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  1. Dark Pulse - D8 Magical Dark Damage. Roll a d10: if 9 or 10, the target is flinched.
  2. Dark Void - Roll a d20 for each of the enemy targets (up to 3): if the result is 11 or more, the target falls asleep
  3. Darkest Lariat - D9 Physical Dark Damage. Ignores Armor gain from stat boosts.
  4. Dazzling Gleam - D8 Magical Fairy Damage. Hits up to 3 enemy targets
  5. Decorate - Increase another ally's Wisdom and Intelligence by +2
  6. Defend Order - The user receives -2 Physical and Magical Damage reduction. Stacks up to 4 times.
  7. Defense Curl - The user receives -2 Physical Damage reduction. Stacks up to 4 times. Doubles the power of Rollout.
  8. Defog - Reduce the target's Dexterity by -2. The move also removes traps laid out by enemies
  9. Destiny Bond - If the user gets KOed after using this move, the attacker is also KOed.
  10. Detect - The user cannot be hit by any move for the rest of the turn.
  11. Diamond Storm - D10 Physical Rock Damage. Roll a d2. If the result is 2, the User receives +5 Physical Damage reduction.
  12. Dig - D8 Physical Ground Damage. Untargetable on the first turn, deals damage on the 2nd turn. Cannot be used if the user is not on solid ground
  13. Disable - Roll a d20 + Charisma. If the result is higher than the target's resistance check, the target cannot use the last move it had used. Cannot affect more than one move at once.
  14. Disarming Voice - D4 Magical Fairy Damage. Cannot miss.
  15. Discharge - D8 Magical Electric Damage. Hits nearby foes and allies. Roll a d20 for each of them: if the result is 15 or more, the target is paralyzed.
  16. Dive - D8 Physical Water Damage. Untargetable on the first turn, deals damage on the 2nd turn. Cannot be used if there's no water surface nearby the user.
  17. Dizzy Punch - D7 Physical Normal Damage. Roll a d10. If the result is 9 or 10, the target is confused.
  18. Doom Desire - D14 Magical Steel Damage. This move deals damage on the 3rd turn after its activation. No more than one Doom Desire can be used at one time
  19. Double Hit - 2D4 Physical Normal Damage.
  20. Double Iron Bash - 2D6 Physical Steel Damage. Roll 2d20: if either roll is 15 or higher, the target is flinched
  21. Double Kick - 2D3 Physical Fighting Damage
  22. Double Slap - (N)D2 Physical Normal Damage. N equals to the result of a d4 roll +1
  23. Double Team - Increase the User's Dexterity by +2 for 5 turns. Stackable.
  24. Double Edge - D12 Physical Normal Damage. User loses health equal to 1/3 of the damage it dealt.
  25. Draco Meteor - D12 Magical Dragon Damage. If the move is successful, user gets -5 to Intelligence
  26. Dragon Ascent - D12 Physical Flying Damage. If the move is successful, user receives +2 damage from Physical and Magical attacks.
  27. Dragon Breath - D6 Magical Dragon Damage. Roll a d20: if the result is 15 or higher, the target is paralyzed
  28. Dragon Claw - D8 Physical Dragon Damage.
  29. Dragon Dance - Increase the User's Strength and Dexterity by +2
  30. Dragon Darts - 2D5 Physical Dragon Damage. The second roll can hit a different target from the first one.
  31. Dragon Hammer - D9 Physical Dragon Damage
  32. Dragon Pulse - D9 Magical Dragon Damage
  33. Dragon Rage - Always deals X Damage
  34. Dragon Rush - D10 Physical Dragon Damage. Roll a d20: if the result is 9 or 10, the target is flinched. Accuracy check always fails if result is 5 or lower.
  35. Dragon Tail - D6 Physical Dragon Damage. Always acts last. The target is forced away from the battle. (do something extra)
  36. Drain Punch - D8 Physical Fighting Damage. Heal the user for 1/2 of the damage dealt
  37. Draining Kiss - D5 Magical Fairy Damage. Heal the user for 3/4 of the damage dealt
  38. Dream Eater - D10 Magical Psychic Damage. Heal the user for 1/2 of the damage dealt. Always fails if the target is not Asleep
  39. Drill Peck - D8 Physical Flying Damage.
  40. Drill Run - D9 Physical Ground Damage. Roll a d2: if 2, the damage is doubled.
  41. Drum Beating - D8 Physical Grass Damage. Reduce the Target's Dexterity by 2.
  42. Dual Chop - 2D4 Physical Dragon Damage.
  43. Dynamax Cannon - D10 Physical Dragon Damage. Deals 2x damage against Dynamaxed targets
  44. Dynamic Punch - D10 Physical Fighting Damage. The target is confused. Accuracy check always fails if result is 10 or lower.
