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Abilities, Capabilities, Moves, & Types

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  1. [h2]Abilities[/h2]
  2. [spoiler][spoiler][b]Ability: [/b]Absolution[br]
  3. Scene x 2 – Swift Action[br]
  4. [b]Trigger: [/b]The user rolls Damage[br]
  5. [b]Effect:[/b] The user loses a Tick of Hit Points, and gains a bonus to the triggering damage roll equal to 5 + their Tick Value. Absolution may be activated ignoring Frequency while in a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7).|A-C[/spoiler][br]
  6. [spoiler][b]Ability:[/b] Acceleration[br]
  7. Static[br]
  8. [b]Effect:[/b] The user increases the Damage Base of all Priority Moves by +2.[br]|Acceleration[/spoiler][br]
  9. [spoiler][b]Ability:[/b] Adrenaline[br]
  10. Static[br]
  11. [b]Effect: [/b]While below 50% of its max Hit Points, the user’s Speed is raised 2 Combat Stages. If no longer below 50% of its maximum Hit Points, the user loses any Combat Stages gained this way|Adrenaline[/spoiler][br]
  12. [spoiler][b]Ability: [/b]Alchemist's Cloak[br]
  13. Static[br]
  14. [b]Effect: [/b]The user may hold a Herbal item within their cloak. This is in addition to any held items being held normally. This Herbal item may be consumed by the user as normal when appropriate, and does not count towards the Snack Food limit for the user. This Herbal Item cannot be removed, stolen, consumed, or destroyed by any external forces.|Alchemist's Cloak[/spoiler][br]
  15. [spoiler][b]Ability:[/b] Allure[br]
  16. At-Will – Swift Action[br]
  17. [b]Target: [/b]Pokémon or Trainer of the opposite gender within 5 meters[br]
  18. [b]Effect:[/b] Lower the target’s Evasion by 1. You may target a specific foe only once per Scene with Allure.|Allure[/spoiler][br]
  19. [spoiler][b]Ability:[/b] Atomize[br]
  20. At-Will – Free Action[br]
  21. [b]Trigger: [/b]The user uses a Normal-Type damaging Move.[br]
  22. [b]Effect:[/b] The Move is changed to be Nuclear-Type.|Atomize[/spoiler][br]
  23. [spoiler][b]Ability: [/b]Baa'd Dreams[br]
  24. Scene x 2 – Free Action[br]
  25. [b]Trigger: [/b]An enemy Trainer or Pokémon within 6 meters of the user falls Asleep[br]
  26. [b]Choose One Effect: [/b]You gain +1 Special Attack Combat Stage or regain 1 Tick of HP.[br]
  27. [b]Note:[/b] This Ability replaces Dreamdery's Sprint Ability.|Baa'd Dreams[/spoiler][br]
  28. [spoiler][b]Ability:[/b] Beguiling Song[br]
  29. Daily - Free Action[br]
  30. [b]Effect:[/b] Connection - Beguile. When the user uses Beguile, they may activate this Ability to cause targets hit by Beguile to become Exhausted after they finish their Shift.|Beguiling Song[/spoiler][br]
  31. [spoiler][b]Ability:[/b] Blaze Boost[br]
  32. At-Will – Swift Action[br]
  33. [b]Trigger: [/b]The user rolls a Critical Hit with a damaging Fire Type Move or causes an opponent to Faint with a damaging Fire Type Move[br]
  34. [b]Effect:[/b] The user gains +1 Combat Stage in Attack, Special Attack, and Speed.|Blaze Boost[/spoiler][br]
  35. [spoiler][b]Ability:[/b] Bloodlust[br]
  36. At-Will – Free Action[br]
  37. [b]Trigger:[/b] The user damages an opponent with a Melee Attack.[br]
  38. [b]Effect:[/b] The user gains a tick of temporary Hit Points.|Bloodlust[/spoiler][br]
  39. [spoiler][b]Ability:[/b] Brave Heart[br]
  40. Scene – Free Action[br]
  41. [b]Trigger:[/b] A foe within 5 meters uses a Move or Ability to raise its Combat Stages[br]
  42. [b]Effect:[/b] The user’s Attack raises by the same number of Combat Stages granted by the opponent’s Move or Ability|Brave Heart[/spoiler][br]
  43. [spoiler][b]Ability: [/b]Bullet Time[br]
  44. Static[br]
  45. [b]Effect: [/b]Whenever the user uses a Physical or Special Move with the Interrupt or Priority keywords, that attack is considered Range 6, 1 target.[br]
  46. [b]Note:[/b] This Ability replaces Somberado's Sand Veil Ability.|Bullet Time[/spoiler][br]
  47. [spoiler][b]Ability:[/b] Burning Passion[br]
  48. Static[br]
  49. [b]Effect: [/b]Whenever the user causes a Burn with a damaging Fire-Type Attack, the target is also Infatuated.|Burning Passion[/spoiler][br]
  50. [spoiler][b]Ability: [/b]Champion's Choice[br]
  51. Static[br]
  52. [b]Effect: [/b]Hitmonchamp's Basic, Advanced, and High Abilities can be chosen from those of Hitmonlee, Hitmonchan, and Hitmontop, using the same 'slots' as those Pokemon. For instance, you may use one of Hitmontop's Basic Abilities as a Basic Ability, but you may not use one of Hitmontop's Advanced or High Abilities as a Basic Ability. You may mix and match the Abilities of the three Pokemon as desired within this constraint. These choices are made upon evolution, and are permanent.|Champion's Choice[/spoiler][br]
  53. [spoiler][b]Ability: [/b]Chernobyl[br]
  54. Scene x 2 – Swift Action[br]
  55. [b]Effect: [/b]The Weather changes to be @[Nuclear Fallout](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 1 full round.|Chernobyl[/spoiler][br]
  56. [spoiler][b]Ability: [/b]Chlorofury ★[br]
  57. Daily – Swift Action[br]
  58. [b]Effect: [/b]The user gains +1 Combat Stage in Special Attack and Special Defense. If it is Sunny, double the amount of Combat Stages raised.|Chlorofury ★[/spoiler][br]
  59. [spoiler][b]Ability:[/b] Coldfire Star[br]
  60. Scene - Swift Action[br]
  61. [b]Trigger: [/b]You successfully hit with a Fire-type or Ice-type attack.[br]
  62. [b]Effect: [/b]The target is now Frozen (if they were hit with a Fire-type attack) or Burned (if hit with an Ice-type attack). (Note: Only affects one foe if triggered by a multi-target attack)|Coldfire Star[/spoiler][br]
  63. [spoiler][b]Ability:[/b] Conditioning[br]
  64. Static[br]
  65. [b]Effect:[/b]Whenever this Pokémon is damaged by a damaging Move, it gains 5 DR against that Move for one full round. If it is damaged by a Move that it already has DR against, its existing DR is instead increased by 5, and the duration of the DR is refreshed to one full round. Defensive|Conditioning[/spoiler][br]
  66. [spoiler][b]Ability:[/b] Content[br]
  67. At-Will – Free Action[br]
  68. [b]Trigger: [/b]The user ends its turn without having used a Physical or Special Attack[br]
  69. [b]Effect: [/b]The user gains a tick of Temporary Hit Points|Content[/spoiler][br]
  70. [spoiler][b]Ability:[/b] Conundrum[br]
  71. Scene - Free Action[br]
  72. [b]Trigger: [/b]The user is hit with a Melee Attack.[br]
  73. [b]Effect: [/b]The attacking foe becomes Confused.|Conundrum[/spoiler][br]
  74. [spoiler][b]Ability: [/b]Crafty Crafter[br]
  75. Daily - Extended Action[br]
  76. [b]Effect:[/b] The user knows how to make useful consumable trap-making items from almost nothing. The user may craft one of the items below by activating this Ability. Items made with this Ability have no inherent cash value, and cannot be sold.
  77. [small][ul][li]Caltrops[/li]
  78. [li]Toxic Caltrops[/li]
  79. [li]Smokeball[/li]
  80. [li]Weighted Net (50 HP)[/li]
  81. [li]Simple Javelin (Short-Range Weapon. Adept Move: Cheap Shot.)[/li][/ul][/small]|Crafty Crafter[/spoiler][br]
  82. [spoiler][b]Ability: [/b]Crystal Absorption[br]
  83. Static[br]
  84. [b]Effect: [/b]The user does not take damage from Glass-Type Moves. Whenever the user uses or is hit by an Glass-Type Move, the user is healed by 1/10th of their Max HP.|Crystal Absorption[/spoiler][br]
  85. |Absolution[/spoiler][br]
  86. [spoiler][spoiler][b]Ability:[/b] Dampening Shock[br]
  87. Scene - Free Action[br]
  88. [b]Trigger: [/b]You paralyze a target.[br]
  89. [b]Effect:[/b] While that target remains Paralyzed, they also deal 5 less damage with all attacks with a Damage Base.|D-G[/spoiler][br]
  90. [spoiler][b]Ability: [/b]Dazzle[br]
  91. Static[br]
  92. [b]Effect: [/b]The user’s damaging Fire-Type attacks cause the target to reduce their Accuracy by 1 on 18+, and the Effect Range for Burn on these Moves is increased by +1. If the Move does not cause Burning, it now causes Burn on a roll of 20.|Dazzle[/spoiler][br]
  93. [spoiler][b]Ability: [/b]Deafening Wail[br]
  94. Static[br]
  95. [b]Effect:[/b] Whenever the user uses a Move with the Sonic keyword, they may increase that Move’s Damage Base by +2 (if it has a Damage Base) and that Move Flinches on a roll of 19+. Any targets hit by a Move you have changed in this way are treated as if they have the Ability Soundproof until the end of your next turn.|Deafening Wail[/spoiler][br]
  96. [spoiler][b]Ability: [/b]Deep Freeze[br]
  97. Scene – Free Action[br]
  98. [b]Trigger: [/b]The user is hit with a Melee Attack.[br]
  99. [b]Effect:[/b] The attacking foe becomes Frozen. The foe is automatically cured of the Frozen Condition after 1 full round.|Deep Freeze[/spoiler][br]
  100. [spoiler][b]Ability: [/b]Den Mother[br]
  101. Scene - Free Action[br]
  102. [b]Target: [/b]Allied Pokemon at least 10 levels lower than the user within line of sight of the user.[br]
  103. [b]Effect:[/b] Choose one between Attack or Special Attack. The target raises that Combat Stage by +1. The user gains 5 DR. The user gains +4 to all skill checks to Intercept for the target for the rest of the scene.[br]
  104. [b]Note:[/b] This Ability replaces the Cardinite-line's High Ability.|Den Mother[/spoiler][br]
  105. [spoiler][b]Ability:[/b] Dirty Fighter ★[br]
  106. Static[br]
  107. [b]Effect:[/b] The user does +5 damage with Ground and Dark-type Moves. They also gain a +2 bonus to opposed checks during Combat Maneuvers.|Dirty Fighter ★[/spoiler][br]
  108. [spoiler][b]Ability:[/b] Discretion[br]
  109. Static[br]
  110. [b]Effect: [/b]If the user misses with a Move that does not have the Smite keyword, the Move’s Frequency is not expended.|Discretion[/spoiler][br]
  111. [spoiler][b]Ability: [/b]Disenchant[br]
  112. Static[br]
  113. [b]Effect: [/b]The user is immune to Fairy-Type attacks. Defensive.[br]
  114. [b]Bonus: [/b]If the user is hit by a damaging Fairy-Type attack, the user of that attack loses 1 CS in the stat used to make that attack.|Disenchant[/spoiler][br]
  115. [spoiler][b]Ability:[/b] Dollure[br]
  116. At-Will[br]
  117. [b]Effect: [/b]Connection - Pay Day. The user may activate this Ability when using Pay Day to change its text to the following for that use:[br]
  118. [small][b]AC: [/b]None[br]
  119. [b]Class: [/b]Status[br]
  120. [b]Range:[/b] Field, Hazard[br]
  121. [b]Effect: [/b]Pay Day scatters metal coins equal in value to 1d8 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins. Place 4 square meters of Pay Day hazards. If a Foe moves within 2 meters of a space occupied by Pay Day, they must use the remainder of their Shift to move towards standing in Pay Day's space (if possible). When that happens, the Pay Day hazard causes the user to lose 1/10th of their full Hit Point value. Pay Day is considered to be dealing damage; Apply Weakness and Resistance. Do not apply stats. A creature who has been hit by a Pay Day Hazard cannot get hit by another in the same encounter until it is returned to a Poké Ball and then sent back out. [/small]|Dollure[/spoiler][br]
  122. [spoiler][b]Ability: [/b]Dragon School[br]
  123. Static[br]
  124. [b]Effect: [/b]The Minigon line's Advanced and High Abilities depend on the individual Pokemon's chosen Martial Art style. Upon obtaining Dragon School, select one of the schools below. This choice cannot be changed.[br]
  125. [small][ul][li]1) School of the Vengeful Hydreigon - Cruelty / Twisted Power[/li]
  126. [li]2) School of the Untouchable Masquerain - Parry / Instinct[/li]
  127. [li]3) School of the Unstoppable Zangoose - Tough Claws / Infiltrator[/li]
  128. [li]4) School of the Arcanine's Soul - Conqueror / Aura Storm[/li]
  129. [li]5) School of the Leek Master - Technician / Super Luck[/li]
  130. [li]6) School of the Serperior's Wit - Decoy / Regal Challenge[/li][/ul][/small]|Dragon School[/spoiler][br]
  131. [spoiler][b]Ability:[/b] Dust Devil[br]
  132. At-Will - Free Action[br]
  133. [b]Trigger:[/b] You are hit by a damaging melee attack.[br]
  134. [b]Effect:[/b] Connection – Disintegrate. Once per Scene per Move, the following Moves may be used as if they had the following bonuses:[br]
  135. [b]- Dirt Cloud:[/b] The user may immediately Disengage from a foe who activated Dust Devil's Trigger and use Dirt Cloud as if its Range were "Line 4" and had the "Reaction" keyword instead of "Ranged 2, Blast 2".[br]
  136. [b]- Disintegrate: [/b]The user may treat Disintegrate as if it also had the "Reaction" keyword to Dust Devil's Trigger. Resist the damage done one step further. The user may Shift up to half of their Overland or Sky (whichever is lower) and gain the Resolution Effect of Disintegrate.[br]
  137. [b]- Sandstorm:[/b] The user may use Sandstorm as if it had a Range of "Burst 2" and had the "Vortex, Hazard, Weather" keywords, and the "Reaction" keyword to Dust Devil's Trigger; this removes "Field" from the Range for this use of Sandstorm. While inside the Vortex, any legal targets of Sandstorm must succeed their normal Save to "dispel the vortex" every round spent inside the Area of Effect, or be subject to the effects of the a Vortex, even if they end their turn outside of the Area of Effect. Re-entering the Vortex does not reset the DC for the Save to dispel these effects. Successful Saves only negate Hit Point Loss for that round, but do not reset if the target leaves and re-enters the Vortex Area of Effect. All legal targets are affected by Weather Conditions of Sandstorm every round spent in the Area of Effect. A second use of Sandstorm may be used normally, but do not apply Weather Conditions twice.|Dust Devil[/spoiler][br]
  138. [spoiler][b]Ability: [/b]Eidetic Memory[br]
  139. Static[br]
  140. [b]Effect: [/b]The user cannot have its Moves Disabled, and is immune to the effects of the Memory Wipe Ability. The Pokemon may use Tracker on scents they have ever smelled in the past, no matter how long ago, with a DC of 8.|Eidetic Memory[/spoiler][br]
  141. [spoiler][b]Ability: [/b]Elementalist[br]
  142. Static[br]
  143. [b]Effect: [/b]The user gains STAB on Fire, Electric, and Water-Type Moves.|Elementalist[/spoiler][br]
  144. [spoiler][b]Ability: [/b]Enlightenment ★[br]
  145. Static[br]
  146. [b]Effect: [/b]If at least 2 of the user's current stats are equal, then those stats will begin at +1 Default Combat Stage at the beginning of the encounter. If one of those stats is HP, the user begins with a tick of Temporary HP.[br]
  147. [b]Note:[/b] This Ability replaces the Taomarin-line's Basic Ability 1.|Enlightenment ★[/spoiler][br]
  148. [spoiler][b]Ability: [/b]Entangling Limbs[br]
  149. Scene – Free Action[br]
  150. [b]Trigger:[/b] The user is hit by a Melee Attack, and is not currently Grappling anyone.[br]
  151. [b]Effect:[/b] The attacking foe is Grappled by the user.|Entangling Limbs[/spoiler][br]
  152. [spoiler][b]Ability: [/b]Eventide ★[br]
  153. Static[br]
  154. [b]Effect:[/b] This Pokémon has two modes, Day and Night. In Day mode, the user’s default Defense CS is +1, and it gains a +2 bonus to Athletics and Acrobatics. In Night mode, the user’s default Special Attack CS is +1, and it gains a +3 bonus to Stealth. The mode depends on the time of day it is - day for Day mode and night for Night mode. Upon a change in modes, the old increased stat immediately loses 2 CS, and the new increased stat immediately gains 2 CS, representing a change in defaults.[br]
  155. This Pokemon gains a secondary typing depending on its mode: Rock-type for Day mode and Fire-type for Night mode. This ability may not be copied or swapped.[br]
  156. [b]Note:[/b] Shibalbat is changed to a pure Dark-type Pokemon before applying this Ability.|Eventide ★[/spoiler][br]
  157. [spoiler][b]Ability:[/b] Feedback[br]
  158. At-Will - Free Action[br]
  159. [b]Trigger: [/b] The user is hit by a damaging non-Melee Attack.[br]
  160. [b]Effect: [/b]The attacker loses Hit Points equal to a Tick of Hit Points.|Feedback[/spoiler][br]
  161. [spoiler][b]Ability: [/b]Feisty[br]
  162. Static[br]
  163. [b]Effect: [/b]The user treats its Attack as being 2 Combat Stages higher (to a maximum of 6) against Pokémon and Trainers that have more Combat Stages than it.|Feisty[/spoiler][br]
  164. [spoiler][b]Ability: [/b]Fighter's Finesse[br]
  165. Scene - Free Action[br]
  166. [b]Trigger: [/b]You hit a foe with a Weapon Attack or Struggle Attack.[br]
  167. [b]Effect:[/b] After the attack is resolved, you may immediately use a Disarm, Trip, or Push Maneuver against that foe as a Free Action. The Maneuver automatically hits, but you must still make an Opposed Roll.|Fighter's Finesse[/spoiler][br]
  168. [spoiler][b]Ability: [/b]Forage[br]
  169. Daily - Extended Action[br]
  170. [b]Effect: [/b]You may use Forage as an Extended Action which lasts at least 5 minutes. Roll 1d20; On 1-10, the user finds common @[berries](article:afacff92-1eac-438b-95d7-64943411f2de); On 11-15, the user finds mid-rarity @[berries](article:afacff92-1eac-438b-95d7-64943411f2de); On 16-19, the user finds rare @[berries](article:afacff92-1eac-438b-95d7-64943411f2de). Next, Roll 2d6. This user will find that many @[berries](article:afacff92-1eac-438b-95d7-64943411f2de). If you rolled a 20, the user will instead find 4d6 rare @[berries](article:afacff92-1eac-438b-95d7-64943411f2de).|Forage[/spoiler][br]
  171. [spoiler][b]Ability:[/b] Foundry[br]
  172. At-Will – Free Action[br]
  173. [b]Trigger:[/b] The user uses a Rock-Type damaging Move[br]
  174. [b]Effect: [/b]The Move is changed to be Fire Type.|Foundry[/spoiler][br]
  175. [spoiler][b]Ability:[/b] Full Force[br]
  176. Static[br]
  177. [b]Effect:[/b] When using a Move with a Damage Base that could be more than one value (not including Double Strike or Five Strike Moves), the Move is counted as being its highest Damage Base. This does not apply to moves that have a conditional damage boost that is of a different Frequency to the rest of the Move (such as Hex or Assurance).|Full Force[/spoiler][br]
  178. [spoiler][b]Ability: [/b]Geiger Sense[br]
  179. Static[br]
  180. [b]Effect:[/b] This Pokémon has +2 Accuracy against Nuclear-Type Pokémon and Pokémon that have been hit with a Nuclear-Type attack since the start of this Pokémon’s last turn. This bonus does not work in Nuclear Fallout, or against Pokémon with the Lead Skin Ability.|Geiger Sense[/spoiler][br]
  181. [spoiler][b]Ability: [/b]Ghost Hunter[br]
  182. Static[br]
