user's status conditions
- Rock Climb - 90 BP, 100 Acc, Deals both Rock and Fighting type damage. Can hit Ghost types
- Rock Wrecker - 140 BP, 90 Acc, lowers user's Attack harshly
- Shadow Ball - 90 BP, 100 Acc, 10% chance to lower target's Sp. Def
- Shadow Claw - 90 BP, 100 Acc, Has an increased chance for a critical hit.
- Shadow Punch - 75 BP, -- Acc, never misses
- Sheer Cold - 100 BP, Special, 100 Acc, Decrease the users SpA by 2 stages, 30% chance to freeze (8 PP)
- Shock Wave - 75 BP, -- Acc, never misses
- Signal Beam - 90 BP, 100 Acc, Deals both Bug and Psychic type damage. Can hit Dark types
- Skull Bash - 120 BP, 90 Acc, Lowers the user's Defense and Special Defense
- Sky Attack - 95 BP, 100 Acc, No charge turn; 10% chance to flinch
- Sky Uppercut - 70 BP, 100 Acc, hits Flying types for Super Effective damage
- Slash - 90 BP, 100 Acc, high chance of critical hit
- Smack Down - 40 BP, 100 Acc, +1 priority (32 PP)
- Smog - 40 BP, 100 Acc, +1 priority (32 PP)
- Solar Beam - 120 BP, 85 Acc, 10% chance to burn target (8 PP)
- Spark - 40 BP, 100 Acc, +1 priority (32 PP)
- Spike Cannon - Ground-type, 70 BP, 100 Acc, when the user attacks, lay down 1 layer of Spikes (16 PP)
- Spit Up - Poison-type, 90 BP, 100 Acc, Deals Water-type damage. Can hit Steel-types.
- Springy Kick - 70 BP, 100 Acc, Physical, makes contact, switches out user
- 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
- Steel Wing - 90 BP, 100 Acc, Deals both Steel and Flying type damage
- Stockpile - Raises user's Defense and Special Defense by one stage each, no limit
- Swift - 40 BP, 100 Acc, +1 priority (32 PP)
- Submission - 120 BP, 100 Acc, Deals 33% recoil damage to user, 10% chance to flinch target
- Surf - 95 BP, 100 Acc, no additional effect
- Swagger - Increase the targets attack by 1 stage. The target is now confused. (8 PP)
- Swallow - Heals the user's HP by 50%. Consumes the user's berry if the user is holding a berry.
- Synchronoise - 50 BP, 100 Acc, The type chart for this move is inverted. (8 PP)
- 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.
- 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)
- Thunder Fang - 85 BP, 100 Acc, 10% chance to paralyze target, 10% chance to flinch target
- Thunder Shock - 40 BP, 100 Acc, +1 priority
- Tri Attack - 35 BP, 100 Acc, Hits 3 times. Has 10% chance to freeze, burn, or paralyze the target. (16 PP)
- Twister - 90 BP, 100 Acc, Deals Dragon and Flying Damage. (16 PP)
- Venom Drench - 70 BP, 100 Acc, Inflicts double damage if the target is Poisoned. (16 PP)
- Venoshock - 90 BP, 100 Acc, Deals Poison and Electric Damage. Can hit Ground and Steel types. (16 PP)
- Water Shuriken - 20 BP, 100 Acc, +1 priority, hits 2-5 times
- Water Pulse - 80 BP, 10% chance to confuse
- Wing Attack - 70 BP, 100 Acc, 30% chance of lowering target's Atk
- Wild Charge - 100 BP, 100 Acc, User receives 1/4 the damage it inflicts in recoil, 10% chance to paralyze
- Withdraw - Heals 50% of the user's HP (32 PP)
- 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)
- Wonder Room - Inverts the type chart for 5 turns. Affected by Wonderful Stone.
- X-Scissor - 90 BP, 100 Acc, high chance of critical hit
- Zen Headbutt - 120 BP, 100 Acc, User receives 1/3 the damage it inflicts in recoil. 10% chance to flinch.