  45. Earth Power - D9 Magical Ground Damage. Roll a d10: getting 10 reduces the target's Special Damage resistance by 2
  46. Earthquake - D10 Physical Ground Damage. Hits all active enemies and allies.
  47. Echoed Voice - D4 Magical Normal Damage. Dice size doubles for every turn this move has been used in succession (up to D16)
  48. Eerie Impulse - Reduce the target's Intelligence by 5
  49. Egg Bomb - D10 Physical Normal Damage. Accuracy check always fails if result is 5 or lower.
  50. Electric Terrain - Set up an electrified terrain for 5 turns. While the terrain is active, battlers cannot fall Asleep. Electric-type attacks deal 30% more damage.
  51. Electrify - The target's next attack turns into an Electric-type attack.
  52. Electro Ball - D(N) Magical Electric Damage. N is defined how high the user's Dexterity is compared to its target (minimum 4, maximum 15)
  53. Electroweb - D6 Magical Electric Damage. Reduce the target's Dexterity by 2.
  54. Embargo - Roll a d20. If the result + user Charisma is higher than the target's check, the target cannot use any item for the rest of the battle
  55. Ember - D4 Magical Fire Damage
  56. Encore - Roll a d20. If the result + user Charisma is higher than the target's check, the target is forced to use the last move it had used. Lasts for 3-5 turns.
  57. Endeavor - The target's health becomes the same as the user's
  58. Endure - Until the next turn, the user's health cannot go below 1
  59. Energy Ball - D9 Magical Grass Damage. Roll a d10: if 10, reduce the target's Magical Damage resistance by 2.
  60. Entrainment - Roll a d20. If the result + user Charisma is higher than the target's check, the target's ability becomes the same as the user's
  61. Eruption - D(N) Magical Fire Damage. N is defined by the percentage of user's remaining health (N can range between 1 and 15)
  62. Eternabeam - D16 Magical Dragon Damage. The user cannot act on the following turn.
  63. Explosion - D25 Physical Normal Damage. Hits all enemies and allies. The user faints after using this move.
  64. Extrasensory - D8 Magical Psychic Damage. Roll a d10: if 9 or 10, the target is flinched
  65. Extreme Speed - D8 Physical Normal Damage. Always acts first. Overrides other moves with 'Always acts first'
  66. Facade - D7 Physical Normal Damage. Damage is doubled if the user has a major status condition
  67. Fairy Lock - Enemies cannot switch out until the next turn
  68. Fairy Wind - D4 Magical Fairy Damage.
  69. Fake Out - D4 Physical Normal Damage. All other moves have to act before this one. The target always flinched. The move always fails if it's not the user's first turn.
  70. Fake Tears - Reduce the target's Magical Damage resistance by 5
  71. False Surrender - D8 Physical Dark Damage. Cannot miss.
  72. Flase Swipe - D4 Physical Normal Damage. Cannot KO the target
  73. Feather Dance - Reduce the target's Strength by 5. Stackable up to 3 times.
  74. Feint - D3 Physical Normal Damage. Always acts first. Overrides other moves with 'Always acts first'. Ignores all Protect-based moves.
  75. Feint Attack - D6 Physical Dark Damage. Cannot miss.
  76. Fell Stinger - D5 Physical Bug Damage. If the target is KOed, the user's Strength increases by 8
  77. Fiery Dance - D8 Magical Fire Damage. Roll a d2: if 2, increase the user's Intelligence by 2.
  78. Final Gambit - Deals damage equal to the user's current health. If successful, the user faints.
  79. Fire Blast - D11 Magical Fire Damage. Roll a d10: if 10, the target is Burned.
  80. Fire Fang - D7 Physical Fire Damage. Roll 2d10: if the first roll is 10, the target is Burned; if the second roll is 10, the target is flinched.