  183. [b]Effect:[/b] Connection - Odor Sleuth. Whenever the user uses Odor Sleuth, the user may also ignore the effects of the Invisibility and Phasing capabilities.[br]
  184. [small](This means that the user may target and hit Intangible targets, may see Invisible targets, is aware of the location of Invisible targets, and does not suffer Accuracy penalties when attacking Invisible targets.)[/small]|Ghost Hunter[/spoiler][br]
  185. [spoiler][b]Ability:[/b] Glaciation ("Permafrost")[br]
  186. Static[br]
  187. [b]Effect:[/b]The user gains +5 DR in Hail or on snowy terrain. In addition, the user is immune to Hit Point loss from Hail|Glaciation ("Permafrost")[/spoiler][br]
  188. [spoiler][b]Ability: [/b]Glass Summon[br]
  189. Scene - Swift Action[br]
  190. [b]Effect:[/b] The Weather changes to be Glass Rain. The Glass Rain Weather persists until the end of the encounter, unless the user stops it as a Swift Action, or it is replaced by another Weather condition. While it is Glass Rain, all non-Glass Type Pokémon lose a Tick of HP at the beginning of their turn.|Glass Summon[/spoiler][br]
  191. [spoiler][b]Ability: [/b]Gravity Assist[br]
  192. At-Will, Free Action [br]
  193. [b]Trigger:[/b] The user is targeted by a Ranged, 1-Target Move while in an area that is Warped by the Move Gravity.[br]
  194. [b]Effect:[/b] Connection - Gravity. The attack does not hit the user. The user may redirect the triggering attack to a target or square that the attack's remaining range would allow it to reach, using the user's space as its origin. Do not reroll the attack, and use the original attacker for all calculations.|Gravity Assist[/spoiler][br]
  195. [spoiler][b]Ability: [/b]Guardian[br]
  196. Scene - Free Action[br]
  197. [b]Trigger:[/b] A cardinally adjacent Ally is hit by an attack.[br]
  198. [b]Effect: [/b]The attack misses the ally.|Guardian[/spoiler][br]
  199. |Dampening Shock[/spoiler][br]
  200. [spoiler][spoiler][b]Ability:[/b] Heliophobia[br]
  201. Static[br]
  202. [b]Effect:[/b] Whenever the user ends their turn in Sunny Weather, they lose a Tick of Hit Points. The user is immune to the damage and effects of Dark-Type Moves, and whenever the user is hit by a damaging Dark-Type Move or ends their turn in a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7), they gain a Tick of Hit Points.|H-M[/spoiler][br]
  203. [spoiler][b]Ability: [/b]Hoarder[br]
  204. Static[br]
  205. [b]Effect:[/b] The user may have multiple items in its inventory, equal in weight to the user's weight, with no one item larger than the user. These items cannot be stolen or removed by force, unless the user faints. They do not count as Held Items in any respect. As a Swift Action, the user may swap its current Held Item (if any) for an item in its inventory.|Hoarder[/spoiler][br]
  206. [spoiler][b]Ability: [/b]Honorable Challenge ★[br]
  207. Scene - Free Action[br]
  208. [b]Effect:[/b] Connection: Standoff. Upon using Standoff, both the user and the target are returned to 0 Combat Stages, may not use any Held Items during their duel, and ignore each others' Defensive Abilities.[br]
  209. [b]Note:[/b] This Ability replaces Buckston's Mold Breaker Ability.|Honorable Challenge ★[/spoiler][br]
  210. [spoiler][b]Ability: [/b]Hubris[br]
  211. Static[br]
  212. [b]Effect:[/b] Whenever the user’s Move causes a target to faint, it may raise its Special Attack Combat Stage by +1. You may only trigger Hubris once per Move, even if the Move causes multiple targets to faint.|Hubris[/spoiler][br]
  213. [spoiler][b]Ability:[/b] Ice Slick[br]
  214. Static[br]
  215. [b]Effect: [/b]While in Hail or under 50% Max Hit Points, the user's Initiative is doubled and they take no damage from Hail.|Ice Slick[/spoiler][br]
  216. [spoiler][b]Ability: [/b]Infuriate[br]
  217. Scene x 2 – Free Action[br]
  218. [b]Trigger: [/b]The user is damaged by a Physical Move[br]
  219. [b]Effect:[/b] The user gains +1 Attack CS.|Infuriate[/spoiler][br]
  220. [spoiler][b]Ability: [/b]Intoxicate[br]
  221. At-Will – Free Action[br]
  222. [b]Trigger:[/b] The user uses a Normal-Type damaging Move[br]
  223. [b]Effect:[/b] The Move is changed to be Poison Type.|Intoxicate[/spoiler][br]
  224. [spoiler][b]Ability:[/b] Jilted[br]
  225. Static[br]
  226. [b]Effect: [/b]The user may not make rolls to cure themselves of Infatuation. However, while Infatuated, all attacks used against the foe that Infatuated them cannot miss, and Infatuation will never prevent the user from targeting a foe.|Jilted[/spoiler][br]
  227. [spoiler][b]Ability:[/b] Lazy[br]
  228. Static[br]
  229. [b]Effect: [/b]When the user enters an encounter, it gains +5 DR but is Slowed. At the end of any of its turns, it may end this effect for the rest of the Scene, or until it returns to its Pokéball, as a Free Action.|Lazy[/spoiler][br]
  230. [spoiler][b]Ability: [/b]Lead Skin[br]
  231. Static[br]
  232. [b]Effect: [/b]The user is immune to Nuclear-Type attacks, and counts as a Steel-Type for the purposes of the Radiation Ability. Defensive.[br]
  233. [b]Bonus: [/b]The user is immune to being Poisoned or Badly Poisoned. Defensive.|Lead Skin[/spoiler][br]
  234. [spoiler][b]Ability:[/b] Leviathan's Wrath ★[br]
  235. Static[br]
  236. [b]Effect: [/b]Connection - Hyper Beam. Hyper Beam gains the Versatile keyword and its range becomes Line 10 instead of 10, 1 Target.[br]|Leviathan's Wrath ★[/spoiler][br]
  237. [spoiler][b]Ability:[/b] Lock And Load[br]
  238. Daily - Special[br]
  239. [b]Trigger:[/b] The user uses Payload[br]
  240. [b]Effect: [/b]Connection - Payload. When this Ability is activated, choose one effect; the user gains another Standard Action this round; or the user gains +2 Speed Combat Stages and their Overland Speed is increased by +2 for the remainder of the encounter.|Lock And Load[/spoiler][br]
  241. [spoiler][b]Ability:[/b] Lone Wolf[br]
  242. At-Will - Free Action[br]
  243. [b]Trigger:[/b] You make a Melee Attack against an enemy, and you have no allies adjacent to you or your target.[br]
  244. [b]Effect:[/b] You gain +2 Accuracy for the attack. If you hit, you do +5 damage.|Lone Wolf[/spoiler][br]
  245. [spoiler][b]Ability:[/b] Malice[br]
  246. Static[br]
  247. [b]Effect:[/b] Whenever foes within 3m of the user lose hit points from an effect that is not directly an Attack (so, Recoil and Night Shade would not be affected, but Hail and Toxic would be), the hit points lost are multiplied by 1.5x. More than one Malice Ability does not stack.|Malice[/spoiler][br]
  248. [spoiler][b]Ability: [/b]Mooch[br]
  249. Scene x 2 – Free Action[br]
  250. [b]Trigger:[/b] An adjacent Trainer or Pokémon turns in a Digestion Buff[br]
  251. [b]Effect: [/b]The user also gains the effects of that Buff|Mooch[/spoiler][br]
  252. |Heliophobia[/spoiler][br]
  253. [spoiler][spoiler][b]Ability:[/b] Nerve[br]
  254. Static[br]
  255. [b]Effect:[/b] Whenever the user’s Move causes a target to faint, it may raise its Special Attack Combat Stage by +1. You may only trigger Nerve once per Move, even if the Move causes multiple targets to faint.|N-P[/spoiler][br]
  256. [spoiler][b]Ability: [/b]Noctem[br]
  257. Scene x 3 – Swift Action[br]
  258. [b]Effect: [/b]The weather changes to be a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 1 full round.|Noctem[/spoiler][br]
  259. [spoiler][b]Ability: [/b]Orbital Tide[br]
  260. Scene x 3 – Free Action[br]
  261. [b]Effect: [/b]The Field is treated as Warped for 1 full round.|Orbital Tide[/spoiler][br]
  262. [spoiler][b]Ability: [/b]Overshadow[br]
  263. Static[br]
  264. [b]Effect: [/b]The user gains 5 DR against Pokémon of a smaller size category than it. Defensive[br]|Overshadow[/spoiler][br]
  265. [spoiler][b]Ability: [/b]Painful Poison[br]
  266. Scene - Free Action[br]
  267. [b]Trigger:[/b] You Poison a target.[br]
  268. [b]Effect: [/b]While that target remains Poisoned, they also take 5 additional damage from all attacks with a Damage Base.|Painful Poison[/spoiler][br]
  269. [spoiler][b]Ability: [/b]Panoply[br]
  270. Static[br]
  271. [b]Effect: [/b]The user gains +5 Damage Reduction. Defensive.|Panoply[/spoiler][br]
  272. [spoiler][b]Ability:[/b] Perfect Appeal[br]
  273. Static[br]
  274. [b]Effect:[/b] The user’s High Ability depends on its current State. The user’s State can be changed as an Extended Action.[br]
  275.  
  276. Platonic - Oblivious[br]
  277. Normative - Friend Guard[br]
  278. Dominant - Cruelty[br]
  279. Open - Aroma Veil[br]
  280. Submissive - Submissive (See below)[br]|Perfect Appeal[/spoiler][br]
  281. [spoiler][b]Ability:[/b] Petrify[br]
  282. At-Will – Swift Action[br]
  283. [b]Target:[/b] Pokémon or Trainer within 5 meters[br]
  284. [b]Effect: [/b]The target’s Speed is lowered by 1 Combat Stage. You may target a specific foe only once per Scene with Petrify.|Petrify[/spoiler][br]
  285. [spoiler][b]Ability:[/b] Perforate[br]
  286. Static[br]
  287. [b]Effect: [/b]Moves that the user gains STAB on are resisted one step less. Affected Moves that a target would normally be immune to are instead treated as being resisted one step.|Perforate[/spoiler][br]
  288. [spoiler][b]Ability:[/b] Phototroph[br]
  289. Daily x5 – Swift Action[br]
  290. [b]Effect:[/b] The user gains a Tick of Hit Points. Phototroph may only be used while the user is under 50% Hit Points or in Sunny Weather|Phototroph[/spoiler][br]
  291. [spoiler][b]Ability: [/b]Pinata Party[br]
  292. Static[br]
  293. [b]Effect: [/b]Connection - Self-Destruct OR Explosion. Whenever the user uses Explosion or any other move which sets their HP to -50%, they may also use the Move Fiesta as a Free Action, even if they do not have Fiesta in their Move List.[br]
  294. [b]Note:[/b]This Ability replaces Nobunata's Defiant Ability.|Pinata Party[/spoiler][br]
  295. [spoiler][b]Ability: [/b]Plugged In[br]
  296. At-Will - Swift Action[br]
  297. [b]Trigger:[/b] The user is adjacent to, or in the same space as, an Electric-type Pokemon, a robot, or a Medium-sized or larger electricity-using object (such as a Tesla coil, automobile, or portable generator).[br]
  298. [b]Effect: [/b]The user may either gain 5 DR until the end of their next turn, or may cause the triggering creature or object to lose a Tick of Hit Points. If they cause the target to lose a Tick of Hit Points, the user then regains a Tick of Hit Points.|Plugged In[/spoiler][br]
  299. [spoiler][b]Ability: [/b]Pollution[br]
  300. Scene x3 – Free Action[br]
  301. [b]Effect:[/b] The Weather changes to @[Acid Rain](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for one full round.[br]
  302. [b]Bonus: [/b]The user is immune to Hit Point loss from @[Acid Rain](article:86dcc088-faef-4341-80fe-4fa1473a46b7).|Pollution[/spoiler][br]
  303. [spoiler][b]Ability: [/b]Prism Regeneration[br]
  304. Static[br]
  305. [b]Effect: [/b]While the Weather is Glass Rain, the user gains a Tick of HP at the beginning of each of their turns. The user is not damaged by Glass Rain.|Prism Regeneration[/spoiler][br]
  306. [spoiler][b]Ability:[/b] Psych Out[br]
  307. At-Will – Swift Action[br]
  308. [b]Target:[/b] A Pokémon or Trainer within 5 meters.[br]
  309. [b]Effect: [/b]Lower the target’s Special Attack by 1 Combat Stage. You may target a specific foe only once per Scene with Psych Out|Psyche Out[/spoiler][br]|Nerve[/spoiler][br]
  310. [spoiler][spoiler][b]Ability: [/b]Quick Charge[br]
  311. Scene – Free Action[br]
  312. [b]Trigger:[/b] A Round begins[br]
  313. [b]Effect: [/b]The user may take their turn at the top of the round. Priority, Interrupt, or Reaction Moves or Abilities cannot be declared in response to the user’s turn.[br]
  314. [b]Bonus:[/b] The user’s Overland capability is increased by +2.|Q-S[/spoiler][br]
  315. [spoiler][b]Ability: [/b]Quickdraw[br]
  316. Static[br]
  317. [b]Effect:[/b] Trainers and Pokémon within 5m of the user (including the user), may not use Priority or Interrupt Moves outside of their Initiative, except for those with the Shield Keyword|Quickdraw[/spoiler][br]
  318. [spoiler][b]Ability: [/b]Radioactive (Sage Version) ★[br]
  319. Scene – Free Action[br]
  320. [b]Trigger: [/b]The user or an effect caused by the user Poisons a target[br]
  321. [b]Effect: [/b]The target is Irradiated instead. Irradiated acts like Poison, except that the afflicted target's Attack and Special Attack stats are lowered by 2 Combat Stages for as long as the Status Effect persists. It may be cured the same way that Poison and Bad Poison are cured. May apply to the Hazards left over after using Meltdown, even though the user is fainted.[br]
  322. [b]Bonus: [/b]The user's Nuclear-type Moves Poison on a 19+.[br]
  323. [b]Note:[/b] This Ability replaces the Icetope-line's High Ability.|Radioactive (Sage Version) ★[/spoiler][br]
  324. [spoiler][b]Ability:[/b] Radioactive[br]
  325. Static[br]
  326. [b]Effect:[/b] [ul][li]When dealing damage with a damaging attack against a Pokémon that is neither Steel-type or Nuclear-type, this Pokémon does [i]+X[/i] damage (before type-effectiveness).[/li]
  327. [li]When dealing damage with a damaging attack against a Pokémon that is Steel-type or Nuclear- type, this Pokémon does[i] -X[/i] damage (before type-effectiveness).[/li]
  328. [li]When taking damage from a damaging attack that is not Nuclear-Type, this Pokémon takes[i] +X[/i] damage (before type-effectiveness). This Pokémon does not take the extra damage while this Pokémon is in Nuclear Fallout.[/li]
  329. [li][i]X[/i] is equal to half this Pokémon’s tick value (to a minimum of 1). When this Pokémon is using a Nuclear-type Move, [i]X[/i] is instead equal to its tick value.[/li]
  330. [li]This Ability may not be disabled, copied, or swapped away in any way.[/li][/ul]|Radioactive[/spoiler][br]
  331. [spoiler][b]Ability:[/b] Rebuild[br]
  332. Static[br]
  333. [b]Effect: [/b]At the beginning of the user’s turn, if it has not been damaged or lost any Hit Points since the end of its last turn, it gains a tick of temporary hit points.[br]
  334. [b]Bonus:[/b] The user is immune to the damaging effects of Weather.|Rebuild[/spoiler][br]
  335. [spoiler][b]Ability: [/b]Regurgitation[br]
  336. At-Will – Extended Action[br]
  337. [b]Effect:[/b] This Pokémon engulfs a willing or helpless Small Pokémon within it. An engulfed target shares this Pokémon’s space, and may not act or be affected in any way.[br]
  338. Once per Scene, this Pokémon may use an At-Will or EoT Ranged, Close Blast, Line, or Cone Move from the Movelist of the engulfed Pokémon as if it were on this Pokémon’s Movelist.[br]
  339. If this Pokémon Faints, the engulfed Pokémon may escape if it chooses, appearing in a space adjacent to this Pokémon.|Regurgitate[/spoiler][br]
  340. [spoiler][b]Ability: [/b]Sanguine Touch[br]
  341. Static[br]
  342. [b]Effect: [/b]The user's Moves which deal damage heal the user a number of Hit Points equal to one-fourth of the damage they dealt to the target. If the Move already drains HP, it increases the amount of healing by 1/4th the damage done (up to a maximum of 100%).|Sanguine Touch[/spoiler][br]
  343. [spoiler][b]Ability: [/b]Scavenger[br]
  344. Scene – Free Action[br]
  345. [b]Trigger: [/b]The user’s damaging attack causes a foe to Faint[br]
  346. [b]Effect:[/b] The user removes one Injury from themselves and gains Hit Points equal to 25% of their Max Hit Points|Scavenger[/spoiler][br]
  347. [spoiler][b]Ability: [/b]Seductive Power[br]
  348. Static[br]
  349. [b]Effect: [/b]Connection - Attract. While you have at least one creature Infatuated with you, you regain 1/10th of your Maximum HP every turn.|Seductive Power[/spoiler][br]
  350. [spoiler][b]Ability: [/b]Shadow Dance[br]
  351. Static[br]
  352. [b]Effect: [/b]While in a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7) or under 50% Max Hit Points, the user’s initiative is doubled.|Shadow Dance[/spoiler][br]
  353. [spoiler][b]Ability:[/b] Sharp Coral[br]
  354. At-Will – Free Action[br]
  355. [b]Trigger: [/b]The user is hit by a damaging attack[br]
  356. [b]Effect: [/b]The user gains -1 CS in the Defense hit by the attack. If this was in Defense, it gains +1 Attack CS. If this was in Special Defense, it gains +1 Special Attack CS.|Sharp Coral[/spoiler][br]
  357. [spoiler][b]Ability: [/b]Sharp Edges[br]
  358. Scene - Free Action[br]
  359. [b]Trigger: [/b]The user is hit by a Melee Attack[br]
  360. [b]Effect: [/b]The attacking foe becomes Lacerated.|Sharp Edges[/spoiler][br]
  361. [spoiler][b]Ability: [/b]Shatter ★[br]
  362. Static[br]
  363. [b]Effect: [/b]If this Pokemon uses a Move that would gain STAB, treat that move as also being Super effective against Rock-type.[br]
  364. [b]Note: [/b]This Ability replaces Δ Pidgeotto and Δ Pidgeot's High Ability.|Shatter ★[/spoiler][br]
  365. [spoiler][b]Ability: [/b]Siphon[br]
  366. Scene – Free Action[br]
  367. [b]Trigger:[/b] The user hits with a single-target damaging Attack that does not restore Hit Points [br]
  368. [b]Effect:[/b] After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target. This effect triggers Liquid Ooze.|Siphon[/spoiler][br]
  369. [spoiler][b]Ability:[/b] Spectrilate[br]
  370. At-Will – Free Action[br]
  371. [b]Trigger: [/b]The user uses a Normal-Type damaging Move[br]
  372. [b]Effect: [/b]The Move is changed to be Ghost-Type|Spectrilate[/spoiler][br]
  373. [spoiler][b]Ability: [/b]Spectrum[br]
  374. Static[br]
  375. [b]Effect:[/b] At the start of the user’s turn, their Primary Type (first Type listed) becomes the Primary Type of the nearest Pokémon within 10m. If more than one is equally close, randomly select at the start of the turn which one is chosen.[br]
  376. If the selected type is the same as this Pokémon’s Secondary Type (if it has one), then the Pokémon is instead treated as single-typed of the appropriate type.[br]
  377. If no Pokémon are within 10m at the start of its turn, this Pokémon’s Primary Type becomes Normal Type. Any Moves or Abilities other than this one that change type only change this Pokemon’s Secondary Type (or give it one if it does not currently have one).[br]
  378. This ability may not be copied or swapped.|Spectrum[/spoiler][br]
  379. [spoiler][b]Ability: [/b]Slippery Skin[br]
  380. Static[br]
  381. [b]Effect: [/b]This Pokemon cannot be Grappled.|Slippery Skin[/spoiler][br]
  382. [spoiler][b]Ability: [/b]Sound Boost[br]
  383. Static[br]
  384. [b]Effect:[/b] The user increases the Damage Base of all Sonic Moves by +2.