- (List of priority moves for each type)
- Bug - Bug Bite (physical)
- Dark - Feint Attack (physical)
- Dragon - Dragon Rush (physical)
- Electric - Thunder Shock (special), Spark (physical)
- Fairy - Disarming Voice (special)
- Fire - Flame Burst (special)
- Fighting - Mach Punch (physical), Vacuum Wave (special), Comet Punch (physical multi-hit)
- Flying - Gust (special), Peck (physical)
- Ghost - Shadow Sneak (physical)
- Grass - Magical Leaf (Special), Razor Leaf (Physical)
- Ground - Mud Shot (special)
- Ice - Ice Shard (physical), Ice Ball (special)
- Normal - Swift (special), Quick Attack (physical), Extreme Speed (physical +2)
- Poison - Smog (special), Poison Sting (physical)
- Psychic - Confusion (special)
- Rock - Smack Down (physical)
- Steel - Magnet Bomb (special), Bullet Punch (physical)
- Water - Aqua Jet (physical), Water Shuriken (physical multi-hit)
- ABILITIES
- Adaptability: Powers up STAB moves by 1.8x
- Aerilate: Turns Normal moves into Flying moves and boosts them by 1.4x
- Aftermath: Takes away 1/3 of the max HP of the attacker landing the finishing hit.
- Air Lock: Removes all weather
- Amplifate: Turns Normal moves into Electric moves and boosts them by 1.4x
- Amplify: User sets Electric Terrain for 5 turns on switch-in. Affected by Copper Wire
- Analytic: Boosts power of moves when the Pokemon moves last by 1.4x
- Anger Point: Maxes attack after taking a critical hit or super effective move that deals over 75% damage
- Anticipation: Tells user all super effective moves the foe carries
- Aroma Veil: Prevents user and next switch-in from being Taunted, Tormented, and the like
- Aura Break: Negate all Pokemons abilities. Pokemon with Aura Abilities lose 1/16 hp each turn.
- Bad Dreams: Causes all sleeping targets to lose 1/6 of their HP every turn they're asleep
- 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
- Big Pecks: User's Defense cannot be lowered, and in addition, the user gets +1 Defense every time it switches in
- 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)
- Burninate: Turns Normal moves into Fire moves and boosts them by 1.4x
- Cheek Pouch: Regains 25% HP once when taken below 50% health
- Chlorophyll: User's speed is raised by 1.5x in heavy sunlight
- Clear Body: Prevents user's stats from being lowered (either by foe with moves like Growl or by user with moves like Superpower)
- Cloud Nine: Removes all weather
- Competitive: This Pokemon's Special Attack is boosted by 1 for each of its stats that is lowered by a foe.
- Color Change: Makes the users type the same as the first attack the user has.
- Damp: Water, Ice, and Fire-type moves deal 50% damage to user, but Electric-type moves deal 200% damage.
- Defeatist: Takes away 1/6th of user's HP after every KO
- Defiant: This Pokemon's Attack is boosted by 1 for each of its stats that is lowered by a foe.
- Draconate: Turns Normal moves into Dragon moves and boosts them by 1.4x
- 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)
- Environmentalist: User sets Grassy Terrain for 5 turns on switch-in. Affected by Cherry Blossom
- 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
- Flower Veil: Powers up all Grass-type moves user uses by 1.5x
- Flower Gift: Increases user's and friendly Pokémon's Attack and Special Defense to 1.5x during strong sunlight.
- Forewarn: Reveals foe's two strongest moves to user
- Forecast: Changes Castform's type and form to match the weather. Summons weather depending on what weather stone the user is holding.
- Friend Guard: When user switches out, the Pokemon that the user switches into has its Defense and Special Defense raised by 1 stage each
- Geo Affinity: Turns Normal moves into Ground moves and boosts them by 1.4x
- 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)
- 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
- Healer: When user switches out, the Pokemon that the user switches into has its HP healed by 33% of its max HP
- Heatproof: The user heals up to 25% of it’s maximum HP when hit with Fire-type moves
- High Tide: User sets Gravity for 5 turns on switch-in. Affected by Graverald
- Hyper Cutter: User's Attack cannot be lowered, and in addition, the user gets +1 Attack every time it switches in
- Hydrate: Turns Normal moves into Water moves and boosts them by 1.4x
- Hydraulic: Doubles the power of Water, Fire, Ice, and Electric moves with 60 BP or less
- 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
- 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
- Insectate: Turns Normal moves into Bug moves and boosts them by 1.4x
- Invisible Box: User sets Light Screen and Reflect for 5 turns each on switch-in. Affected by Light Clay
- Iron Fist: Boosts the power of punching moves by 1.4x
- 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
- Keen Eye: User's Accuracy cannot be lowered, and in addition, the user gets +1 Accuracy every time it switches in
- Leaf Guard: Removes all status conditions at the end of the turn in heavy sunlight
- Magma Armor: Damages attacking Pokémon for 1/8 their max HP on contact.