  81. Fire Lash - D8 Physical Fire Damage. Reduce the target's Physical Damage resistance by 2.
  82. Fire Pledge - D8 Magical Fire Damage. If Water/Grass Pledge have been used, damage is increased by 50%
  83. Fire Punch - D8 Physical Fire Damage. Roll a d10: if 10, the target is burned
  84. Fire Spin - D4 Magical Fire Damage. For 5 turns, the target cannot switch out and gets 5% of its max health as damage
  85. First Impression - D9 Physical Bug Damage. Always acts first. Always fails if it's not the user's first turn.
  86. Fishious Rend - D9 Physical Water Damage. If the user acts before the target, the damage is doubled
  87. Fissure - Roll a d20: if the result is 18 or more, the target is instantly KOed. Has no effect on Flying-type enemies, Sturdy enemies or enemies of a higher level than the user's
  88. Flail - D(N) Physical Normal Damage. N is defined by how much health the user is missing (N goes from 2 to 20)
  89. Flame Burst - D7 Magical Fire Damage. Enemies nearby the target lose 5% of their max health.
  90. Flame Charge - D5 Physical Fire Damage. Increase the user's Dexterity by 2.
  91. Flame Wheel - D6 Physical Fire Damage. Roll a d10: if 10, the target is burned. Instantly thaws out of Frozen status.
  92. Flamethrower - D9 Magical Fire Damage. Roll a d10: if 10, the target is burned.
  93. Flare Blitz - D12 Physical Fire Damage. Roll a d10: if 10, the target is burned. The user loses health equal to 1/3 of the damage dealt
  94. Flash - The target's next move will fail the accuracy check if the result is 10 or lower.
  95. Flash Cannon - D8 Magical Steel Damage. Roll a d10: if 10, the target's Magical Damage resistance is lowered by 2.
  96. Flatter - Increase the enemy target's Intelligence by 2. The target is now confused
  97. Fleur Cannon - D13 Magical Fairy Damage. The user's Intelligence is reduced by 2.
  98. Fling - D(N) Physical Dark Damage. N is defined by the thrown item (N goes from 1 to 13)
  99. Floaty Fall - D9 Physical Flying Damage. Roll a d10: if 8 or higher, the target is flinched.
  100. Floral Healing - Restore 50% of the target's HP. If Grassy Terrain is active, restore 66% of its HP instead
  101. Flower Shield - Increase the Physical Damage resistance of all active Grass-types by 2.
  102. Fly - D10 Physical Flying Damage. Hits on the 2nd turn after use. User is invulnerable during 1st turn.
  103. Flying Press - D10 Physical Fighting Damage. Also counts as a Flying-type move.
  104. Focus Blast - D12 Magical Fighting Damage. Roll a d10: if 10, the target's Magical Damage resistance is reduced by 2. The accuracy check fails if 6 or lower
  105. Focus Energy - The user's next 3 moves have an extra d2 roll: if 2, the move will deal twice the damage. Moves that already have the d2 roll will always deal twice the damage.
  106. Focus Punch - D15 Physical Fighting Damage. The user acts last for the turn. Fails if the user has been dealt attack damage.
  107. Follow Me - Always acts first. Overrides other 'always acts first' moves. Enemy moves have to target the user until the end of the turn.
  108. Force Palm - D6 Physical Fighting Damage. Roll a d10: if 8 or higher, the target is paralyzed.
  109. Foresight - Roll a d20. If the result + user Charisma is higher than the target's check, the user's moves will always hit the target until it switches out. Ghost-type immunity is also negated.
  110. Forest's Curse - The target is also treated as a Grass-type
  111. Foul Play - D10 Physical Dark Damage. Uses the target's Strength instead of the user's
  112. Freeze Shock - D14 Physical Ice Damage. User charges on 1st turn and acts on second. Roll a d10: if 8 or higher, the target is Paralyzed
  113. Freeze-Dry - D7 Special Ice Damage. Super-effective against Water types
  114. Freezy Frost - D9 Special Ice Damage. Negate all battle-related stat changes.
  115. Frenzy Plant - D15 Magical Grass Damage. The user cannot act on the next turn.
  116. Frost Breath - D6 Magical Ice Damage. Always deals critical damage.
  117. Frustration - D(N) Physical Normal Damage. N depends on how angry the user is (N goes from 1 to 10)
  118. Fury Attack - (N)D2 Physical Normal Damage. N depends on the result of a d4 roll + 1
  119. Fury Cutter - D4 Physical Bug Damage. Roll number doubles with each consecutive use of the move (up to D16)
  120. Fury Swipes - (N)D2 Physical Normal Damage. N depends on the result of a d4 roll + 1
  121. Fusion Bolt - D10 Physical Electric Damage. Damage is increased by 50% if Fusion Flare has been used before this move.
  122. Fusion Flare - D10 Magical Fire Damage. Damage is increased by 50% if Fusion Flare has been used before this move.
  123. Future Sight - D12 Magical Psychic Damage. Deals damage on the 3rd turn after the move has been used. Only one Future Sight can be active at one time.
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