  385. [b]Note: [/b]This Ability replaces the Δ Koffing-line's Amplifier Ability.|Sound Boost[/spoiler][br]
  386. [spoiler][b]Ability:[/b] Star Aura[br]
  387. Static[br]
  388. [b]Effect:[/b] The user and all allies have the Damage Base of their damaging Normal Type Attacks increased by +1.|Star Aura[/spoiler][br]
  389. [spoiler][b]Ability: [/b]Stormbringer[br]
  390. Scene x 3 – Swift Action[br]
  391. [b]Effect: [/b]The Weather changes to be a @[Thunderstorm](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 1 full round.|Stormbringer[/spoiler][br]
  392. [spoiler][b]Ability: [/b]Stubborn[br]
  393. Static[br]
  394. [b]Effect: [/b]While below 50% of its max Hit Points, the user’s Defense is raised 2 Combat Stages. If no longer below 50% of its maximum Hit Points, the user loses any Combat Stages gained this way|Stubborn[/spoiler][br]
  395. [spoiler][b]Ability: [/b]Submissive[br]
  396. Static[br]
  397. [b]Effect:[/b] While Grappled, Stuck, or Trapped, gain +1 Defense and Special Defense combat stage. When the status effect ends, lose these stages.|Submissive[/spoiler][br]
  398. [spoiler][b]Ability: [/b]Sudden Inspiration[br]
  399. Daily - Free Action[br]
  400. [b]Target: [/b]An allied Pokemon within melee range with Tutor moves marked (N).[br]
  401. [b]Effect: [/b]The target gains Inspiration. Inspiration is a one-time-use blessing which allows a Pokemon to use one of the moves in their Tutor move set marked (N) as if it was in their current list of moves. Upon using this Move, the Inspiration is lost and the Move is forgotten.[br]
  402. [b]Note:[/b] This Ability replaces the Neureka-line's High Ability.|Sudden Inspiration[/spoiler][br]
  403. [spoiler][b]Ability:[/b] Supercell[br]
  404. Scene – Swift Action[br]
  405. [b]Effect:[/b] Supercell may only be used if the Weather is Rainy or a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7), or if the user is under 50% Hit Points. When activated, the user may pick two Stats, gaining +2 Combat Stages in each Stat. All targets within 2 meters also gain +1 Combat Stage in each of the chosen Stats.|Supercell[/spoiler][br]
  406. [spoiler][b]Ability: [/b]Sunbathe[br]
  407. Daily x 5 – Swift Action[br]
  408. [b]Effect: [/b]The user gains a Tick of Hit Points. Sunbathe may only be used while the user is under 50% Hit Points or in Sunny Weather.|Sunbathe[/spoiler][br]
  409. |Quick Charge[/spoiler][br]
  410. [spoiler][spoiler][b]Ability: [/b]Team Player[br]
  411. Scene – Free Action[br]
  412. [b]Trigger:[/b] An ally within 3m gains one or more Combat Stages from a Move or Ability[br]
  413. [b]Effect: [/b]The Ally gains an additional Combat Stage in one of the stats that a Combat Stage was gained in, and the user gains a Combat Stage in the same stat as the additional one that was granted to the ally.|T-Z[/spoiler][br]
  414. [spoiler][b]Ability: [/b]Theory of Relativity ★[br]
  415. Static[br]
  416. [b]Effect:[/b] The user gains +1 Evasion. For each additional Speed Combat Stage above zero, this user's attacks deal +3 damage. For each Speed Combat Stage below zero, this user's attacks deal -3 damage.[br]
  417. [b]Note:[/b] This Ability replaces the Atomite-line's High Ability.|Theory of Relativity ★[/spoiler][br]
  418. [spoiler][b]Ability: [/b]Turbine[br]
  419. Scene – Swift Action[br]
  420. [b]Effect: [/b]The user’s Swim capability is increased by +3 until the end of the user’s next turn, and the user goes first on the following round, ignoring initiative; Interrupt or Priority Moves may not be used in response to their Moves that round.|Turbine[/spoiler][br]
  421. [spoiler][b]Ability: [/b]Twin Jaws[br]
  422. At-Will – Free Action[br]
  423. [b]Effect: [/b]Moves listed under Strong Jaw Ability can be used as a 2 target Move instead, but the Damage Base of the Move is lowered by 2 for that attack.[br]|Twin Jaws[/spoiler][br]
  424. [spoiler][b]Ability: [/b]Vitriol[br]
  425. Static[br]
  426. [b]Effect: [/b]The Pokemon's moves which do *not* deal damage Poison foes, but not allies, on a roll of 19+.|Vitriol[/spoiler][br]
  427. [spoiler][b]Ability:[/b] War Machine ★[br]
  428. At-Will - Swift Action[br]
  429. [b]Trigger:[/b] You deal damage to a target with a Struggle Attack or Move.[br]
  430. [b]Effect: [/b]The target loses a Tick of Hit Points.[br]|War Machine ★[/spoiler][br]
  431. [spoiler][b]Ability:[/b] Wind Force[br]
  432. Static[br]
  433. [b]Effect:[/b] The user is immune to the damage and effects of Flying Type attacks. Whenever a Flying Type attack hits the Pokémon, raise their Speed by +1 Combat Stage. Defensive.|Wind Force[/spoiler][br]
  434. [spoiler][b]Ability: [/b]Winter Joy[br]
  435. Static[br]
  436. [b]Effect:[/b] While in Hail, the user has their Attack and Special Attack raised by +1 Combat Stage. While in Sunny Weather, the user has their Attack and Special Attack lowered by -1 Combat Stage.|Winter Joy[/spoiler]|Team Player[/spoiler]
  437. [hr]
  438. [h2]Capabilities[/h2]
  439. [spoiler]
  440. [spoiler][b]Alchemist:[/b]The user does not lose Loyalty from consuming Repulsive items.
  441. When the user is holding a Herbal item, after 24 hours of that item going unused, they may turn it into a Witch's Brew. If a Witch's Brew is left with the user unused for two weeks, it becomes a Witch's Cerate.[br]
  442. [small][b]Witch's Brew:[/b] Snack, Herbal, Repulsive. Raise one stat by one Combat Stage. The Combat Stage is chosen at the moment the item is created.[br]
  443. [b]Witch's Cerate: [/b]Vitamin, Herbal, Repulsive. Raise one Base Stat by one point. The Stat is chosen at the moment the item is created.[br][/small]|Capabilities[/spoiler][br]
  444. [spoiler][b]Avatar of Scales:[/b] As long as the user knows Scale Shield, it may change between Human Form and Draconic Form as a Swift Action when using Scale Shield, or as a Standard Action otherwise. Both Human and Draconic Form must be statted with the same HP Stat, but do not need to have the same Move List.|Avatar of Scales[/spoiler][br]
  445. [spoiler][b]Bone Crafter:[/b] The user knows how to make useful accessories from mere common rocks, bones, clay, and other mundane earthen materials. Once per day as an Extended Action, the user may craft a Ground or Rock Type Booster or Brace. These Held Items last the rest of the day and then degrade.[br]
  446. [small]This Capability is automatically given to the Cubone-line, Alolan Cubone-line, and Vullaby-line.[/small]|Bone Crafter[/spoiler][br]
  447. [spoiler][b]Celestial Shifter: [/b]This Pokémon may change into its different forms at-will as an Extended Action outside of battle. It is also able to change its form if it knows specific moves, detailed in the Moves themselves. This Pokémon has a different set of Moves for each Forme.|Celestial Shifter[/spoiler][br]
  448. [spoiler][b]Coin Collector: [/b]Pokémon of at least Level 20 with this Capability can produce a coin item once a day as an Extended Action. Roll 1d20 when this Capability is used. On a roll of 1-12, a Relic Copper is produced. On a roll of 13-18, a Relic Silver is produced. On a roll of 19-20, a Relic Gold is produced.
  449. [ul][li]Relic Bronze: $100[/li]
  450. [li]Relic Silver: $300[/li]
  451. [li]Relic Gold: $1,000[/li][/ul]|Coin Collector[/spoiler][br]
  452. [spoiler][b]Creeping Crystals:[/b] Once per day as an Extended Action, the user may produce a @[Shard](article:afacff92-1eac-438b-95d7-64943411f2de) of a random color.|Creeping Crystals[/spoiler][br]
  453. [spoiler]Drake-Touched: Pokémon and Trainers with Drake-Touched may make their Struggle Attacks Dragon-type, and/or make their Struggle Attacks Special instead of Physical (adding Sp. Attack instead of Attack), if they wish.|Drake-Touched[/spoiler][br]
  454. [spoiler][b]Lens: [/b]The user may control their body and turn portions of it clear or into lenses, and its body may be used as a magnifying glass, projector lens, binocular lens, etc.|Lens[/spoiler][br]
  455. [spoiler][b]Living Armor:[/b] In addition to being a Pokémon, the user also counts as equipment and may be used as such if the Pokémon is willing. [br]
  456. Armori may be used as Light Armor. Armemoir may be used as Heavy Armor.[br]
  457. When Fainted, these Pokémon may still be used as inanimate pieces of equipment, but they provide 50% less DR than normal (rounded down).|Living Armor[/spoiler][br]
  458. [spoiler][b]Living Luggage:[/b] The user may mount any Medium or larger creature. This does not count towards the number of creatures that may then mount another - a Trainer with a Bugpag on their back may still mount a Pokemon with Mount 1. This also does not count against the number of creatures that may occupy the same space as another creature.[br]
  459. While the user are mounted like this, they occupy the same space as their wearer, though they are two separate targets. The wearer counts as 'adjacent' to the user, for purposes of Abilities like Symbiosis, or Moves like Bestow, Beat Up, Flame Burst, etc.|Living Luggage[/spoiler][br]
  460. [spoiler][b]Mystical:[/b] The user’s struggle attacks may be Fairy-Typed if they wish. They may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Can be chosen for Basic Ranged Attacks.[br]
  461. [small]This Capability is automatically given to all Fairy-type Pokemon.[/small]|Mystical[/spoiler][br]
  462. [spoiler][b]Router: [/b]Router Pokemon can send and receive information over wireless digital networks, such as radio and wi-fi. They can use this to communicate with one another, or to interface with many computer devices and networks, including the internet at large (if your campaign world has one).[br]
  463. Router Pokemon can communicate with one another wirelessly if they have line of sight to one another, or if both parties have access to a larger wireless network.|Router[/spoiler][br]
  464. [spoiler][b]Starchild:[/b] Pokemon of at least Level 20 with this capability may produce a Valuable Item once a week as an Extended Action. Roll 1d20 when this Capability is used. On a roll of 1-12, a Stardust is produced, worth $1,000. On a roll of 13-18, a Star Piece is produced, worth $4,900. On a roll of 19-20, a Glowing Star is produced, worth $9,900. These items may be sold to Pokemarts for their value, or they may be used as raw material for any form of crafting.|Starchild[/spoiler][br]
  465. [spoiler][b]Storm Charge: [/b]When a Mega Evolved Pokémon with Storm Charge, Delta Typhlosion, is in a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7) or Rainy weather it transforms; changing its appearance to have electricity crackling over its body and throughout its ambient cloud.|Storm Charge[/spoiler][br]
  466. [spoiler][b]Toxic Runoff ★:[/b] Pokemon of at least Level 20 with this Capability can produce a Poison Gem once per day as an Extended Action. This Gem may be harvested by a Trainer.[br]
  467. If applicable: Once per Scene as a Swift Action, the user changes into Nuclear Mode for the rest of the Scene, and all Poison-type moves are replaced with the corresponding Nuclear-type moves on its @[Move List](article:146a2886-dcf2-4c99-89bf-ba6d5bf09003).[br]
  468. [small]This Capability is automatically given to the Grimer-line, Alolan Grimer-line, Koffing-line, Trubbish-line, and Δ Yamask-line.[/small]|Toxic Runoff ★[/spoiler][br]
  469. [spoiler][b]Windshield: [/b]Pokemon and Trainers with the Windshield capability are unaffected by wind currents (they can't be pushed by them, blown off course, etc.), nor can their elevation be forcibly changed while they're in midair. They also do not have to make checks to stay airborne during @[Windy](article:86dcc088-faef-4341-80fe-4fa1473a46b7) weather.|Windshield[/spoiler][br]
  470. |Alchemist[/spoiler]
  471. [hr]
  472. [h2]Moves[/h2]
  473. [row][col][spoiler][h3]Bug-Type[/h3]
  474. [spoiler][b]Move: [/b]Advanced Armor[br]
  475. [b]Type: [/b]Bug[br]
  476. [b]Frequency: [/b]Scene[br]
  477. [b]AC:[/b] None[br]
  478. [b]Class:[/b] Status[br]
  479. [b]Range: [/b]Self, Interrupt, Shield, Trigger[br]
  480. [b]Effect: [/b]If the user is hit by a Move from a Pokemon lacking the Underdog capability, the user may use Advanced Armor. The user is instead not hit by the move. They take no damage, and are not affected by any of the Move's effects.[br]
  481. [b]Limitation: [/b]Only Metapod, Kakuna, Silcoon, Cascoon, Swadloon, and Spewpa may learn this move.[br]|Bug-Type[/spoiler][br]
  482. [spoiler][b]Move:[/b] Bug Swarm (Blight)[br]
  483. [b]Type: [/b]Bug[br]
  484. [b]Frequency:[/b] EOT[br]
  485. [b]AC: [/b]None[br]
  486. [b]Class: [/b]Physical[br]
  487. [b]Range: [/b]Melee, 1 Target[br]
  488. [b]Effect: [/b]The user and up to two allies adjacent to the target may each make a Struggle Attack against the target. These Struggle Attacks hit for Bug Type Damage instead of their usual Type.|Bug Swarm (Blight)[/spoiler][br]
  489. [spoiler][b]Move: [/b]Charging Horn[br]
  490. [b]Type: [/b]Bug[br]
  491. [b]Frequency:[/b] Scene[br]
  492. [b]AC:[/b] 4[br]
  493. [b]Class:[/b] Physical[br]
  494. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  495. [b]Range:[/b] Melee, Pass[br]
  496. [b]Effect:[/b] On a roll of 18+, this attack deals an additional 10 damage.[br]
  497. [b]Limitation:[/b] Only the Nidoran(male)-line, Rhyhorn-line, Tauros, Stantler, Heracross, Donphan, Samurott, Drilbur-line, Bouffalant, and Xerneas may learn this move.[br]|Charging Horn[/spoiler][br]
  498. [spoiler][b]Move: [/b]Plague[br]
  499. [b]Type: [/b]Bug[br]
  500. [b]Frequency:[/b] Daily x 2[br]
  501. [b]AC:[/b] None[br]
  502. [b]Class:[/b] Status[br]
  503. [b]Range: [/b]Field, Weather[br]
  504. [b]Effect: [/b]The weather changes to a Plague. While it is Plagued, all non-Bug, Poison, or Steel-Type Pokémon lose 1/10th of their full Hit Points at the beginning of their turn.|Plague[/spoiler][br]
  505. [spoiler][b]Move:[/b] Web Ball[br]
  506. [b]Type: [/b]Bug[br]
  507. [b]Frequency: [/b]EOT[br]
  508. [b]AC:[/b] 2[br]
  509. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  510. [b]Class:[/b] Special[br]
  511. [b]Range: [/b]4, 1 Target, Versatile[br]
  512. [b]Effect: [/b]The Target’s Speed is lowered 1 CS.[br]
  513. [b]Special:[/b] Grants Threaded capability.|Web Ball[/spoiler]|Advanced Armor[/spoiler]
  514. [spoiler][h3]Dark-Type[/h3]
  515. [spoiler][b]Move:[/b] Black Magic[br]
  516. [b]Type: [/b]Dark[br]
  517. [b]Frequency:[/b] EOT[br]
  518. [b]AC:[/b] 3[br]
  519. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  520. [b]Class:[/b] Special[br]
  521. [b]Range:[/b] 4, Ranged Blast 2, Push, Spirit Surge[br]
  522. [b]Effect:[/b] All subjects adjacent to the blast are pushed into the closest blast square after damage has been applied to the area.|Dark-Type[/spoiler][br]
  523. [spoiler][b]Move: [/b]Cackle[br]
  524. [b]Type: [/b]Dark[br]
  525. [b]Frequency: [/b]At-Will[br]
  526. [b]AC: [/b]2[br]
  527. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  528. [b]Class: [/b]Special[br]
  529. [b]Range:[/b] 4, 1 Target, Priority, Sonic[br]
  530. [b]Effect:[/b] You may only use Cackle with Priority upon joining an encounter; if you do, Cackle Flinches the target. Switching out resets the requirement of joining an encounter.|Cackle[/spoiler][br]
  531. [spoiler][b]Move:[/b] Cheap Shot[br]
  532. [b]Type: [/b]Dark[br]
  533. [b]Frequency:[/b] EOT[br]
  534. [b]AC:[/b] 2[br]
  535. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  536. [b]Class: [/b]Physical[br]
  537. [b]Range: [/b]Melee, 1 Target[br]
  538. [b]Effect:[/b] If Cheap Shot hits, it is a Critical Hit.|Cheap Shot[/spoiler][br]
  539. [spoiler][b]Move: [/b]Clamping Jaw[br]
  540. [b]Type:[/b] Dark[br]
  541. [b]Frequency: [/b]EOT[br]
  542. [b]AC:[/b] 4[br]
  543. [b]Class:[/b] Physical[br]
  544. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  545. [b]Range: [/b]Melee, 1 Target[br]
  546. [b]Effect: [/b]The user may make a free Grapple attempt on the target, and the target cannot be Recalled until the start of the user's next turn. This Move is affected by Strong Jaw.[br]
  547. [b]Limitation:[/b] Only the Totodile-line, Sandile-line, and any Pokemon with the Strong Jaw ability may learn this move.[br]|Clamping Jaw[/spoiler][br]
  548. [spoiler][b]Move:[/b] Drain Life[br]
  549. [b]Type: [/b]Dark[br]
  550. [b]Frequency: [/b]Scene x 2[br]
  551. [b]AC:[/b] 2[br]
  552. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  553. [b]Class: [/b]Physical[br]
  554. [b]Range:[/b] Melee, 1 Target, Versatile[br]
  555. [b]Effect: [/b]After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. This Move is affected by Strong Jaw.|Drain Life[/spoiler][br]
  556. [spoiler][b]Move:[/b] Drain Love[br]
  557. [b]Type: [/b]Dark[br]
  558. [b]Frequency: [/b]Scene[br]
  559. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  560. [b]Class: [/b]Special[br]
  561. [b]Range: [/b]6, 1 Target, Reliable[br]
  562. [b]Effect: [/b]If the target is Infatuated, Drain Love’s Damage Base is doubled to 14 (4d10+15 / 40), and cures the target of Infatuation. After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.|Drain Love[/spoiler][br]
  563. [spoiler][b]Move: [/b]Draining Aura[br]
  564. [b]Type: [/b]Dark[br]
  565. [b]Frequency: [/b]Scene x 2[br]
  566. [b]AC: [/b]2[br]
  567. [b]Damage Base 6: [/b]2d6+8 / 15 [br]
  568. [b]Class: [/b]Special[br]
  569. [b]Range: [/b]Burst 1, Aura, Versatile[br]
  570. [b]Effect:[/b] After legal targets takes damage, the user gains Hit Points equal to half of the damage they dealt to the targets.|Draining Aura[/spoiler][br]