- 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
- 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)
- Mistbringer: User sets Misty Terrain for 5 turns on switch-in. Affected by Fairy Dust
- Normalize: Boosts the power of all Normal-type moves by 1.5x (stacks with STAB)
- Pickup: When user switches in, all entry hazards are removed unless user dies to hazards
- Pixilate: Turns Normal moves into Fairy moves and boosts them by 1.4x
- Poison Point: Pokemon that make contact with user have a 30% chance to be badly poisoned
- Poison Touch: Pokemon that user makes contact with have a 30% chance to be badly poisoned
- Psychokinate: Turns Normal moves into Psychic moves and boosts them by 1.4x
- Refrigerate: Turns Normal moves into Ice moves and boosts them by 1.4x
- Pure Power: Doubles Special Attack in battle.
- Run Away: User cannot be trapped
- 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
- Sand Force: User's Attack is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
- Sand Rush: User's Speed is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
- Sand Veil: User's Defense is raised by 1.5x in a sandstorm, and Pokemon with this ability are immune to damage from sandstorm
- Shed Skin: Has a 50% chance of curing any major status ailment after each turn.
- 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
- Shield Dust: User is immune to the negative effects of being burned, poisoned, and paralyzed
- Snow Cloak: User's Defense is raised by 1.5x in hail, and Pokemon with this ability are immune to damage from hail
- Snow Rush: User's Speed is raised by 1.5x in hail, and Pokemon with this ability are immune to damage from hail
- Solar Panel: User's HP is restored by 12.5% at the end of each turn in heavy sunlight
- Solar Power: User's Special Attack is raised by 1.5x in heavy sunlight
- 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
- Sweet Veil: Prevents user and next switch-in from being inflicted with status conditions
- Symbiosis: The user heals up to 25% of it’s maximum HP when hit with Grass-type moves
- Tangled Feet: Raises user's Speed by 1.5x when confused, and user cannot hit self in confusion
- Telepathy: Raises user's Special Attack by one stage every time it gets a KO
- Teravolt: Electric type moves used by the user are boosted by 1.3x, and can bypass immunities
- Turboblaze: Fire type moves used by the user are boosted by 1.3x, and can bypass immunities
- Tough Claws: Boosts the power of contact moves by 1.3x
- 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
- Wonder Skin: Lowers damage of contact attacks by 0.75x and the damage of non-contact attacks by 0.9x
- 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"
- Wonderer: Summons Wonder Room for 5 turns upon switch-in. Affected by Wonderful Stone
- Water Veil: The user is immune to the burn status. If the user is a Water type, heals 1/16th health each turn.
- Warped Mind: Summons Trick Room for 5 turns upon switch-in. Affected by Strange Relic
- White Smoke: Prevents stat drops, including stat drops inflicted by the user.
- Zen Mode: Changes Darmanitan's form
- ITEMS
- Copper Wire - Electric Terrain lasts for 8 turns instead of 5.
- Fairy Dust - Misty Terrain lasts for 8 turns instead of 5.
- Cherry Blossom - Grassy Terrain lasts for 8 turns instead of 5.
- Graverald - Gravity lasts for 8 turns instead of 5
- Wonderful Stone - Wonder Room lasts for 8 turns instead of 5
- Strange Relic - Trick Room lasts for 8 turns instead of 5
- Chill Drive - Changes Genesect's typing to Steel / Ice. Techno Blast is an Ice type and has a 10% chance to freeze.
- Shock Drive - Changes Genesect's typing to Steel / Electric. Techno Blast is an Electric type move and has a 10% chance to paralyze.
- Burn Drive - Changes Genesect's typing to Steel / Fire. Techno Blast is a Fire type move and has a 10% chance to burn.
- Douse Drive - Changes Genesect's typing to Steel / Water. Techno Blast is a Water type move and has a 10% chance to flinch.
- Elemental Gems - They are all allowed and boost moves by 1.5x instead of 1.3x
- Thick Club: Gives Cubone and Marowak a 1.5x instead of 2x
- 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!)
- 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.)
- Sacred Gem - Boost the user's Water-type and Fighting-type attacks by 1.1x. Turns Keldeo into its Resolution form.
- TYPE CHART
- Ice-Type: Now resists Water and Normal
- Water-type: Now is weak to Poison
- Normal-Type: Now resists Fairy and Dragon
- Fairy-Type: No longer resists Bug, now is weak to Normal
- Grass-type: No longer weak to Ice
- Rock-type: Now resists Rock
- Bug type: No longer weak to Rock, no longer resists Grass, now resists Dark
- Fighting-type: No longer resists Bug, now is weak to Poison
- Ghost-type: No longer resists Bug and Poison, now resists Psychic, no longer weak to Dark
- Dark-type: Now weak to Dark
- Steel-type: No longer is immune to Poison, now resists Ghost and Poison, no longer resists Psychic or Steel
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