  571. [spoiler][b]Move:[/b] Eclipse[br]
  572. [b]Type: [/b]Dark[br]
  573. [b]Frequency: [/b]Daily x 2[br]
  574. [b]AC: [/b]None[br]
  575. [b]Class: [/b]Status[br]
  576. [b]Range: [/b]Field, Weather[br]
  577. [b]Effect:[/b] For 5 turns, the weather becomes Eclipsed. While Eclipsed, Moves and Abilities that rely on sunshine or moonlight are disabled. [br]
  578. [small][b]Moves affected are:[/b] Blue Moon, Morning Sun, Moonlight, Prediction, Rite of Day, Solarbeam, Sunny Day, Synthesis. [br]
  579. [b]Abilities affected are: [/b] Diurnal, Drought, Nocturnal.[/small]|Eclipse[/spoiler][br]
  580. [spoiler][b]Move: [/b]Enshroud[br]
  581. [b]Type: [/b]Dark[br]
  582. [b]Frequency: [/b]Scene[br]
  583. [b]AC: [/b]None[br]
  584. [b]Class: [/b]Status[br]
  585. [b]Range: [/b]Self, Coat[br]
  586. [b]Effect: [/b]Enshroud grants the user a Coat that stores Status Conditions. Whenever the user is afflicted with a Status Condition the Coat instead gains the Status Condition. Enshroud does nothing to the Status Conditions the user may have acquired before gaining Enshroud. Enshroud can only hold up to 3 Status Conditions.|Enshroud[/spoiler][br]
  587. [spoiler][b]Move:[/b] Enthrall[br]
  588. [b]Type: [/b]Dark[br]
  589. [b]Frequency: [/b]Scene[br]
  590. [b]AC: [/b]None[br]
  591. [b]Class: [/b]Status[br]
  592. [b]Range:[/b] Melee, 1 Target, Critical Mind[br]
  593. [b]Effect: [/b]Select a stat from Attack, Defense, Special Attack, Special Defense, Speed, or Accuracy. The target gains two stages in that stat, and becomes Infatuated with the user. The move fails if the target's gender is not the opposite of the user's, or if the target is genderless. Enthrall cannot miss.|Enthrall[/spoiler][br]
  594. [spoiler][b]Move: [/b]Goblin Punch ★[br]
  595. [b]Type: [/b]Dark[br]
  596. [b]Frequency: [/b]Scene x 2[br]
  597. [b]AC:[/b] 2[br]
  598. [b]Class: [/b]Physical[br]
  599. [b]Range: [/b]Melee, 1 Target[br]
  600. [b]Effect: [/b]The target loses Hit Points equal to the level of the target. If the user’s level is the same as the target’s, the target loses twice as many Hit Points. Do not apply weakness or resistance. Do not apply stats.[br]
  601. [b]Special:[/b] Once per round as a Swift Action, the user may learn the level of one target within 8 meters.[br]
  602. |Goblin Punch ★[/spoiler][br]
  603. [spoiler][b]Move:[/b] Lunar Cannon[br]
  604. [b]Type: [/b]Dark[br]
  605. [b]Frequency: [/b]Scene x2[br]
  606. [b]AC: [/b]2[br]
  607. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  608. [b]Class: [/b]Special[br]
  609. [b]Range: [/b]Line 6, Set-Up[br]
  610. [b]Set-Up Effect: [/b]If the weather is not a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7), the user’s turn ends. If the weather is a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7), immediately proceed to the Resolution Effect instead and this Move loses the Set-Up keyword.[br]
  611. [b]Resolution Effect: [/b]The user attacks with Lunar Cannon|Lunar Cannon[/spoiler][br]
  612. [spoiler][b]Move:[/b] @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7)[br]
  613. [b]Type: [/b]Dark[br]
  614. [b]Frequency: [/b]Daily x 2[br]
  615. [b]AC: [/b]None[br]
  616. [b]Class: [/b]Status[br]
  617. [b]Range: [/b]Field, Weather[br]
  618. [b]Effect: [/b]The Weather becomes a @[New Moon](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 5 rounds.|New Moon[/spoiler][br]
  619. [spoiler][b]Move:[/b] Pure Fear[br]
  620. [b]Type: [/b]Dark[br]
  621. [b]Frequency: [/b]Scene x 2[br]
  622. [b]AC:[/b] 4[br]
  623. [b]Class: [/b]Status[br]
  624. [b]Range: [/b]4, 1 Target, Critical Mind[br]
  625. [b]Effect: [/b]The target Flinches. Pure Fear cannot miss when used by a Dark Type.|Pure Fear[/spoiler][br]
  626. [spoiler][b]Move: [/b]Sharp Word[br]
  627. [b]Type: [/b]Dark[br]
  628. [b]Frequency:[/b] Scene x 2[br]
  629. [b]AC: [/b]2[br]
  630. [b]Class: [/b]Status[br]
  631. [b]Range: [/b]8, 1 Target, Sonic[br]
  632. [b]Effect: [/b]If it hits, Sharp Word causes the target loses Hit Points equal to the level of Sharp Word's user. On a roll of 16+, the target is Flinched.|Sharp Word[/spoiler][br]
  633. [spoiler][b]Move: [/b]Sneak Up[br]
  634. [b]Type: [/b]Dark[br]
  635. [b]Frequency:[/b] At-Will[br]
  636. [b]AC:[/b] 4[br]
  637. [b]Damage Base 3: [/b]1d6+5 / 9[br]
  638. [b]Class: [/b]Special[br]
  639. [b]Range:[/b] Melee, 1 Target[br]
  640. [b]Effect:[/b] The user continues to use Sneak Up on each of its turns until they miss any target with Sneak Up, or are not able to hit any target with Sneak Up during their turn. Each successive use of Sneak Up increases Sneak Up’s Damage Base by +4 to a maximum of DB 15.|Sneak Up[/spoiler][br]
  641. [spoiler][b]Move:[/b] Sneer[br]
  642. [b]Type: [/b]Dark[br]
  643. [b]Frequency: [/b]Scene[br]
  644. [b]AC:[/b] 6[br]
  645. [b]Class: [/b]Status[br]
  646. [b]Range:[/b] 3, 1 Target, Critical Sum, Reliable[br]
  647. [b]Effect:[/b] Sneer lowers the target's Defense and Special Defense -2 CS. If the target's Hit Points are under 50%, Sheer has an AC 2 instead|Sneer[/spoiler][br]
  648. [spoiler][b]Move:[/b] Standoff[br]
  649. [b]Type: [/b]Dark[br]
  650. [b]Frequency: [/b]Scene[br]
  651. [b]AC:[/b] None[br]
  652. [b]Class:[/b] Status[br]
  653. [b]Range: [/b]Close Burst 5[br]
  654. [b]Effect:[/b]The user and one foe in the Burst enter a Standoff with each other. While in a Standoff, creatures are Trapped, take a -3 penalty to accuracy against creatures outside the Standoff, and resist all damage from creatures outside the Standoff one step further. In addition, those in a Standoff may not voluntarily move more than 5m away from the other participant. If forced to move, they may not move in any way unless it brings them closer to the other participant. A Standoff ends when either participant Faints or is recalled (such as by U-Turn or Roar).|Standoff[/spoiler][br]
  655. [spoiler][b]Move: [/b]Sudden Strike[br]
  656. [b]Type:[/b] Dark[br]
  657. [b]Frequency: [/b]At-Will[br]
  658. [b]AC: [/b]2[br]
  659. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  660. [b]Class:[/b] Physical[br]
  661. [b]Range:[/b] Melee, 1 Target, Priority[br]
  662. [b]Effect:[/b] None|Sudden Strike[/spoiler][br]
  663. [spoiler][b]Move: [/b]Triple Hellfire[br]
  664. [b]Type: [/b]Dark[br]
  665. [b]Frequency: [/b]EOT[br]
  666. [b]AC: [/b]3[br]
  667. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  668. [b]Class: [/b]Special[br]
  669. [b]Range:[/b] 6, 1 Target[br]
  670. [b]Effect: [/b]Triple Hellfire gives the target a Status ailment on 17+ during Accuracy Check. If this is triggered, roll 1d3; on 1 the target is Burned; on 2 the target is Flinched; on 3 the target is Suppressed. Triple Hellfire may deal Fire Type damage if the user wishes.|Triple Hellfire[/spoiler][br]
  671. [spoiler][b]Move: [/b]Vital Sieve[br]
  672. [b]Type: [/b]Dark[br]
  673. [b]Frequency: [/b]EOT[br]
  674. [b]AC: [/b]5[br]
  675. [b]Class: [/b]Status[br]
  676. [b]Range:[/b] Melee, 1 Target, Critical Sum, Reliable[br]
  677. [b]Effect: [/b]The target loses 1/10th of its Max HP. The user gains HP equal to the same amount.|Vital Sieve[/spoiler][br]
  678. |Black Magic[/spoiler][br][spoiler][h3]Dragon-Type[/h3]
  679. [spoiler][b]Move:[/b] Caustic Breath[br]
  680. [b]Type: [/b]Dragon[br]
  681. [b]Frequency:[/b] EOT[br]
  682. [b]AC: [/b]2[br]
  683. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  684. [b]Class: [/b]Special[br]
  685. [b]Range: [/b]4, 1 Target, Versatile[br]
  686. [b]Effect:[/b] The Target’s Defense and Special Defense are lowered by 1 CS on a 17+.|Dragon-Type[/spoiler][br]
  687. [spoiler][b]Move: [/b]Dracoflare ★[br]
  688. [b]Type: [/b]Dragon[br]
  689. [b]Frequency: [/b]Scene x 2[br]
  690. [b]AC:[/b] 3[br]
  691. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  692. [b]Class: [/b]Special[br]
  693. [b]Range:[/b] Line 4[br]
  694. [b]Effect:[/b] Dracoflare may deal Fire Type damage if the user wishes.|Dracoflare ★[/spoiler][br]
  695. [spoiler][b]Move:[/b] Dragon Dash[br]
  696. [b]Type:[/b] Dragon[br]
  697. [b]Frequency:[/b] At-Will[br]
  698. [b]AC:[/b] 2[br]
  699. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  700. [b]Class: [/b]Physical[br]
  701. [b]Range:[/b] Melee, 1 Target, Dash, Priority[br]
  702. [b]Effect:[/b] None|Dragon Dash[/spoiler][br]
  703. [spoiler][b]Move:[/b] Dragon Fang[br]
  704. [b]Type:[/b] Dragon[br]
  705. [b]Frequency:[/b] At-Will[br]
  706. [b]AC:[/b] 2[br]
  707. [b]Damage Base 5:[/b] 1d8+8 / 13[br]
  708. [b]Class:[/b] Physical[br]
  709. [b]Range: [/b]Melee, 1 Target[br]
  710. [b]Effect:[/b] Dragon Fang Slows the target on 17+. This Move is affected by Strong Jaw.|Dragon Fang[/spoiler][br]
  711. [spoiler][b]Move:[/b] Dragon Mist[br]
  712. [b]Type:[/b] Water[br]
  713. [b]Frequency: [/b]EOT[br]
  714. [b]AC:[/b] 4[br]
  715. [b]Class: [/b]Special[br]
  716. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  717. [b]Range:[/b] Burst 2[br]
  718. [b]Effect: [/b]Dragon Mist may deal Dragon Type damage if the user wishes. This attack ignores combat stages on the targets.[br]
  719. [b]Limitation:[/b] Only the Horsea-line, Dratini-line, Totodile-line, Swablu-line, and Skrelp-line may learn this move.|Dragon Mist[/spoiler][br]
  720. [spoiler][b]Move: [/b]Dragon Spark[br]
  721. [b]Type: [/b]Dragon[br]
  722. [b]Frequency: [/b]Scene x 2[br]
  723. [b]AC: [/b]2[br]
  724. [b]Class: [/b]Special[br]
  725. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  726. [b]Range: [/b]6, Blast 3[br]
  727. [b]Effect: [/b]Dragon Spark may deal Electric Type damage if the user wishes.[br]
  728. [b]Limitation:[/b] Only the Dratini-line, Vibrava, Flygon, Zekrom, and Helioptile-line may learn this move.|Dragon Spark[/spoiler][br]
  729. [spoiler][b]Move: [/b]Primal Spirit[br]
  730. [b]Type:[/b] Dragon[br]
  731. [b]Frequency:[/b] Daily[br]
  732. [b]AC:[/b] 2[br]
  733. [b]Class:[/b] Status[br]
  734. [b]Range:[/b] 6, 1 target, Critical Phys[br]
  735. [b]Effect:[/b] The target gains the Dragon Type in addition to its other Types for 5 turns.|Primal Spirit[/spoiler][br]
  736. [spoiler][b]Move:[/b] Feral Roar[br]
  737. [b]Type: [/b]Dragon[br]
  738. [b]Frequency:[/b] EOT[br]
  739. [b]AC:[/b] 3[br]
  740. [b]Class:[/b] Status[br]
  741. [b]Range:[/b] Cone 2, Push, Critical Phys[br]
  742. [b]Effect:[/b] All legal targets are pushed back to the squares immediately outside the cone, away from the user. Feral Roar destroys all Hazards within the Cone’s effect.|Feral Roar[/spoiler][br]
  743. [spoiler][b]Move:[/b] Life Stream ★[br]
  744. [b]Type: [/b]Dragon[br]
  745. [b]Frequency: [/b]Daily x 2[br]
  746. [b]AC: [/b]None[br]
  747. [b]Class: [/b]Status[br]
  748. [b]Range: [/b]Field, Weather[br]
  749. [b]Effect:[/b] The weather is changed to Healing Aura for 3 turns. Pokémon and Trainers regain a Tick of HP at the start of their turns. Dragon Types regain a Tick of HP when hitting an opponent with a Dragon type Move.|Life Stream[/spoiler][br]
  750. [spoiler][b]Move:[/b] Sunderstorm (Tempest)[br]
  751. [b]Type: [/b]Dragon[br]
  752. [b]Frequency: [/b]Daily[br]
  753. [b]AC: [/b]4[br]
  754. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  755. [b]Class:[/b] Special[br]
  756. [b]Range:[/b] Burst 1*[br]
  757. [b]Effect: [/b]Sunderstorm lowers all legal targets Attack and Special Attack 2 CS. [br]
  758. [b]Note:[/b] Sunderstorm creates a 1 meter burst, but also affects an area 10 meters tall straight up.|Sunderstorm (Tempest)[/spoiler][br]
  759. [spoiler][b]Move:[/b] Scale Shield[br]
  760. [b]Type: [/b]Dragon[br]
  761. [b]Frequency: [/b]Scene[br]
  762. [b]AC: [/b]None[br]
  763. [b]Class: [/b]Status[br]
  764. [b]Range: [/b]Self[br]
  765. [b]Effect: [/b]Raise the user's Defense 2 Combat Stages. The user gains the ability Rough Skin until the end of the scene.|Scale Shield[/spoiler][br]
  766. [spoiler][b]Move:[/b] Scaling[br]
  767. [b]Type:[/b] Dragon[br]
  768. [b]Frequency:[/b] EOT[br]
  769. [b]AC:[/b] None[br]
  770. [b]Class:[/b] Status[br]
  771. [b]Range:[/b] 6, Hazard[br]
  772. [b]Effect: [/b]Set 8 square meters of Scales within your range, all 8 meters must be adjacent with at least one other space of Scales. Scales cause terrain to count as Slow Terrain, and a grounded foe that runs into the hazards will become Vulnerable until the end of their next turn. If the foe made Vulnerable by this effect steps into another Scale, then they lose a Tick of Hit Points instead.|Scaling[/spoiler][br]
  773. [spoiler][b]Move: [/b]Switchback[br]
  774. [b]Type:[/b] Dragon[br]
  775. [b]Frequency:[/b] Scene[br]
  776. [b]AC:[/b] 4[br]
  777. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  778. [b]Class:[/b] Physical[br]
  779. [b]Range:[/b] Melee, Dash, Full Action, 1 Target[br]
  780. [b]Effect: [/b]The user Shifts using their Overland or Swim speed (depending on the terrain). This movement does not provoke Attacks of Opportunity. At any point during this movement, the user may execute the attack.|Switchback[/spoiler][br]
  781. [spoiler][b]Move: [/b]War Cry[br]
  782. [b]Type: [/b]Dragon[br]
  783. [b]Frequency: [/b]At-Will[br]
  784. [b]AC: [/b]None[br]
  785. [b]Class:[/b] Status[br]
  786. [b]Range: [/b]Self, Sonic[br]
  787. [b]Effect:[/b] Raise the user's Special Attack 1 Combat Stage. If an opponent is Dragon Type, instead raise the user's Special Attack 2 Combat Stages.|War Cry[/spoiler][br]
  788. |Caustic Breath[/spoiler][br]
  789. [spoiler][h3]Electric-Type[/h3]
  790. [spoiler][b]Move: [/b]Alternate Current[br]
  791. [b]Type: [/b]Electric[br]
  792. [b]Frequency: [/b]EOT[br]
  793. [b]AC:[/b] 2[br]
  794. [b]Damage Base 6 :[/b] 2d6+8 / 15[br]
  795. [b]Class: [/b]Special[br]
  796. [b]Range:[/b] 6, 1 Target[br]
  797. [b]Effect: [/b]When calculating resistances and weaknesses for Alternate Current, Electric-Typed targets calculate as if Electric was weak to Electric.|Electric-Type[/spoiler][br]
  798. [spoiler][b]Move:[/b] Disconnect[br]
  799. [b]Type: [/b]Electric[br]
  800. [b]Frequency: [/b]Daily x2 [br]
  801. [b]AC: [/b]6[br]
  802. [b]Class: [/b]Special[br]
  803. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  804. [b]Range: [/b]8, 1 Target[br]
  805. [b]Effect: [/b]The target cannot gain any benefits from items, held or used by a trainer, for the remainder of the encounter. If the target is holding a Mega Stone but has not Mega Evolved yet, it cannot use Mega Evolution in this encounter.[br]
  806. [b]Limitation:[/b] Only the Electrike-line, Blitziel-line, and Pokemon with the Wired capability may learn this move.[br]|Disconnect[/spoiler][br]
  807. [spoiler][b]Move: [/b]Dragon Spark[br]
  808. [b]Type: [/b]Dragon[br]
  809. [b]Frequency: [/b]Scene x 2[br]
  810. [b]AC: [/b]2[br]
  811. [b]Class: [/b]Special[br]
  812. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  813. [b]Range: [/b]6, Blast 3[br]
  814. [b]Effect: [/b]Dragon Spark may deal Electric Type damage if the user wishes.[br]
  815. [b]Limitation:[/b] Only the Dratini-line, Vibrava, Flygon, Zekrom, and Helioptile-line may learn this move.|Dragon Spark[/spoiler][br]
  816. [spoiler][b]Move: [/b]Electron Crush[br]
  817. [b]Type: [/b]Electric[br]
  818. [b]Frequency: [/b]Scene[br]
  819. [b]AC: [/b]4[br]
  820. [b]Class: [/b]Special[br]
  821. [b]Damage Base 18: [/b]6d12+25 / 65[br]
  822. [b]Range:[/b] 6, Burst 2[br]
  823. [b]Effect:[/b] The user is suppressed.[br]
  824. [b]Limitation: [/b]Only Zapdos and Zekrom may learn this move.[br]|Electron Crush[/spoiler][br]
  825. [spoiler][b]Ability: [/b]Electroplate[br]
  826. [b]Type:[/b] Electric[br]
  827. [b]Frequency: [/b]Daily[br]
  828. [b]AC: [/b]2[br]
  829. [b]Range: [/b]Melee, 1 Target[br]
  830. [b]Effect: [/b]You choose one of the target’s Abilities. Electroplate changes that Ability to Heavy Metal for the next 5 turns. Also, the target gains the Steel Type in addition to its other Types for 5 turns.|Electroplate[/spoiler][br]
  831. [spoiler][b]Move:[/b] Holon Splash[br]
  832. [b]Type: [/b]Electric[br]
  833. [b]Frequency:[/b] EOT[br]
  834. [b]AC:[/b] 3[br]
  835. [b]Class: [/b]Special[br]
  836. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  837. [b]Range: [/b]Close Burst 2[br]
  838. [b]Effect: [/b]Holon Splash may deal Water-type damage if the user wishes. On a roll of 16+, the target is Paralyzed.[br]
  839. [b]Limitation: [/b]Only Castform and all Pokemon with both the Electric and Water types may learn this move.|Holon Splash[/spoiler][br]
  840. [spoiler][b]Move[/b]: Laser Pulse[br]
  841. [b]Type: [/b]See Effect[br]
  842. [b]Frequency: [/b]Scene[br]
  843. [b]AC: [/b]2[br]
  844. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  845. [b]Class:[/b] Special[br]
  846. [b]Range:[/b] 6, Ranged Blast 3[br]
  847. [b]Effect:[/b] After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.|Laser Pulse[/spoiler][br]
  848. [spoiler][b]Move: [/b]Plasma Tail[br]
  849. [b]Type:[/b] Electric[br]
  850. [b]Frequency: [/b]EOT[br]
  851. [b]AC: [/b]6[br]
  852. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  853. [b]Class: [/b]Physical[br]
  854. [b]Range: [/b]3, 1 Target[br]
  855. [b]Effect: [/b]Plasma Tail Burns or Paralyzes on 17-19 during Accuracy Checks; flip a coin to determine whether the target gets Burned or Paralyzed. On 20 during the Accuracy Check, the target is both Burned and Paralyzed.|Plasma Tail[/spoiler][br]
  856. [spoiler][b]Move:[/b] Overdrive ★[br]
  857. [b]Type:[/b] Electric[br]
  858. [b]Frequency: [/b]EOT[br]
  859. [b]AC:[/b] None[br]
  860. [b]Class: [/b]Status[br]
  861. [b]Range: [/b]Self[br]
  862. [b]Effect: [/b]Raise the user's Special Attack by 1 Combat Stage, and raise the user's Speed by 1 Combat Stage. The effects of this Move are doubled in a @[Thunderstorm](article:86dcc088-faef-4341-80fe-4fa1473a46b7).|Overdrive ★[/spoiler][br]
  863. [spoiler][b]Move: [/b]Taser Claw[br]
  864. [b]Type:[/b] Electric [br]
  865. [b]Frequency: [/b]EOT[br]
  866. [b]AC:[/b] 2[br]
  867. [b]Damage Base 8: [/b] 2d8+10 / 19[br]
  868. [b]Class:[/b] Physical[br]
  869. [b]Range:[/b] Melee, 1 Target, Versatile[br]
  870. [b]Effect: [/b]Taser Claw Flinches the target on 15+.|Taser Claw[/spoiler][br]
  871. [spoiler][b]Move: [/b]Thunderstorm[br]
  872. [b]Type: [/b]Electric[br]
  873. [b]Frequency: [/b]Daily x2[br]
  874. [b]AC: [/b]None[br]
  875. [b]Class: [/b]Status[br]
  876. [b]Range:[/b] Field, Weather[br]
  877. [b]Effect: [/b]The weather becomes a @[Thunderstorm](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 5 rounds.|Thunderstorm[/spoiler]
  878. |Alternate Current[/spoiler][br]
  879. [spoiler][h3]Fairy-Type[/h3]
  880. [spoiler][b]Move: [/b]Beguile[br]
  881. [b]Type: [/b]Fairy[br]
  882. [b]Frequency:[/b] Scene x 2[br]
  883. [b]AC:[/b] 2[br]
  884. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  885. [b]Class: [/b]Special[br]
  886. [b]Range: [/b]8, 1 Target, Sonic[br]
  887. [b]Effect:[/b] The target must Shift, as a free action, towards the user, attempting to end in an adjacent space. They must use their highest usable movement capability, and take the most direct path possible. If the target cannot reach you due to terrain or other factors, it shifts as much as it is able, ending in a space as close to you as possible.|Fairy-Type[/spoiler][br]
  888. [spoiler][b]Move:[/b] Charmed Slap[br]
  889. [b]Type:[/b] Fairy[br]
  890. [b]Frequency:[/b] EOT[br]
  891. [b]AC:[/b] 3[br]
  892. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  893. [b]Class:[/b] Physical[br]
  894. [b]Range: [/b]Melee, 1 Target, Double Strike[br]
  895. [b]Effect:[/b] None|Charmed Slap[/spoiler][br]
  896. [spoiler][b]Move: [/b]Fairy Fang[br]
  897. [b]Type: [/b]Fairy[br]
  898. [b]Frequency: [/b]At-Will[br]
  899. [b]AC:[/b] 3[br]
  900. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  901. [b]Class: [/b]Physical[br]
  902. [b]Range: [/b]Melee, 1 Target[br]
  903. [b]Effect: [/b]Fairy Fang Infatuates or Flinches on 18+ during Accuracy Check; flip a coin to determine whether the foe gets Infatuated or Flinches. On 20 during Accuracy Check, the foe is Infatuated and Flinches. This Move is affected by Strong Jaw.|Fairy Fang[/spoiler][br]
  904. [spoiler][b]Move:[/b] Fairy Jab[br]
  905. [b]Type:[/b] Fairy[br]
  906. [b]Frequency:[/b] At-Will[br]
  907. [b]AC:[/b] 2[br]
  908. [b]Damage Base 5:[/b] 1d8+8 / 13[br]
  909. [b]Class:[/b] Physical[br]
  910. [b]Range:[/b] Melee, 1 Target, Priority[br]
  911. [b]Effect: [/b]None|Fairy Jab[/spoiler][br]
  912. [spoiler][b]Move: [/b]Foreplay[br]
  913. [b]Type:[/b] Fairy[br]
  914. [b]Frequency: [/b]Scene x 2[br]
  915. [b]AC:[/b] 2[br]
  916. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  917. [b]Class:[/b] Physical[br]
  918. [b]Range:[/b] Melee, 1 Target[br]
  919. [b]Effect:[/b] If the target is Infatuated (with you), Foreplay has a Damage Base of 13 (4d10+10 / 35) instead.|Foreplay[/spoiler][br]
  920. [spoiler][b]Move: [/b]Hug[br]
  921. [b]Type: [/b]Fairy[br]
  922. [b]Frequency:[/b] Daily x 2[br]
  923. [b]AC:[/b] None[br]
  924. [b]Class: [/b]Status[br]
  925. [b]Range: [/b]Melee, 1 Target[br]
  926. [b]Effect:[/b] The target gains Hit Points equal to 1/4th of its Max Hit Points.|Hug[/spoiler][br]
  927. [spoiler][b]Move:[/b] Inspire[br]
  928. [b]Type: [/b]Fairy[br]
  929. [b]Frequency: [/b]Scene[br]
  930. [b]AC:[/b] None[br]
  931. [b]Class: [/b]Status[br]
  932. [b]Range: [/b]Ranged 8, 1 Target[br]
  933. [b]Effect:[/b] Select a stat from Attack, Defense, Special Attack, Special Defense, Speed, or Accuracy. Raise the chosen stat of the target by 2 stages. The user may not target themselves with Inspire.|Inspire[/spoiler][br]
  934. [spoiler][b]Move:[/b] Magical Shot[br]
  935. [b]Type: [/b]Fairy[br]
  936. [b]Frequency:[/b] EOT[br]
  937. [b]AC:[/b] 4[br]
  938. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  939. [b]Class: [/b]Special[br]
  940. [b]Range: [/b]Line 6 or Cone 2, see text[br]
  941. [b]Effect:[/b] The area of effect can be chosen to act as a Line or Cone attack.|Magical Shot[/spoiler][br]
  942. [spoiler][b]Move:[/b] Moonlight Spear[br]
  943. [b]Type: [/b]Fairy[br]
  944. [b]Frequency: [/b]EOT[br]
  945. [b]AC:[/b] 2[br]
  946. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  947. [b]Class: [/b]Physical[br]
  948. [b]Range: [/b]6, 1 Target, Versatile[br]
  949. [b]Effect: [/b]Moonlight Spear ignores Damage Reduction caused by equipment, features, abilities, or Moves.|Moonlight Spear[/spoiler][br]
  950. [spoiler][b]Move: [/b]Pixie Dust[br]
  951. [b]Type: [/b]Fairy[br]
  952. [b]Frequency: [/b]Daily[br]
  953. [b]Class:[/b] Status[br]
  954. [b]Range: [/b]Melee[br]
  955. [b]Effect: [/b]The target gains a Sky speed equal to 4 + half their Focus rank for the duration of the Scene.|Pixie Dust[/spoiler][br]
  956. [spoiler][b]Move:[/b] Pixie Punch[br]
  957. [b]Type: [/b]Fairy[br]
  958. [b]Frequency: [/b]EOT[br]
  959. [b]AC:[/b] 2[br]
  960. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  961. [b]Class:[/b] Physical[br]
  962. [b]Range:[/b] 1 Target, Melee, Versatile[br]
  963. [b]Effect: [/b]Confuses the target on 19+. This Move is affected by Iron Fist.|Pixie Punch[/spoiler][br]
  964. [spoiler][b]Move:[/b] Shining Wind[br]
  965. [b]Type: [/b]Fairy[br]
  966. [b]Frequency: [/b]Scene[br]
  967. [b]AC: [/b]4[br]
  968. [b]Class: [/b]Special[br]
  969. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  970. [b]Range:[/b] Burst 2[br]
  971. [b]Effect:[/b] On a roll of 16+, the user loses all Weaknesses until the start of their next turn.[br]
  972. [b]Limitation: [/b]Only the Pidgey-line, Cleffa-line, Togepi-line, Tailow-line, Ralts-line, Flabébé-line, and Rotom-F may learn this move.|Shining Wind[/spoiler][br]
  973. [spoiler][b]Move: [/b]Stardust Crunch ★[br]
  974. [b]Type: [/b]Fairy [br]
  975. [b]Frequency:[/b] EOT [br]
  976. [b]AC: [/b]2[br]
  977. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  978. [b]Class: [/b]Physical[br]
  979. [b]Range:[/b] Melee, 1 Target[br]
  980. [b]Effect: [/b]-1 DEF CS on 17+. This move is affected by Strong Jaw.|Stardust Crunch ★[/spoiler]|Beguile[/spoiler][br]
  981. [spoiler][h3]Fighting-Type[/h3]
  982. [spoiler][b]Move:[/b] Aura Geyser[br]
  983. [b]Type:[/b] Fighting[br]
  984. [b]Frequency:[/b] At-Will[br]
  985. [b]AC: [/b]2[br]
  986. [b]Damage Base 6:[/b] 2d6+8 / 15[br]
  987. [b]Class: [/b]Special[br]
  988. [b]Range:[/b] Line 3, Push, Aura[br]
  989. [b]Effect:[/b] The targets are Pushed down the Line attack 1 square away from the user.|Fighting-Type[/spoiler][br]
  990. [spoiler][b]Move:[/b] Condensed Power[br]
  991. [b]Type:[/b] Fighting[br]
  992. [b]Frequency:[/b] EOT[br]
  993. [b]AC:[/b] 2[br]
  994. [b]Damage Base 2:[/b] 1d6+3 / 7[br]
  995. [b]Class:[/b] Physical[br]
  996. [b]Range:[/b] Melee, 1 Target, Aura[br]
  997. [b]Effect:[/b]For every Combat Stage the user has above 0, add +2 to Condensed Power's Damage Base, up to a maximum of Damage Base 20.|Condensed Power[/spoiler][br]
  998. [spoiler][b]Move:[/b] Cover[br]
  999. [b]Type:[/b] Fighting[br]
  1000. [b]Frequency: [/b]Scene x 2[br]
  1001. [b]AC:[/b] None[br]
  1002. [b]Class: [/b]Status[br]
  1003. [b]Range: [/b]Self, Swift Action[br]
  1004. [b]Effect: [/b]Until the end of the user’s next turn, they may target foes that Shift into Squares adjacent to them with Attacks of Opportunity. If they hit with a Struggle Attack this way, the target immediately ends their Shift Action in that square.[br]
  1005. Cover may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.[br]
  1006. [b]Special:[/b] The user may make one additional Attack of Opportunity per round.|Cover[/spoiler][br]
  1007. [spoiler][b]Move: [/b]Finisher[br]
  1008. [b]Type: [/b]Fighting[br]
  1009. [b]Frequency: [/b]Scene x 2[br]
  1010. [b]AC: [/b]2[br]
  1011. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1012. [b]Class: [/b]Physical[br]
  1013. [b]Range:[/b] WR (or Melee if without a weapon), 1 Target[br]
  1014. [b]Effect:[/b] If the target’s Hit Points are under 50%, Finisher’s Damage Base is increased to Damage Base 13 (4d10+10 / 35).|Finisher[/spoiler][br]
  1015. [spoiler][b]Move:[/b] Homerun[br]
  1016. [b]Type:[/b] Fighting[br]
  1017. [b]Frequency: [/b]At-Will[br]
  1018. [b]AC:[/b] 3[br]
  1019. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  1020. [b]Class:[/b] Physical[br]
  1021. [b]Range:[/b] Melee, 1 Target, Push[br]
  1022. [b]Effect: [/b]The target is pushed 6 squares minus their Weight Class. On a roll of 15+, the target is also Tripped.|Homerun[/spoiler][br]
  1023. [spoiler][b]Move:[/b] Golden Fist[br]
  1024. [b]Type:[/b] Fighting[br]
  1025. [b]Frequency: [/b]Daily[br]
  1026. [b]AC: [/b]2[br]
  1027. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1028. [b]Class: [/b]Physical[br]
  1029. [b]Range: [/b]Melee, 1 Target[br]
  1030. [b]Effect: [/b]Golden Fist scatters metal coins equal in value to 1d8 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins. This Move is affected by Iron Fist.|Golden Fist[/spoiler][br]
  1031. [spoiler][b]Move:[/b] Grandslam[br]
  1032. [b]Type:[/b] Fighting[br]
  1033. [b]Frequency:[/b] Daily[br]
  1034. [b]AC:[/b] 6[br]
  1035. [b]Damage Base:[/b] 10 + Weight Class[br]
  1036. [b]Class:[/b] Physical[br]
  1037. [b]Range:[/b] Melee, 1 Target, Push, Special[br]
  1038. [b]Effect:[/b] Use of Grandslam must be declared as a Priority (Limited) action at the beginning of the round to aim; the User must choose a single direction for the target to travel. During the User's turn in Initiative count, if the User has not used their Shift Action to move, roll the Accuracy Check. When hit, the target is Pushed 10 Squares in a single direction, and adds their Weight Class to the damage base of this Move before damage calculation. If a Target cannot be Pushed, the Damage Base for Grandslam is halved after applying Weight Class. If the User Moves before they roll the Accuracy Check, this attack fails.|Grandslam[/spoiler][br]
  1039. [spoiler][b]Move: [/b]Pivot Throw[br]
  1040. [b]Type: [/b]Fighting[br]
  1041. [b]Frequency: [/b]Scene[br]
  1042. [b]AC: [/b]2[br]
  1043. [b]Class: [/b]Physical[br]
  1044. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  1045. [b]Range: [/b]Melee, 1 Target, Push[br]
  1046. [b]Effect: [/b]The target is moved up to 4 meters in a direction of the user's choice. The user suffers -1 Combat Stage to Defense and Special Defense until the start of their next turn.[br]
  1047. [b]Limitation: [/b]Only the Machop-line, Makuhita-line, and Medicham-line may learn this move.[br]|Pivot Throw[/spoiler][br]
  1048. [spoiler][b]Move: [/b]Plan Attack[br]
  1049. [b]Type: [/b]Fighting[br]
  1050. Scene[br]
  1051. [b]AC: [/b]None[br]
  1052. [b]Class: [/b]Status[br]
  1053. [b]Range: [/b]Self[br]
  1054. [b]Effect: [/b]The next Weapon Move or Struggle Attack that the user uses against the Target that requires an Accuracy Check cannot miss. If the user performs a Weapon Move or Struggle Attack on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage.|Plan Attack[/spoiler][br]
  1055. [spoiler][b]Move: [/b]Power Flow[br]
  1056. [b]Type: [/b]Fighting[br]
  1057. [b]Frequency: [/b]Scene[br]
  1058. [b]AC: [/b]None[br]
  1059. [b]Class: [/b]Status[br]
  1060. [b]Range: [/b]Self, Aura[br]
  1061. [b]Effect: [/b]Choose an ally within Melee Range, you Lose 3 Attack Combat Stages and your target Gains 3 Attack Combat Stages.|Power Flow[/spoiler][br]
  1062. [spoiler][b]Move: [/b]@[Prana](law:b65f21fa-6ce2-45bc-921f-05dc1a327313) Flow (Qi Flow)[br]
  1063. [b]Type: [/b]Fighting[br]
  1064. [b]Frequency: [/b]Scene[br]
  1065. [b]AC: [/b]None[br]
  1066. [b]Class: [/b]Status[br]
  1067. [b]Range: [/b]Self, Aura[br]
  1068. [b]Effect: [/b]Choose an ally within Melee Range, you Lose 3 Special Attack Combat Stages and your target Gains 3 Special Attack Combat Stages.|Prana Flow (Qi Flow)[/spoiler][br]
  1069. [spoiler][b]Move: [/b]Salt Crash[br]
  1070. [b]Type: [/b]Fighting[br]
  1071. [b]Frequency: [/b]EOT[br]
  1072. [b]AC:[/b] 2[br]
  1073. [b]Damage Base 6:[/b] 2d6+8 / 15[br]
  1074. [b]Class: [/b]Physical[br]
  1075. [b]Range: [/b]Melee, 1 Target[br]
  1076. [b]Effect: [/b]The user’s Defense raises by 1 CS.|Salt Crash[/spoiler][br]|Aura Geyser[/spoiler][br]
  1077. [spoiler][h3]Fire-Type[/h3]
  1078. [spoiler][b]Move:[/b] Crushing Flames[br]
  1079. [b]Type: [/b]Fire[br]
  1080. [b]Frequency:[/b] Scene[br]
  1081. [b]AC:[/b] 4[br]
  1082. [b]Class:[/b] Special[br]
  1083. [b]Damage Base 15: [/b]4d10+20 / 45[br]
  1084. [b]Range:[/b] 6, Burst 2[br]
  1085. [b]Effect: [/b]The user is suppressed. On a roll of 16+, the target is Confused.[br]
  1086. [b]Limitation: [/b]Only Moltres and Reshiram may learn this move.[br]|Fire-Type[/spoiler][br]
  1087. [spoiler][b]Move:[/b] Flame Cloak[br]
  1088. [b]Type:[/b] Fire[br]
  1089. [b]Frequency: [/b]Daily x 2[br]
  1090. [b]AC:[/b] None[br]
  1091. [b]Class: [/b]Status[br]
  1092. [b]Range: [/b]Self, Swift Action[br]
  1093. [b]Effect: [/b]The user gains the Flame Body Ability for 5 turns. Flame Cloak may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.[br]
  1094. [b]Special: [/b]Grants Heater capability.|Flame Cloak[/spoiler][br]
  1095. [spoiler][b]Move:[/b] Flame Impact[br]
  1096. [b]Type:[/b] Fire[br]
  1097. [b]Frequency: [/b]EOT[br]
  1098. [b]AC: [/b]2[br]
  1099. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1100. [b]Class: [/b]Physical[br]
  1101. [b]Range: [/b]Melee, 1 Target, Dash, Priority, Versatile[br]
  1102. [b]Effect:[/b] None|Flame Impact[/spoiler][br]
  1103. [spoiler][b]Move:[/b] Ignition[br]
  1104. [b]Type:[/b] Fire[br]
  1105. [b]Frequency:[/b] Scene x 2[br]
  1106. [b]AC:[/b] 2[br]
  1107. [b]Class:[/b] Status[br]
  1108. [b]Range:[/b] Burst 1, Critical Phys[br]
  1109. [b]Effect:[/b] Targets hit are Burned. Raise the user's Speed 1 Combat Stage.|Ignition[/spoiler][br]
  1110. [spoiler][b]Move:[/b] Infernal Blade[br]
  1111. [b]Type: [/b]Fire[br]
  1112. [b]Frequency: [/b]Scene[br]
  1113. [b]AC:[/b] 3[br]
  1114. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  1115. [b]Class: [/b]Physical[br]
  1116. [b]Range: [/b]Melee, Pass, Reliable, Versatile[br]
  1117. [b]Effect: [/b]Infernal Blade Burns legal targets on a 19+. When calculating Weakness and Resistance for Infernal Blade, Fairy-Typed targets calculate damage as if Fairy was weak to Fire.|Infernal Blade[/spoiler][br]
  1118. [spoiler][b]Move[/b]: Laser Pulse[br]
  1119. [b]Type: [/b]See Effect[br]
  1120. [b]Frequency: [/b]Scene[br]
  1121. [b]AC: [/b]2[br]
  1122. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  1123. [b]Class:[/b] Special[br]
  1124. [b]Range:[/b] 6, Ranged Blast 3[br]
  1125. [b]Effect:[/b] After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.|Laser Pulse[/spoiler][br]
  1126. [spoiler][b]Move:[/b] Nitro Charge[br]
  1127. [b]Type:[/b] Fire[br]
  1128. [b]Frequency:[/b] EOT[br]
  1129. [b]AC: [/b]None[br]
  1130. [b]Class:[/b] Status[br]
  1131. [b]Range:[/b] Self[br]
  1132. [b]Effect:[/b] If the user performs a Fire Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user’s Defense 1 Combat Stage.|Nitro Charge[/spoiler][br]
  1133. [spoiler][b]Move: [/b]Obsidian Strike ★[br]
  1134. [b]Type:[/b] Fire[br]
  1135. [b]Frequency: [/b]EOT[br]
  1136. [b]AC: [/b]3[br]
  1137. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  1138. [b]Class: [/b]Physical[br]
  1139. [b]Range:[/b] Melee, 1 Target[br]
  1140. [b]Effect: [/b]Obsidian Strike may deal Glass Type damage if the user wishes. Lacerates or Burns on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Burned. On 20 during Accuracy Check, the foe is Lacerated and Burned.[br]|Obsidian Strike ★[/spoiler][br]
  1141. [spoiler][b]Move: [/b]Psyburst[br]
  1142. [b]Type: [/b]Fire[br]
  1143. [b]Frequency:[/b] EOT[br]
  1144. [b]AC:[/b] 2[br]
  1145. [b]Class: [/b]Special[br]
  1146. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1147. [b]Range:[/b] 8, 1 Target[br]
  1148. [b]Effect:[/b] Psyburst may deal Psychic Type damage if the user wishes. On a roll of 17+, this attack deals an additional 10 damage.[br]
  1149. [b]Limitation:[/b] Only the Abra-line, Ralts-line, Solrock, Darumaka-line, Fennekin-line, Mewtwo, and Victini may learn this move.|Psyburst[/spoiler][br]
  1150. [spoiler][b]Move: [/b]Roasting Heat[br]
  1151. [b]Type:[/b] Fire[br]
  1152. [b]Frequency: [/b]At Will[br]
  1153. [b]AC:[/b] 2[br]
  1154. [b]Class: [/b]Special[br]
  1155. [b]Damage Base 5: [/b]1d8+8 / 13[br]
  1156. [b]Range:[/b] 6, 1 Target[br]
  1157. [b]Effect: [/b]If the target is Burned, Roasting Heat deals an additional 5 damage.[br]
  1158. [b]Limitation: [/b]Only the Houndour-line and any Pokemon that naturally possesses the ability Flame Body may learn this move.[br]|Roasting Heat[/spoiler][br][spoiler][b]Move:[/b] Static Flames[br]
  1159. [b]Type: [/b]Fire[br]
  1160. [b]Frequency:[/b] EOT[br]
  1161. [b]AC: [/b]None[br]
  1162. [b]Class: [/b]Status[br]
  1163. [b]Range:[/b] 6, hazard[br]
  1164. [b]Effect: [/b]Set 8 square meters of Static Flames, all 8 meters must be adjacent with at least one other space of Static Flames next to each other. Static Flames cause Terrain to become Slow Terrain, and a grounded foe that runs into the hazard becomes Burned and Slowed until the end of their next turn. Fire-Type Pokémon may move over Static Flames harmlessly, destroying the Hazards as they do so.|Static Flames[/spoiler]|Crushing Flames[/spoiler][br]
  1165. [spoiler][h3]Flying-Type[/h3]
  1166. [spoiler][b]Move: [/b]Fog Breath ★[br]
  1167. [b]Type: [/b]Flying[br]
  1168. [b]Frequency:[/b] Scene x 2[br]
  1169. [b]AC: [/b]2[br]
  1170. [b]Class: [/b]Status[br]
  1171. [b]Range: [/b]Cone 3, Critical Mind[br]
  1172. [b]Effect: [/b]The targets gain -2 Speed Combat Stages and -2 Accuracy.|Flying-Type[/spoiler][br]
  1173. [spoiler][b]Move:[/b] Jet Strike[br]
  1174. [b]Type: [/b]Flying[br]
  1175. [b]Frequency:[/b] At-Will[br]
  1176. [b]AC:[/b] 2[br]
  1177. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1178. [b]Class: [/b]Physical[br]
  1179. [b]Range:[/b] Melee, 1 Target, Priority[br]
  1180. [b]Effect:[/b] None|Jet Strike[/spoiler][br]
  1181. [spoiler][b]Move:[/b] Sky Fall[br]
  1182. [b]Type:[/b] Flying[br]
  1183. [b]Frequency:[/b] Scene[br]
  1184. [b]AC: [/b]2[br]
  1185. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  1186. [b]Class: [/b]Special[br]
  1187. [b]Range:[/b] 6, 1 Target, Reliable, Versatile[br]
  1188. [b]Effect: [/b]Sky Fall Paralyzes the target on 15+.|Sky Fall[/spoiler][br]
  1189. [spoiler][b]Move:[/b] Strafe Dive[br]
  1190. [b]Type: [/b]Flying[br]
  1191. [b]Frequency:[/b] At-Will[br]
  1192. [b]AC:[/b] 3[br]
  1193. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1194. [b]Class: [/b]Physical[br]
  1195. [b]Range: [/b]Melee, 1 Target, Pass[br]
  1196. [b]Effect: [/b]If Strafe Dive is used successfully and consecutively on the same target, the Damage Base is increased by +4. For example, the first hit would have a DB of 4; the second hit a DB of 8; the third hit a DB of 12; the fourth and further hits a DB of 16. If Strafe Dive misses or fails to damage its target, its Damage Base resets.|Strafe Dive[/spoiler][br]
  1197. [spoiler][b]Move:[/b] Tempest[br]
  1198. [b]Type: [/b]Flying[br]
  1199. [b]Frequency: [/b]Scene[br]
  1200. [b]AC:[/b] 2[br]
  1201. [b]Damage Base 6: [/b]2d6+8 / 16[br]
  1202. [b]Class:[/b] Special[br]
  1203. [b]Range:[/b] Close Burst 2, Spirit Surge, Versatile[br]
  1204. [b]Effect:[/b] The Weather becomes Clear. Clear Weather is the default weather, conferring no innate bonuses or penalties of any sort.|Tempest[/spoiler][br]
  1205. [spoiler][b]Move: [/b]Wind Shear[br]
  1206. [b]Type: [/b]Flying[br]
  1207. [b]Frequency: [/b]EOT[br]
  1208. [b]AC: [/b]2[br]
  1209. [b]Damage Base 5:[/b] 1d8+8 / 13[br]
  1210. [b]Class:[/b] Special[br]
  1211. [b]Range: [/b]4, 1 Target[br]
  1212. [b]Effect:[/b] If the target has not yet acted in this round, Wind Shear’s Damage Base is increased to Damage Base 10 (3d8+10 / 24).|Wind Shear[/spoiler][br]|Fog Breath ★[/spoiler][br]
  1213. [spoiler][h3]Ghost-Type[/h3]
  1214. [spoiler][b]Move: [/b]Doom Augur[br]
  1215. [b]Type: [/b]Ghost[br]
  1216. [b]Frequency: [/b]Daily[br]
  1217. [b]AC: [/b]None[br]
  1218. [b]Class: [/b]Status[br]
  1219. [b]Range: [/b]10, 1 Target, Execute[br]
  1220. [b]Effect:[/b] Doom Augur does nothing on the turn it is used.[br]
  1221. At the end of the user’s next turn, if the user has direct line of sight on the target, Doom Augur hits. If the user does not have line of sight on the target, Doom Augur misses. Other than this, Doom Augur cannot miss. When Doom Augur hits, roll 1d100. This roll may not be modified in anyway. If you roll X or lower, the target Faints. X is equal to 70 + The User’s Level - The Target’s Level.|Ghost-Type[/spoiler][br]
  1222. [spoiler][b]Move: [/b]Engulf[br]
  1223. [b]Type: [/b]Ghost[br]
  1224. [b]Frequency: [/b]EOT[br]
  1225. [b]AC:[/b] 2[br]
  1226. [b]Damage Base 2:[/b] 1d6+3 / 7[br]
  1227. [b]Class: [/b]Special[br]
  1228. [b]Range:[/b] Cone 3, Spirit Surge[br]
  1229. [b]Effect: [/b]Engulf destroys all Hazards within the Cone and removes Leech Seeds and the Trapped or Stuck status of the user and those in the Cone (even immune Targets).|Engulf[/spoiler][br]
  1230. [spoiler][b]Move: [/b]Karma Beam[br]
  1231. [b]Type:[/b] Ghost[br]
  1232. [b]Frequency:[/b] Scene[br]
  1233. [b]AC: [/b]None[br]
  1234. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1235. [b]Class: [/b]Special[br]
  1236. [b]Range: [/b]Line 4, Smite[br]
  1237. [b]Effect: [/b]If the user was damaged by a Super Effective Move since the end of its last turn, Karma Beam has a Damage Base of 14 (4d10+15 / 40) instead.|Karma Beam[/spoiler][br]
  1238. [spoiler][b]Move: [/b]Macabre Dance[br]
  1239. [b]Type:[/b] Ghost[br]
  1240. [b]Frequency:[/b] Scene[br]
  1241. [b]AC: [/b]None[br]
  1242. [b]Class: [/b]Status[br]
  1243. [b]Range: [/b]6, 1 Target, Critical Mind[br]
  1244. [b]Effect:[/b] Macabre Dance cannot miss. Raise the user's Attack and Speed by 1 Combat Stage, and the target is now Confused.|Macabre Dance[/spoiler][br]
  1245. [spoiler][b]Move:[/b] Night March[br]
  1246. [b]Type: [/b]Ghost[br]
  1247. [b]Frequency: [/b]Scene x2[br]
  1248. [b]AC:[/b] 2[br]
  1249. [b]Class:[/b] Physical[br]
  1250. [b]Damage Base Variable: [/b]See text[br]
  1251. [b]Range:[/b] Melee, 1 Target[br]
  1252. [b]Effect:[/b] Night March has a base DB of 2. This increases by 2 for each additional Pokemon that knows the Night March move in the encounter, to a maximum of DB 20, with 10 such Pokemon in the encounter. Night March's DB cannot be increased by feats, Abilities, or items.[br]
  1253. [b]Limitation:[/b] Only the Duskull-line, Joltik-line, Litwick-line, Yamask-line, Pumpkaboo-line, Coltergeist-line, and Alolan Marowak may learn this move.|Night March[/spoiler][br]
  1254. [spoiler][b]Move: [/b]Peril Tomb[br]
  1255. [b]Type: [/b]Ghost[br]
  1256. [b]Frequency: [/b]EOT[br]
  1257. [b]AC: [/b]2[br]
  1258. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1259. [b]Class: [/b]Physical[br]
  1260. [b]Range:[/b] Melee, 1 Target, Versatile[br]
  1261. [b]Effect: [/b]Lower the target's Speed 1 Combat Stage. Flinches on an Accuracy Check of 19+.|Peril Tomb[/spoiler][br]
  1262. [spoiler][b]Move:[/b] Possession[br]
  1263. [b]Type:[/b] Ghost[br]
  1264. [b]Frequency:[/b] Scene[br]
  1265. [b]AC: [/b]2[br]
  1266. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  1267. [b]Class:[/b] Special[br]
  1268. [b]Range:[/b] 6, 1 Target[br]
  1269. [b]Effect: [/b]The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Special Attack stat. Possession is still otherwise Special (Special Evasion is used to avoid it, Mirror Coat can reflect it, etc.).|Possession[/spoiler][br]
  1270. [spoiler][b]Move:[/b] Poltergeist[br]
  1271. [b]Type: [/b]Ghost[br]
  1272. [b]Frequency: [/b]Scene[br]
  1273. [b]AC: [/b]None[br]
  1274. [b]Class: [/b]Status[br]
  1275. [b]Range:[/b] 6, 1 Target, Critical Mind[br]
  1276. [b]Effect: [/b]One of the Target's Moves randomly becomes Disabled. Poltergeist cannot miss.|Poltergeist[/spoiler][br]
  1277. [spoiler][b]Move: [/b]Shadow Grasp[br]
  1278. [b]Type: [/b]Ghost[br]
  1279. [b]Frequency: [/b]Scene x 2[br]
  1280. [b]AC: [/b]4[br]
  1281. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1282. [b]Class: [/b]Physical[br]
  1283. [b]Range:[/b] 3, 1 Target[br]
  1284. [b]Effect:[/b] The target is put in a Vortex.|Shadow Grasp[/spoiler][br]
  1285. [spoiler][b]Move: [/b]Sob[br]
  1286. [b]Type: [/b]Ghost[br]
  1287. [b]Frequency: [/b]Daily[br]
  1288. [b]AC:[/b] None[br]
  1289. [b]Class:[/b] Status[br]
  1290. [b]Range: [/b]4, 1 Target, Critical Mind, Reliable[br]
  1291. [b]Effect: [/b]Lower the target's Attack, Special Attack, Defense, Special Defense, and Speed by 1 Combat Stage.|Sob[/spoiler][br]
  1292. [spoiler][b]Move:[/b] Terrorize ★[br]
  1293. [b]Type:[/b] Ghost[br]
  1294. [b]Frequency:[/b] Scene x 2[br]
  1295. [b]AC:[/b] 7[br]
  1296. [b]Damage Base 12:[/b] 3d10+10 / 27[br]
  1297. [b]Class: [/b]Special[br]
  1298. [b]Range: [/b]4, Ranged Blast 2, Smite[br]
  1299. [b]Effect:[/b] Terrorize Confuses Legal Targets on 19+. If the target is Blinded, Terrorize cannot miss.|Terrorize ★[/spoiler][br]
  1300. [spoiler][b]Move: [/b]Whisper[br]
  1301. [b]Type: [/b]Ghost[br]
  1302. [b]Frequency:[/b] Scene x 2[br]
  1303. [b]AC: [/b]None[br]
  1304. [b]Class: [/b]Status[br]
  1305. [b]Range: [/b]4, 1 Target, Sonic, Critical Sum, Reliable[br]
  1306. [b]Effect: [/b]Lower the target's Evasion by 1.|Whisper[/spoiler][br]
  1307. |Doom Augur[/spoiler][/col]
  1308. [col][spoiler][h3]Grass-Type[/h3]
  1309. [spoiler][b]Move:[/b] Leaf Shield[br]
  1310. [b]Type:[/b] Grass[br]
  1311. [b]Frequency:[/b] EOT[br]
  1312. [b]AC: [/b]None[br]
  1313. [b]Class:[/b] Status[br]
  1314. [b]Range: [/b]Self[br]
  1315. [b]Effect: [/b]Raise the user's Defense by 1 Combat Stage, and raise the user's Special Defense by 1 Combat Stage. If it is Sunny, double the amount of Combat Stages raised.|Grass-Type[/spoiler][br]
  1316. [spoiler][b]Move: [/b]Vibrant Leaf[br]
  1317. [b]Type: [/b]Grass[br]
  1318. [b]Frequency:[/b] Scene[br]
  1319. [b]AC: [/b]2[br]
  1320. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1321. [b]Class: [/b]Special[br]
  1322. [b]Range:[/b] 6, 1 Target[br]
  1323. [b]Effect:[/b] The next attack used by the user gains the "Priority" keyword. This effect cannot be applied in the same turn in which Vibrant Leaf was used.|Vibrant Leaf[/spoiler][br]
  1324. |Leaf Shield[/spoiler]
  1325. [spoiler][h3]Ground-Type[/h3]
  1326. [spoiler][b]Move: [/b]Abrasive Wind[br]
  1327. [b]Type: [/b]Ground[br]
  1328. [b]Frequency:[/b] At-Will[br]
  1329. [b]AC: [/b]2[br]
  1330. [b]Damage Base 6:[/b] 2d6+8 / 15[br]
  1331. [b]Class:[/b] Special[br]
  1332. [b]Range: [/b]6, 1 Target, Spirit Surge[br]
  1333. [b]Effect: [/b]Raise all of the user's stats by 1 Combat Stage on AC 19+.|Ground-Type[/spoiler][br]
  1334. [spoiler][b]Move:[/b] Dirt Cloud[br]
  1335. [b]Type:[/b] Ground[br]
  1336. [b]Frequency:[/b] EOT[br]
  1337. [b]AC:[/b] None[br]
  1338. [b]Class:[/b] Status[br]
  1339. [b]Range:[/b] Range 2, Blast 2[br]
  1340. [b]Effect:[/b] Dirt Cloud creates a Blast of Dirt that covers the target area that persists until the end of the encounter, or until Defog or Whirlwind are used. Any targets that are not Ground, Rock, or Steel-Type that attack from or into the Dirt Cloud receive a -3 to Accuracy and also, when they pass through the Dirt Cloud, lose a Tick of Hit Points.|Dirt Cloud[/spoiler][br]
  1341. [spoiler][b]Move: [/b]Disintegrate[br]
  1342. [b]Type:[/b] Ground[br]
  1343. [b]Frequency:[/b] Scene[br]
  1344. [b]AC:[/b] None[br]
  1345. [b]Class:[/b] Status[br]
  1346. [b]Range: [/b]Self, Set-Up[br]
  1347. [b]Set-Up Effect:[/b] The user becomes Particlized. While Partilclized, the user is Slowed and cannot take Standard Actions except to Resolve the effect Disintegrate and the user’s Movement is never obstructed by Rough or Slow terrain; they can shift even through the smallest openings. Furthermore, while Particlized, the user is completely immune to all Physical damage, and becomes completely invisible if fully submerged in any sand. The user does not need to resolve Disintegrate on their next turn; it persists until the end of the scene or until the user resolves it.[br]
  1348. [b]Resolution Effect:[/b] The user gains +1 Special Defense Combat Stage, and then stops being Particlized.|Disintegrate[/spoiler][br]
  1349. [spoiler][b]Move: [/b]Dust Devil[br]
  1350. [b]Type:[/b] Ground[br]
  1351. [b]Frequency: [/b]Scene[br]
  1352. [b]AC: [/b]2[br]
  1353. [b]Damage Base 9:[/b] 2d10+10 / 21[br]
  1354. [b]Class:[/b] Special[br]
  1355. [b]Range:[/b] 6, Ranged Blast 2, Smite[br]
  1356. [b]Effect: [/b]When calculating Weakness and Resistance for Dust Devil, Flying-Typed targets calculate damage as if Flying was neutral to Ground. Dust Devil ignores the Levitate ability.|Dust Devil[/spoiler][br]
  1357. [spoiler][b]Move:[/b] Mudslide[br]
  1358. [b]Type:[/b] Ground[br]
  1359. [b]Frequency: [/b]Scene x 2[br]
  1360. [b]AC: [/b]3[br]
  1361. [b]Damage Base 6:[/b] 2d6+8/15[br]
  1362. [b]Class: [/b]Special[br]
  1363. [b]Range: [/b]Close Blast 2[br]
  1364. [b]Effect:[/b] All Legal Targets have their Evasion lowered by 1.|Mudslide[/spoiler][br]
  1365. [spoiler][b]Move: [/b]Quaking Punch[br]
  1366. [b]Type:[/b] Ground[br]
  1367. [b]Frequency:[/b] Daily x2[br]
  1368. [b]AC: [/b]4[br]
  1369. [b]Class: [/b]Physical[br]
  1370. [b]Damage Base 10:[/b] 3d8+10 /24[br]
  1371. [b]Range:[/b] Melee, 1 Target[br]
  1372. [b]Effect: [/b]The target cannot gain any benefits from items, either held or used by a trainer, for the remainder of the encounter. If the target is holding a Mega Stone but has not Mega Evolved yet, it cannot use Mega Evolution in this encounter. This Move is affected by Iron Fist.[br]
  1373. [b]Limitation:[/b] Only Poliwhirl, Poliwrath, Politoed, Machop-line, Marshtomp, Swampert, Riolu-line, Sawk, Palpitoad, and Seismitoad may learn this move.[br]|Quaking Punch[/spoiler][br]
  1374. [spoiler][b]Move: [/b]Stampede[br]
  1375. [b]Type: [/b]Ground[br]
  1376. [b]Frequency: [/b]EoT[br]
  1377. [b]AC: [/b]2[br]
  1378. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1379. [b]Class:[/b] Physical[br]
  1380. [b]Range:[/b] Melee, Dash, Pass[br]
  1381. [b]Effect:[/b] Stampede Trips the target on a 15+. If the target is of a Size Category that is smaller than the user's, the target is Pushed 1 square in any direction.|Stampede[/spoiler][br]
  1382. [spoiler][b]Move:[/b] Subduction[br]
  1383. [b]Type:[/b] Ground[br]
  1384. [b]Frequency: [/b]Daily x 2[br]
  1385. [b]AC:[/b] 4[br]
  1386. [b]Damage Base 14: [/b]4d10+15 / 40[br]
  1387. [b]Class: [/b]Physical[br]
  1388. [b]Range:[/b] 6, 1 Target, Smite, Versatile[br]
  1389. [b]Effect:[/b] The target’s Speed is lowered 2 Combat Stages, and the user becomes Confused after Damage.|Subduction[/spoiler]|Abrasive Wind[/spoiler][br]
  1390. [spoiler][h3]Ice-Type[/h3][spoiler][b]Move: [/b]Cold Crush[br]
  1391. [b]Type: [/b]Ice[br]
  1392. [b]Frequency:[/b] Scene[br]
  1393. [b]AC:[/b] 4[br]
  1394. [b]Class: [/b]Special[br]
  1395. [b]Damage Base 14:[/b] 4d10+15 / 40[br]
  1396. [b]Range: [/b]Line 6[br]
  1397. [b]Effect: [/b]The user is suppressed. On a roll of 16+, the target is also suppressed.[br]
  1398. [b]Limitation: [/b]Only Articuno and Kyurem may learn this move.[br]|Ice-Type[/spoiler][br]
  1399. [spoiler][b]Move:[/b] Freezer Burn[br]
  1400. [b]Type:[/b] Ice[br]
  1401. [b]Frequency: [/b]At-Will[br]
  1402. [b]AC: [/b]2[br]
  1403. [b]Damage Base 2:[/b] 1d6+3 / 7[br]
  1404. [b]Class:[/b] Special[br]
  1405. [b]Range: [/b]4, 1 Target[br]
  1406. [b]Effect:[/b] On a 15+ flip a coin. If heads, the target is now Burned. If tails, the target is now Frozen.|Freezer Burn[/spoiler][br]
  1407. [spoiler][b]Move: [/b]Freezing Breath[br]
  1408. [b]Type:[/b] Ice[br]
  1409. [b]Frequency:[/b] EOT[br]
  1410. [b]AC:[/b] 4[br]
  1411. [b]Class: [/b]Special[br]
  1412. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  1413. [b]Range: [/b]Cone 3[br]
  1414. [b]Effect: [/b]On a roll of 15+, the target is Paralyzed. On a roll of 18+, the target is Frozen instead. [br]
  1415. [b]Limitation:[/b] Only the Seel-line, Spheal-line, Snorunt-line, Vanillite-line, Lapras, Cyrogonal, and Kyurem may learn this move.[br]|Freezing Breath[/spoiler][br]
  1416. [spoiler][b]Move:[/b] Frost Cloak ★[br]
  1417. [b]Type:[/b] Ice[br]
  1418. [b]Frequency: [/b]Daily x 2[br]
  1419. [b]AC:[/b] None[br]
  1420. [b]Class: [/b]Status[br]
  1421. [b]Range: [/b]Self, Swift Action[br]
  1422. [b]Effect: [/b]The user gains the Deep Freeze Ability for 5 turns. Frost Cloak may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.[br]
  1423. [b]Special: [/b]Grants Chilled capability.|Frost Cloak ★[/spoiler][br]
  1424. [spoiler][b]Move: [/b]Frost Slash[br]
  1425. [b]Type:[/b] Ice[br]
  1426. [b]Frequency:[/b] EOT[br]
  1427. [b]AC:[/b] 2[br]
  1428. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1429. [b]Class: [/b]Physical[br]
  1430. [b]Range: [/b]Melee, Pass[br]
  1431. [b]Effect: [/b]If used as a Pass Move, Frost Slash is a Critical Hit on 18+. If used as a Melee, 1 Target Move, Frost Slash Freezes the Target on a 19+|Frost Slash[/spoiler][br]
  1432. [spoiler][b]Move[/b]: Laser Pulse[br]
  1433. [b]Type: [/b]See Effect[br]
  1434. [b]Frequency: [/b]Scene[br]
  1435. [b]AC: [/b]2[br]
  1436. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  1437. [b]Class:[/b] Special[br]
  1438. [b]Range:[/b] 6, Ranged Blast 3[br]
  1439. [b]Effect:[/b] After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.|Laser Pulse[/spoiler][br]
  1440. [spoiler][b]Move:[/b] Holon Blizzard[br]
  1441. [b]Type: [/b]Steel[br]
  1442. [b]Frequency:[/b] Daily x2[br]
  1443. [b]AC:[/b] 4[br]
  1444. [b]Class:[/b] Special[br]
  1445. [b]Damage Base 11: [/b]3d10+10 / 27[br]
  1446. [b]Range:[/b] Field[br]
  1447. [b]Effect:[/b] Holon Blizzard may deal Ice-type damage if the user wishes.[br]
  1448. [b]Limitation: [/b]Only Castform and all Pokemon with both the Steel and Ice types may learn this move.|Holon Blizzard[/spoiler][br]
  1449. [spoiler][b]Move:[/b] Snow Cover[br]
  1450. [b]Type: [/b]Ice[br]
  1451. [b]Frequency:[/b] Daily x 2[br]
  1452. [b]AC:[/b] None[br]
  1453. [b]Class:[/b] Status[br]
  1454. [b]Range: [/b]Field[br]
  1455. [b]Effect:[/b] The area becomes Snow-Covered for 5 rounds. While Snow-Covered, all Pokémon and Trainers standing on the ground are Slowed at the start of every turn, unless they are Ice-type, wearing Snow Boots, or otherwise have Naturewalk (Tundra) or Naturewalk (Taiga). In addition, Ice-Type attacks performed by grounded Pokémon and Trainers gain a +10 bonus to Damage Rolls.|Snow Cover[/spoiler][br]
  1456. [spoiler][b]Move: [/b]Whiteout[br]
  1457. [b]Type:[/b] Ice[br]
  1458. [b]Frequency:[/b] Daily x 2[br]
  1459. [b]AC:[/b] 7[br]
  1460. [b]Damage Base 11: [/b]3d10+10 / 27[br]
  1461. [b]Class: [/b]Special[br]
  1462. [b]Range: [/b]Burst 1, Smite[br]
  1463. [b]Effect: [/b]Whiteout Freezes its target on 15+. If the target is in Sunny Weather, Whiteout's Accuracy Check is 11. If the target is in Hailing Weather, Whiteout cannot miss. If the target is airborne as a result of Fly or Sky Drop, Whiteout cannot miss.|Whiteout[/spoiler][br]
  1464. |Cold Crush[/spoiler][br]
  1465. [spoiler][h3]Normal-Type[/h3]
  1466. [spoiler][b]Move:[/b] Atom Split[br]
  1467. [b]Type:[/b] Normal[br]
  1468. [b]Frequency: [/b]Daily[br]
  1469. [b]AC: [/b]2[br]
  1470. [b]Damage Base 25: [/b]6d12+60 / 100[br]
  1471. [b]Class: [/b]Special[br]
  1472. [b]Range:[/b] Burst 2[br]
  1473. [b]Effect:[/b] The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered. Damp prevents this Move from being used.|Normal-Type[/spoiler][br]
  1474. [spoiler][b]Move:[/b] Brace[br]
  1475. [b]Type:[/b] Normal[br]
  1476. [b]Frequency: [/b]EOT [br]
  1477. [b]AC: [/b]None[br]
  1478. [b]Class: [/b]Status[br]
  1479. [b]Range:[/b] Self[br]
  1480. [b]Effect:[/b]The user’s Attack and Special Attack each gain -1 CS. The user’s Defense and Special Defense each gain +1 CS. The user is immune to Critical Hits until the end of its next turn.|Brace[/spoiler][br]
  1481. [spoiler][b]Move: [/b]Catalogue[br]
  1482. [b]Type: [/b]Normal[br]
  1483. [b]Frequency:[/b] Scene x 2[br]
  1484. [b]AC: [/b]None[br]
  1485. [b]Class: [/b]Status[br]
  1486. [b]Range:[/b] Self[br]
  1487. [b]Effect:[/b]Randomly select another Pokémon on the user’s roster and then randomly select an Ability that Pokémon has. Catalogue’s user gains that Ability immediately until the end of the Scene, or until it uses this Move again. This may not select Abilities that may not be traced or swapped.|Catalogue[/spoiler][br]
  1488. [spoiler][b]Move:[/b] Cat’s Paw ★[br]
  1489. [b]Type:[/b] Normal[br]
  1490. [b]Frequency:[/b] Scene x 2[br]
  1491. [b]AC: [/b]None[br]
  1492. [b]Class: [/b]Status[br]
  1493. [b]Range: [/b]4, 1 Target[br]
  1494. [b]Effect: [/b]If used on an ally, they may use your Attack stat in place of their own until the end of your next turn. If used on an enemy, they must use your Defense stat in place of their own until the end of your next turn.|Cat's Paw ★[/spoiler][br]
  1495. [spoiler][b]Move:[/b] Fetch[br]
  1496. [b]Type:[/b] Normal[br]
  1497. [b]Frequency: [/b]EOT[br]
  1498. [b]AC: [/b]None[br]
  1499. [b]Class: [/b]Status[br]
  1500. [b]Range: [/b]Melee, 1 Target[br]
  1501. [b]Effect: [/b]The user takes one item from a willing ally. This may be a Held Item, or an item from the target's inventory (if they have one). The user may then use or equip the taken item (as appropriate) as a Free Action, if able. Fetch fails if the user cannot hold any more items.|Fetch[/spoiler][br]
  1502. [spoiler][b]Move: [/b]Fiesta[br]
  1503. [b]Type: [/b]Normal[br]
  1504. [b]Frequency: [/b]EOT[br]
  1505. [b]AC:[/b] None[br]
  1506. [b]Class:[/b] Status[br]
  1507. [b]Range: [/b]6, Hazard[br]
  1508. [b]Effect: [/b]Set 4 square meters of Treat hazards within 6 meters (these are only Hazards for the purposes of effects that remove Hazards – foes cannot otherwise interact with them). Any ally that ends their turn in a Treat hazard removes that Hazard and gains a Tick of Temporary Hit Points.|Fiesta[/spoiler][br]
  1509. [spoiler][b]Move:[/b] Frenzy Tackle[br]
  1510. [b]Type: [/b]Normal[br]
  1511. [b]Frequency:[/b] Daily x 2[br]
  1512. [b]AC:[/b] 4[br]
  1513. [b]Damage Base 15:[/b] 4d10+20 / 45[br]
  1514. [b]Class: [/b]Physical[br]
  1515. [b]Range:[/b] 1 Target, Melee, Dash[br]
  1516. [b]Effect: [/b]Lower the user's Attack and Defense 1 Combat Stage. The user loses 1/4th of their Maximum HP. On a miss, the user becomes Confused.|Frenzy Tackle[/spoiler][br]
  1517. [spoiler][b]Move: [/b]Fury[br]
  1518. [b]Type:[/b] Normal[br]
  1519. [b]Frequency: [/b]At-Will[br]
  1520. [b]AC:[/b] 2[br]
  1521. [b]Damage Base 2: [/b]1d6+3 / 7[br]
  1522. [b]Class:[/b] Special[br]
  1523. [b]Range:[/b] Melee, 1 Target, Spirit Surge[br]
  1524. [b]Effect: [/b]The user becomes Enraged. Until the end of the user’s next turn, if the user is Enraged, the user gains +1 Special Attack Combat Stage whenever they are damaged by an Damaging Move or Attack.|Fury[/spoiler][br]
  1525. [spoiler][b]Move: [/b]Morph[br]
  1526. [b]Type: [/b]Normal[br]
  1527. [b]Frequency: [/b]Daily[br]
  1528. [b]Class:[/b] Status[br]
  1529. [b]Range:[/b] Self[br]
  1530. [b]Effect:[/b] The user uses the Move Transform. After resolving the effects of Transform, the user copies the target’s Type(s). If the user is now single typed, it may either change that type, or add a second type of its choice. If the user is now double typed, it may remove one of those types, or change one of those types. These changes last until the end of the Scene, or the user changes Types again.|Morph[/spoiler][br]
  1531. [spoiler][b]Move:[/b] Prism Beam[br]
  1532. [b]Type:[/b] Normal[br]
  1533. [b]Frequency:[/b] EOT[br]
  1534. [b]AC: [/b]2[br]
  1535. [b]Damage Base 9:[/b] 2d10+10 / 21[br]
  1536. [b]Class:[/b] Special[br]
  1537. [b]Range:[/b] 4, 1 Target[br]
  1538. [b]Effect: [/b]This Move is the same type as the Primary Type of its user. It is unaffected by the Ability Normalize.|Prism Beam[/spoiler][br]
  1539. [spoiler][b]Move:[/b] Quick Turn[br]
  1540. [b]Type: [/b]Normal[br]
  1541. [b]Frequency:[/b] EOT[br]
  1542. [b]AC:[/b] 2[br]
  1543. [b]Class: [/b]Physical[br]
  1544. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1545. [b]Range: [/b]Melee, 1 Target, Shift Action[br]
  1546. [b]Effect:[/b] Quick Turn adds the user's Speed stat to damage instead of their Attack.[br]
  1547. [b]Limitation: [/b]Only the Spearow-line, Ponyta-line, Zubat-line, Sneasel-line Tailow-line, Zigzagoon-line, Nincada-line, Starly-line, Floatzel-line, Gible-line, Venipede-line, Fletchling-line, Jolteon, Accelgor, and Deoxys-S may learn this move.[br]|Quick Turn[/spoiler][br]
  1548. [spoiler][b]Move: [/b]Restraint[br]
  1549. [b]Type: [/b]Normal[br]
  1550. [b]Frequency: [/b]At-Will[br]
  1551. [b]AC:[/b] 2[br]
  1552. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1553. [b]Class: [/b]Special[br]
  1554. [b]Range:[/b] 6, 1 Target[br]
  1555. [b]Effect:[/b] Restraint’s damage cannot bring a target lower than 1 Hit Point.|Restraint[/spoiler][br]
  1556. [spoiler][b]Move: [/b]Retrograde[br]
  1557. [b]Type: [/b]Normal[br]
  1558. [b]Frequency:[/b] Scene[br]
  1559. [b]AC: [/b]2[br]
  1560. [b]Class: [/b]Status[br]
  1561. [b]Range: [/b]10, 1 Target, Critical Phys[br]
  1562. [b]Effect: [/b]The target has all of its CS reset, and all Coats removed. If the target is under the effects of Mega Evolution, the move Transform, or any Moves, Capabilities, Abilities or Features that change a targets Form(e) or Type, those effects immediately end.|Retrograde[/spoiler][br]
  1563. [spoiler][b]Move: [/b]Unleash[br]
  1564. [b]Type: [/b]Normal[br]
  1565. [b]Frequency:[/b] Scene x 2[br]
  1566. [b]AC: [/b]3[br]
  1567. [b]Damage Base 12: [/b]3d12+10 / 30[br]
  1568. [b]Class: [/b]Special[br]
  1569. [b]Range:[/b] Melee, Burst 1, Smite[br]
  1570. [b]Effect:[/b] After damage is dealt, the user becomes Enraged and Confused.|Unleash[/spoiler][br]
  1571. |Atom Split[/spoiler][br]
  1572. [spoiler][h3]Poison-Type[/h3]
  1573. [spoiler][b]Move: [/b]Acid Rain[br]
  1574. [b]Type:[/b] Poison[br]
  1575. [b]Frequency: [/b]Daily x2[br]
  1576. [b]AC:[/b] None[br]
  1577. [b]Class: [/b]Status[br]
  1578. [b]Range: [/b]Field, Weather[br]
  1579. [b]Effect: [/b]The weather changes to @[Acid Rain](article:86dcc088-faef-4341-80fe-4fa1473a46b7) for 3 rounds. While it is Acid Raining, all non-Poison and non-Steel types lose a Tick of Hit Points at the beginning of their turn.|Poison-Type[/spoiler][br]
  1580. [spoiler][b]Move:[/b] Blight[br]
  1581. [b]Type: [/b]Poison[br]
  1582. [b]Frequency: [/b]Daily x2[br]
  1583. [b]AC:[/b] None[br]
  1584. [b]Class:[/b] Status[br]
  1585. [b]Range: [/b]Field[br]
  1586. [b]Effect: [/b]The Field becomes Blighted for five rounds. While the Field is Blighted, non-Flying and non-Levitating Pokemon have a 50% chance to be poisoned at the start of their initiative, and already poisoned Pokemon have a 25% chance to become Badly Poisoned instead. This effect includes Poison and Steel-Types if the user of the Move has the Corrosive Ability, though take a 75% chance to be Poisoned, and 50% to be Badly Poisoned instead.|Blight[/spoiler][br]
  1587. [spoiler][b]Move: [/b]Corrode[br]
  1588. [b]Type:[/b] Poison[br]
  1589. [b]Frequency:[/b] EOT[br]
  1590. [b]AC: [/b]2[br]
  1591. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1592. [b]Class: [/b]Special[br]
  1593. [b]Range:[/b] 6, 1 Target, Versatile[br]
  1594. [b]Effect: [/b]When calculating Weakness and Resistance for Corrode, Steel-Typed targets calculate damage as if Steel was weak to Poison.|Corrode[/spoiler][br]
  1595. [spoiler][b]Move:[/b] Corrupt[br]
  1596. [b]Type:[/b] Poison[br]
  1597. [b]Frequency: [/b]Scene[br]
  1598. [b]AC:[/b] 7[br]
  1599. [b]Class: [/b]Status[br]
  1600. [b]Range:[/b] 6, 1 Target, Critical Phys[br]
  1601. [b]Effect: [/b]The target gains -2 CS in two stats, determined randomly. Roll 2d6, re-rolling results of 6, and duplicate results. 1 is Attack, 2 is Defense, 3 is Special Attack, 4 is Special Defense, 5 is Speed. On a miss, the target only loses -1 CS in each stat.|Corrupt[/spoiler][br]
  1602. [spoiler][b]Move: [/b]Dart Barrage[br]
  1603. [b]Type: [/b]Poison [br]
  1604. [b]Frequency: [/b]EOT[br]
  1605. [b]AC: [/b]4[br]
  1606. [b]Damage Base 3: [/b]1d6+5 / 9[br]
  1607. [b]Class:[/b] Physical[br]
  1608. [b]Range: [/b]6, 1 Target, Fivestrike[br]
  1609. [b]Effect:[/b] Poisons on an Accuracy Check of 18+.|Dart Barrage[/spoiler][br]
  1610. [spoiler][b]Move:[/b] Meltdown ★[br]
  1611. [b]Type:[/b] Poison[br]
  1612. [b]Frequency:[/b] Daily[br]
  1613. [b]AC: [/b]2[br]
  1614. [b]Damage Base 25: [/b]6d12+60 / 100[br]
  1615. [b]Class: [/b]Special[br]
  1616. [b]Range:[/b] Burst 2, Hazard[br]
  1617. [b]Effect:[/b] The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. In addition, the Burst around the user becomes Irradiated for the rest of the encounter. When a Pokemon or Trainer begins their turn in or passes through an Irradiated space, they become Poisoned. The user’s loyalty toward its trainer may be lowered. Damp prevents this Move from being used.|Meltdown ★[/spoiler][br]
  1618. [spoiler][b]Move: [/b]Sticky Terrain[br]
  1619. [b]Type:[/b] Poison[br]
  1620. [b]Frequency:[/b] Daily x 2[br]
  1621. [b]AC: [/b]None[br]
  1622. [b]Class: [/b]Status[br]
  1623. [b]Range:[/b] Field[br]
  1624. [b]Effect:[/b] The Field becomes Sticky for five rounds. While the Field is Sticky, non-Flying and non-Levitating Pokémon cannot declare Priority or Interrupt Moves outside their own Initiatives. In addition, all Jumping Capabilities of creatures touching the ground are reduced by 2, to a minimum of 0.|Sticky Terrain[/spoiler][br]
  1625. [spoiler][b]Move:[/b] Sulfur Plume[br]
  1626. [b]Type: [/b]Poison[br]
  1627. [b]Frequency: [/b]Scene x 2[br]
  1628. [b]AC:[/b] 3[br]
  1629. [b]Damage Base 12: [/b]3d12+10 / 30[br]
  1630. [b]Class: [/b]Special[br]
  1631. [b]Range:[/b] Burst 1[br]
  1632. [b]Effect: [/b]The user's Defense and Special Defense are lowered by 1 Combat Stage. All Legal Targets are Poisoned on AC 16+.|Sulfur Plume[/spoiler][br]
  1633. |Acid Rain[/spoiler][br]
  1634. [spoiler][h3]Psychic-Type[/h3]
  1635. [spoiler][b]Move: [/b]Genesis Shackles[br]
  1636. [b]Type: [/b]Psychic[br]
  1637. [b]Frequency: [/b]Daily[br]
  1638. [b]AC: [/b]4[br]
  1639. [b]Damage Base 14:[/b] 4d10+15 / 40[br]
  1640. [b]Class: [/b]Special[br]
  1641. [b]Range: [/b]Burst 1, Smite[br]
  1642. [b]Effect:[/b] All targets hit by Genesis Shackles are Slowed and Trapped until they Take a Breather. After resolving damage from this Move, Quetzar transforms into Statue Forme.[br]
  1643. [b]Special:[/b] This move may not be used in the same Scene as Cosmic Ascent.|Psychic-Type[/spoiler][br]
  1644. [spoiler][b]Move:[/b] Get Lucky[br]
  1645. [b]Type: [/b]Psychic[br]
  1646. [b]Frequency:[/b] Daily[br]
  1647. [b]AC: [/b]2[br]
  1648. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1649. [b]Class: [/b]Special[br]
  1650. [b]Range:[/b] Burst 1, Spirit Surge, Sonic[br]
  1651. [b]Effect:[/b] The user becomes Pumped. While Pumped, the user’s Critical Range is extended by 2, or 18+ if the Critical Range is not otherwise extended. Being switched will cause this effect to end.|Get Lucky[/spoiler][br]
  1652. [spoiler][b]Move: [/b]Instant Crush[br]
  1653. [b]Type: [/b]Psychic[br]
  1654. [b]Frequency: [/b]EOT[br]
  1655. [b]AC:[/b] 2[br]
  1656. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  1657. [b]Class: [/b]Special[br]
  1658. [b]Range:[/b] 4, 1 Target, Priority[br]
  1659. [b]Effect: [/b]None|Instant Crush[/spoiler][br]
  1660. [spoiler][b]Move: [/b]Intuition[br]
  1661. [b]Type: [/b]Psychic[br]
  1662. [b]Frequency: [/b]Scene[br]
  1663. [b]AC: [/b]None[br]
  1664. [b]Class: [/b]Status[br]
  1665. [b]Range: [/b]10, 1 Target, Interrupt, Trigger, Critical Phys[br]
  1666. [b]Effect: [/b]At the start of an opponent's turn, before the opponent has a chance to act, you may use Intuition, targeting that opponent. When you use this move, your turn and the target's turn both end immediately. [small](Neither of you may perform any other actions.)[/small]|Intuition[/spoiler][br]
  1667. [spoiler][b]Move: [/b]Kapoof[br]
  1668. [b]Type: [/b]Psychic[br]
  1669. [b]Frequency: [/b]Scene[br]
  1670. [b]AC:[/b] 2[br]
  1671. [b]Class: [/b]Status[br]
  1672. [b]Range:[/b] 6, 1 Target or Self[br]
  1673. [b]Effect: [/b]If used on self the user may be switched out with another Pokemon from their party without using their Command action. If used successfully on a target, then that target is returned and replaced with a different Pokemon from the owner's team; if the target is the last Pokemon on that trainer's team, the move simply fails. In the wild, if used on the opponent, the target immediately moves away from the encounter as if they had Shifted twice, using their highest applicable movement capability.|Kapoof[/spoiler][br]
  1674. [spoiler][b]Move: [/b]Null Room[br]
  1675. [b]Type:[/b] Psychic[br]
  1676. [b]Frequency:[/b] Daily x2[br]
  1677. [b]AC:[/b] None[br]
  1678. [b]Class: [/b]Status[br]
  1679. [b]Range: [/b]Field[br]
  1680. [b]Effect:[/b] The area becomes Null for 5 rounds. While Null, all Pokémon have one of their Abilities Disabled (determined at random, roll when either the area becomes Null, or when the Pokémon first enters or re-enters the Null area.)|Null Room[/spoiler][br]
  1681. [spoiler][b]Move:[/b] Perplex[br]
  1682. [b]Type: [/b]Psychic[br]
  1683. [b]Frequency:[/b] Scene x2[br]
  1684. [b]AC:[/b] 2[br]
  1685. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1686. [b]Class:[/b] Special[br]
  1687. [b]Range: [/b]6, 1 Target[br]
  1688. [b]Effect:[/b] If the target is Confused, Perplex’s Damage Base is increased to Damage Base 13 (4d10+10 / 35).|Perplex[/spoiler][br]
  1689. [spoiler][b]Move: [/b]Portal[br]
  1690. [b]Type: [/b]Psychic[br]
  1691. [b]Frequency: [/b]Scene x 2[br]
  1692. [b]AC: [/b]2[br]
  1693. [b]Class:[/b] Status[br]
  1694. [b]Range:[/b] 8, 2 Targets[br]
  1695. [b]Effect: [/b]Switch the positions of the two targets. The two targets must be within one size category of each other, and must both be on land, in the air, or in the water.|Portal[/spoiler][br]
  1696. [spoiler][b]Move: [/b]Psybolt[br]
  1697. [b]Type: [/b]Psychic[br]
  1698. [b]Frequency:[/b] At-Will[br]
  1699. [b]AC: [/b]2[br]
  1700. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1701. [b]Class: [/b]Special[br]
  1702. [b]Range: [/b]4, 1 Target, Priority[br]
  1703. [b]Effect:[/b] None|Psybolt[/spoiler][br]
  1704. [spoiler][b]Move: [/b]Psyburst[br]
  1705. [b]Type: [/b]Fire[br]
  1706. [b]Frequency:[/b] EOT[br]
  1707. [b]AC:[/b] 2[br]
  1708. [b]Class: [/b]Special[br]
  1709. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1710. [b]Range:[/b] 8, 1 Target[br]
  1711. [b]Effect:[/b] Psyburst may deal Psychic Type damage if the user wishes. On a roll of 17+, this attack deals an additional 10 damage.[br]
  1712. [b]Limitation:[/b] Only the Abra-line, Ralts-line, Solrock, Darumaka-line, Fennekin-line, Mewtwo, and Victini may learn this move.|Psyburst[/spoiler][br]
  1713. [spoiler][b]Move: [/b]Renounce[br]
  1714. [b]Type:[/b] Psychic[br]
  1715. [b]Frequency: [/b]EOT[br]
  1716. [b]AC:[/b] 2[br]
  1717. [b]Damage Base 2: [/b]1d6+3 / 7[br]
  1718. [b]Class:[/b] Special[br]
  1719. [b]Range:[/b] Burst 1, Spirit Surge[br]
  1720. [b]Effect: [/b]Renounce destroys all Hazards within 5 meters, removes Leech Seeds, and removes the user’s Trapped or Stuck status.|Renounce[/spoiler][br]
  1721. [spoiler][b]Move:[/b] Singularity[br]
  1722. [b]Type:[/b] Psychic[br]
  1723. [b]Frequency: [/b]Daily x 2[br]
  1724. [b]AC:[/b] None[br]
  1725. [b]Class: [/b]Status[br]
  1726. [b]Range:[/b] Field[br]
  1727. [b]Effect: [/b]The area becomes Neutral for 5 rounds. While Neutral, all attacks are treated as dealing Neutral Effective damage to all targets. This effectiveness may still be changed after the fact by Moves and Abilities.|Singularity[/spoiler][br]
  1728. [spoiler][b]Move:[/b] Spirit Fire[br]
  1729. [b]Type:[/b] Psychic[br]
  1730. [b]Frequency: [/b]Daily[br]
  1731. [b]AC:[/b] 3[br]
  1732. [b]Damage Base 9:[/b] 2d10+10 / 21[br]
  1733. [b]Class: [/b]Special[br]
  1734. [b]Range: [/b]Burst 2, Friendly, Spirit Surge[br]
  1735. [b]Effect:[/b] This move Burns foes on a roll of 18+. All allies in this move’s area of effect gain +1 CS in their stat of choice.|Spirit Fire[/spoiler][br]
  1736. [spoiler][b]Move:[/b] Warp Gate[br]
  1737. [b]Type:[/b] Psychic[br]
  1738. [b]Frequency:[/b] Scene[br]
  1739. [b]AC: [/b]None[br]
  1740. [b]Class: [/b]Status[br]
  1741. [b]Range: [/b]4, Hazard[br]
  1742. [b]Effect: [/b]The user upon using this Move sets two Warp Points within the range of the Move in unoccupied squares. Once done, these points when entered can transport a subject out to the other point in the direction they entered from. [br]
  1743. The subject cannot stop on a Warp Point, and immediately come out the directionally opposite side that they entered from. This can also be used for attacks if they are within range. Any attack that has excess range towards hitting a Warp Point can come out the other Point using the same rule, using any excess range that the attack has upon reaching the Warp Point (hitting a Warp Point is still a square of range or movement, but not exiting out to an adjacent square of the exit Warp Point).[br]
  1744. This Move only lasts for 5 turns before disappearing and leaving noticeable Psychic residue on both points.|Warp Gate[/spoiler]|Genesis Shackles[/spoiler][br]
  1745. [spoiler][h3]Rock-Type[/h3]
  1746. [spoiler][b]Move: [/b]Ancient Roar[br]
  1747. [b]Type: [/b]Rock[br]
  1748. [b]Frequency:[/b] EOT[br]
  1749. [b]AC: [/b]2[br]
  1750. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  1751. [b]Class:[/b] Special[br]
  1752. [b]Range: [/b]Burst 1, Sonic[br]
  1753. [b]Effect:[/b] None|Rock-Type[/spoiler][br]
  1754. [spoiler][b]Move:[/b] Asteroid Belt[br]
  1755. [b]Type:[/b] Rock[br]
  1756. [b]Frequency: [/b]Daily[br]
  1757. [b]AC: [/b]None[br]
  1758. [b]Class: [/b]Status[br]
  1759. [b]Range: [/b]Self[br]
  1760. [b]Effect:[/b] The user gains 5 Asteroid Counters. Whenever the user is hit by a Melee Attack the user may expend one Asteroid Counter. If they do, the triggering foe loses a Tick of Hit Points, and on a d20 roll of 20 is Frozen.|Asteroid Belt[/spoiler][br]
  1761. [spoiler][b]Move:[/b] Asteroid Shot[br]
  1762. [b]Type:[/b] Rock[br]
  1763. [b]Frequency:[/b] Scene x 2[br]
  1764. [b]AC:[/b] None[br]
  1765. [b]Damage Base 10:[/b] 3d8+10 / 24[br]
  1766. [b]Class: [/b]Physical[br]
  1767. [b]Range:[/b] 6, 1 Target[br]
  1768. [b]Effect:[/b] Asteroid Shot Burns the target on a 19+.|Asteroid Shot[/spoiler][br]
  1769. [spoiler][b]Move:[/b] Battering Ram[br]
  1770. [b]Type: [/b]Rock[br]
  1771. [b]Frequency:[/b] EoT[br]
  1772. [b]AC:[/b] 2[br]
  1773. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  1774. [b]Class: [/b]Physical[br]
  1775. [b]Range: [/b]Melee, 1 Target, Dash[br]
  1776. [b]Effect:[/b] Blessings may not be activated in response to Battering Ram.|Battering Ram[/spoiler][br]
  1777. [spoiler][b]Move: [/b]Cosmic Ascent[br]
  1778. [b]Type:[/b] Rock[br]
  1779. [b]Frequency: [/b]Daily[br]
  1780. [b]AC: [/b]6[br]
  1781. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  1782. [b]Class: [/b]Physical[br]
  1783. [b]Range:[/b] Burst 3, Smite[br]
  1784. [b]Effect:[/b] After resolving damage from this Move, Quetzar transforms into Space Forme.[br]
  1785. [b]Special: [/b]This move may not be used in the same Scene as Genesis Shackles.|Cosmic Ascent[/spoiler][br]
  1786. [spoiler][b]Move: [/b]Medusa Ray[br]
  1787. [b]Type: [/b]Rock[br]
  1788. [b]Frequency:[/b] Daily[br]
  1789. [b]AC: [/b]2[br]
  1790. [b]Class:[/b] Status[br]
  1791. [b]Range: [/b]5, 1 Target, Reliable, Critical Phys[br]
  1792. [b]Effect: [/b]The target gains the Rock Type in addition to its other Types for 5 turns.|Medusa Ray[/spoiler][br]
  1793. [spoiler][b]Move:[/b] Rock Tail ★[br]
  1794. [b]Type:[/b] Rock[br]
  1795. [b]Frequency: [/b]EOT[br]
  1796. [b]AC:[/b] 4[br]
  1797. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  1798. [b]Class:[/b] Physical[br]
  1799. [b]Range:[/b] Melee, Pass[br]
  1800. [b]Effect:[/b] None[br]|Rock Tail ★[/spoiler]|Ancient Roar[/spoiler][br][spoiler][h3]Steel-Type[/h3]
  1801. [spoiler][b]Move:[/b] Brass Knuckle[br]
  1802. [b]Type:[/b] Steel [br]
  1803. [b]Frequency: [/b]EOT[br]
  1804. [b]AC: [/b]2[br]
  1805. [b]Damage Base 7: [/b]2d6+10 / 17[br]
  1806. [b]Class: [/b]Physical[br]
  1807. [b]Range: [/b]Melee, 1 Target[br]
  1808. [b]Effect: [/b]This Move is affected by Iron Fist.|Steel-Type[/spoiler][br]
  1809. [spoiler][b]Move: [/b]Chains[br]
  1810. [b]Type: [/b]Steel[br]
  1811. [b]Frequency: [/b]Scene x 2[br]
  1812. [b]AC: [/b]4[br]
  1813. [b]Damage Base 4:[/b] 1d8+6 / 11[br]
  1814. [b]Class: [/b]Special[br]
  1815. [b]Range: [/b]3, 1 Target, Vortex[br]
  1816. [b]Effect: [/b]The target is put into a Vortex.|Chains[/spoiler][br]
  1817. [spoiler][b]Move:[/b] Challenge[br]
  1818. [b]Type: [/b]Steel[br]
  1819. [b]Frequency: [/b]Scene[br]
  1820. [b]AC: [/b]2[br]
  1821. [b]Class: [/b]Status[br]
  1822. [b]Range:[/b] Range 4, 1 Target, Critical Mind, Reliable[br]
  1823. [b]Effect: [/b]The target loses 1 Defense Stage. If the target does not attack the user during their next turn, or moves away from the user (but not if they are moved away, via pushes or the like), the user may, as a Free Action, Shift and make a follow-up attack: DB 15, Steel-type, Physical, Range: Melee, 1 Target, Cannot Miss.|Challenge[/spoiler][br]
  1824. [spoiler][b]Move: [/b]Forge[br]
  1825. [b]Type: [/b]Steel[br]
  1826. [b]Frequency:[/b] Scene[br]
  1827. [b]Class: [/b]Status[br]
  1828. [b]Range:[/b] Self, Full Action[br]
  1829. [b]Effect:[/b] The user's Attack and Defense are raised by +2 Combat Stages.|Forge[/spoiler][br]
  1830. [spoiler][b]Move:[/b] Holon Blizzard[br]
  1831. [b]Type: [/b]Steel[br]
  1832. [b]Frequency:[/b] Daily x2[br]
  1833. [b]AC:[/b] 4[br]
  1834. [b]Class:[/b] Special[br]
  1835. [b]Damage Base 11: [/b]3d10+10 / 27[br]
  1836. [b]Range:[/b] Field[br]
  1837. [b]Effect:[/b] Holon Blizzard may deal Ice-type damage if the user wishes.[br]
  1838. [b]Limitation: [/b]Only Castform and all Pokemon with both the Steel and Ice types may learn this move.|Holon Blizzard[/spoiler][br]
  1839. [spoiler][b]Move:[/b] Metal Cruncher[br]
  1840. [b]Type: [/b]Steel[br]
  1841. [b]Frequency:[/b] Scene[br]
  1842. [b]AC: [/b]7[br]
  1843. [b]Damage Base 12: [/b]3d12+10 / 30[br]
  1844. [b]Class: [/b]Physical[br]
  1845. [b]Range: [/b]Melee, 1 Target, Smite, Spirit Surge[br]
  1846. [b]Effect:[/b] Metal Cruncher lowers the target’s Defense 1 Combat Stage on a 7+.|Metal Cruncher[/spoiler][br]
  1847. [spoiler][b]Move: [/b]Metal Whip[br]
  1848. [b]Type: [/b]Steel[br]
  1849. [b]Frequency: [/b]Scene x2[br]
  1850. [b]AC: [/b]4[br]
  1851. [b]Damage Base 5: [/b]1d8+8 / 13[br]
  1852. [b]Class: [/b]Physical[br]
  1853. [b]Range:[/b] Melee, 1 Target[br]
  1854. [b]Effect: [/b]The target is put in a Vortex.[br]
  1855. [b]Special:[/b] Grants Threaded|Metal Whip[/spoiler][br]
  1856. [spoiler][b]Move: [/b]Shield Bash[br]
  1857. [b]Type:[/b] Steel[br]
  1858. [b]Frequency: [/b]Scene x 2[br]
  1859. [b]AC:[/b] 2[br]
  1860. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1861. [b]Class:[/b] Physical[br]
  1862. [b]Range:[/b] Melee, 1 Target[br]
  1863. [b]Effect:[/b]When calculating damage, the user adds their Defense to Shield Bash’s damage instead of their Attack.|Shield Bash[/spoiler][br]
  1864. [spoiler][b]Move: [/b]Steel Run[br]
  1865. [b]Type: [/b]Steel[br]
  1866. [b]Frequency:[/b] At-Will[br]
  1867. [b]AC: [/b]4[br]
  1868. [b]Damage Base 3: [/b]1d6+5 / 9[br]
  1869. [b]Class: [/b]Physical[br]
  1870. [b]Range: [/b]Melee, 1 Target, Pass[br]
  1871. [b]Effect: [/b]The user continues to use Steel Run on each of its turns until they miss any target with Steel Run, or are not able to hit any target with Steel Run during their turn. Each successive use of Rollout increases Steel Run’s Damage Base by +4 to a maximum of DB 15. (This is treated as Rollout or Ice Ball for Defense Curl)|Steel Run[/spoiler][br]
  1872. [spoiler][b]Move: [/b]Storm of Gold[br]
  1873. [b]Type:[/b] Steel[br]
  1874. [b]Frequency:[/b] Daily[br]
  1875. [b]AC: [/b]2[br]
  1876. [b]Damage Base 14: [/b]4d10+15 / 40[br]
  1877. [b]Class:[/b] Physical[br]
  1878. [b]Range:[/b] 8, Ranged Blast 3, Smite[br]
  1879. [b]Effect:[/b] This move Confuses targets on a roll of 19+. Storm of Gold scatters metal coins equal in value to 2d10 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins.|Storm of Gold[/spoiler][br]
  1880. [spoiler][b]Move:[/b] Swordsman’s Pride ★[br]
  1881. [b]Type:[/b] Steel[br]
  1882. [b]Frequency:[/b] Scene[br]
  1883. [b]AC:[/b] None[br]
  1884. [b]Class:[/b] Status[br]
  1885. [b]Range:[/b] Self, Interrupt, Shield, Trigger[br]
  1886. [b]Effect:[/b] If the user is hit by an attack, the user may use Swordsman’s Pride. You resist the attack one step further. In addition, if the attack was Melee ranged, you may use any Melee move on your Move List as a Free Action, frequency permitting, but you are Vulnerable until the end of your next turn.[br]
  1887. [b]Limitation:[/b] Only @[Katana Aegislash](article:146a2886-dcf2-4c99-89bf-ba6d5bf09003) may learn this Move.|Swordsman's Pride ★[/spoiler]|Brass Knuckle[/spoiler][br]
  1888. [spoiler][h3]Water-Type[/h3]
  1889. [spoiler][b]Move:[/b] Dragon Mist[br]
  1890. [b]Type:[/b] Water[br]
  1891. [b]Frequency: [/b]EOT[br]
  1892. [b]AC:[/b] 4[br]
  1893. [b]Class: [/b]Special[br]
  1894. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1895. [b]Range:[/b] Burst 2[br]
  1896. [b]Effect: [/b]Dragon Mist may deal Dragon Type damage if the user wishes. This attack ignores combat stages on the targets.[br]
  1897. [b]Limitation:[/b] Only the Horsea-line, Dratini-line, Totodile-line, Swablu-line, and Skrelp-line may learn this move.|Water-Type[/spoiler][br]
  1898. [spoiler][b]Move:[/b] Holon Splash[br]
  1899. [b]Type: [/b]Electric[br]
  1900. [b]Frequency:[/b] EOT[br]
  1901. [b]AC:[/b] 3[br]
  1902. [b]Class: [/b]Special[br]
  1903. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  1904. [b]Range: [/b]Close Burst 2[br]
  1905. [b]Effect: [/b]Holon Splash may deal Water-type damage if the user wishes. On a roll of 16+, the target is Paralyzed.[br]
  1906. [b]Limitation: [/b]Only Castform and all Pokemon with both the Electric and Water types may learn this move.|Holon Splash[/spoiler][br]
  1907. [spoiler][b]Move: [/b]Poison Reaction ★[br]
  1908. [b]Type:[/b] Water[br]
  1909. [b]Frequency:[/b] At Will[br]
  1910. [b]AC:[/b] 2[br]
  1911. [b]Class: [/b]Special[br]
  1912. [b]Damage Base 5:[/b] 1d8+8 / 13[br]
  1913. [b]Range: [/b]6, 1 Target[br]
  1914. [b]Effect: [/b]If the target is poisoned, Poison Reaction deals an additional 5 damage. If the target is weak to Poison Type damage, Poison Reaction deals an additional 5 damage.[br]
  1915. [b]Limitation: [/b]Only the Grimer-line, Wooper-line, Corpish-line, Froakie-line, and any Pokemon that naturally has both the Poison and Water types may learn this move.|Poison Reaction ★[/spoiler][br]|Dragon Mist[/spoiler]
  1916. [/col][/row][hr]
  1917. [row][col][spoiler][h3]Crystal-Type[/h3]
  1918. [spoiler][b]Move: [/b]Crystal Rush[br]
  1919. [b]Type:[/b] Crystal[br]
  1920. [b]Frequency: [/b]Scene[br]
  1921. [b]AC:[/b] 2[br]
  1922. [b]Damage Base 5: [/b]1d8+8 / 13[br]
  1923. [b]Class:[/b] Physical[br]
  1924. [b]Range:[/b] Melee, 1 Target, Priority[br]
  1925. [b]Effect: [/b]Prior to using this move, the user changes into the Crystal Type for the remainder of the Scene. Crystal Type moves always deal neutral damage. All non-Sonic attacks on Crystal Type Pokémon deal neutral damage. Sonic attacks instead deal Super Effective damage.|Crystal-Type[/spoiler]|Crystal Rush[/spoiler]
  1926. [spoiler][h3]Glass-Type[/h3]
  1927. [spoiler][b]Move: [/b]Crystal Storm[br]
  1928. [b]Type: [/b]Glass[br]
  1929. [b]Frequency: [/b]Daily x 2[br]
  1930. [b]Class: [/b]Status[br]
  1931. [b]Range: [/b] Field, Weather[br]
  1932. [b]Effect: [/b] The weather changes to a Glass Rain. While it is Glass Rain, all non-Glass Type Pokémon lose a Tick of HP at the beginning of their turn.|Glass-Type[/spoiler][br]
  1933. [spoiler][b]Move:[/b] Crystal Swipe[br]
  1934. [b]Type:[/b] Glass[br]
  1935. [b]Frequency: [/b]At-Will[br]
  1936. [b]AC: [/b]2[br]
  1937. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1938. [b]Class: [/b]Physical[br]
  1939. [b]Range: [/b]Melee, 1 Target, Priority[br]
  1940. [b]Effect: [/b]None|Crystal Swipe[/spoiler][br]
  1941. [spoiler][b]Move:[/b] Dazzle[br]
  1942. [b]Type: [/b]Glass[br]
  1943. [b]Frequency: [/b]At-Will[br]
  1944. [b]AC: [/b]2[br]
  1945. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  1946. [b]Class:[/b] Special[br]
  1947. [b]Range: [/b]Melee, 1 Target, Priority[br]
  1948. [b]Effect: [/b]You may only use Dazzle with Priority upon joining an encounter; if you do, Dazzle Flinches the target. Switching out resets the requirement of joining an encounter.|Dazzle[/spoiler][br]
  1949. [spoiler][b]Move: [/b]Disruption Sphere[br]
  1950. [b]Type: [/b]Glass[br]
  1951. [b]Frequency: [/b]Scene[br]
  1952. [b]AC: [/b]None[br]
  1953. [b]Class: [/b]Status[br]
  1954. [b]Range: [/b]Field, Hazard[br]
  1955. [b]Effect: [/b]Set 5 square meters of Disruption Sphere hazards. All 5 Spheres do not need to be adjacent of each other. If a foe moves within 5 meters of a space occupied by Spheres, move at most one Sphere to the offender, then destroy the Sphere. When that happens, the Disruption Sphere creates a 3-meter blast and causes all legal targets to lose a Tick of HP and is Pushed back to the squares immediately outside the blast, away the direction the Sphere moved from. Disruption Sphere is considered to be dealing damage; Apply Weakness and Resistance. Do not apply stats. A Pokémon who has been hit by a Disruption Sphere Hazard cannot get hit by another in the same encounter until it is returned to a Poké Ball and then sent back out.|Disruption Sphere[/spoiler][br]
  1956. [spoiler][b]Move: [/b]Glaring Sheen[br]
  1957. [b]Type: [/b]Glass[br]
  1958. [b]Frequency: [/b]Scene[br]
  1959. [b]AC:[/b] None[br]
  1960. [b]Class: [/b]Status[br]
  1961. [b]Range: [/b]Blessing[br]
  1962. [b]Effect:[/b] The User creates a Blessing which may be activated by anyone benefiting from the Blessing one time, to gain +1 Evasion. Glaring Sheen may be activated 5 times, and then disappears.|Glaring Sheen[/spoiler][br]
  1963. [spoiler][b]Move: [/b]Glass Coffin[br]
  1964. [b]Type: [/b]Glass[br]
  1965. [b]Frequency: [/b]At-Will[br]
  1966. [b]AC:[/b] 3[br]
  1967. [b]Damage Base 6:[/b] 2d6+8 / 15[br]
  1968. [b]Class: [/b]Physical[br]
  1969. [b]Range:[/b] 6, 1 Target[br]
  1970. [b]Effect: [/b]Glass Coffin lowers the target’s Special Defense by -1 Combat Stage.|Glass Coffin[/spoiler][br]
  1971. [spoiler][b]Move: [/b]Glass Edge[br]
  1972. [b]Type: [/b]Glass[br]
  1973. [b]Frequency:[/b] EOT[br]
  1974. [b]AC:[/b] 5[br]
  1975. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  1976. [b]Class: [/b]Physical[br]
  1977. [b]Range:[/b] 8, 1 Target[br]
  1978. [b]Effect: [/b]Glass Edge is a Critical Hit on 17+.|Glass Edge[/spoiler][br]
  1979. [spoiler][b]Move: [/b]Glass Fang[br]
  1980. [b]Type: [/b]Glass[br]
  1981. [b]Frequency: [/b]At-Will[br]
  1982. [b]AC:[/b] 3[br]
  1983. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  1984. [b]Class: [/b]Physical[br]
  1985. [b]Range:[/b] Melee, 1 Target[br]
  1986. [b]Effect:[/b] Glass Fang Lacerates or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Flinches. On 20 during Accuracy Check, the foe is Lacerated and Flinches.|Glass Fang[/spoiler][br]
  1987. [spoiler][b]Move: [/b]Hidden Shards ★[br]
  1988. [b]Type:[/b] Glass[br]
  1989. [b]Frequency: [/b]At-Will [br]
  1990. [b]AC:[/b] None [br]
  1991. [b]Class: [/b]Status [br]
  1992. [b]Range:[/b] 6, Hazard [br]
  1993. [b]Effect:[/b] Set 8 squares of Hidden Shards within your range, all 8 meters must be adjacent with at least one other space of Hidden Shards. Hidden Shards causes a foe that runs into the hazards to become Lacerated. If there are 2 or more Layers of Hidden Shards on the same space, the foes are Badly Lacerated. If someone is hit by a square of Hidden Shards, destroy that square of Hidden Shards. Hidden Shards is considered to be dealing damage; Apply Weakness and Resistance. Pokemon with Blindsense may move through Hidden Shards harmlessly, but may not destroy the shards without taking damage.|Hidden Shards ★[/spoiler][br]
  1994. [spoiler][b]Move: [/b]Mirror[br]
  1995. [b]Type: [/b]Glass[br]
  1996. [b]Frequency: [/b]Scene[br]
  1997. [b]AC: [/b]None[br]
  1998. [b]Class: [/b]Status[br]
  1999. [b]Range: [/b]10, 1 Target[br]
  2000. [b]Effect: [/b]The user copies all of the target’s Combat Stages.|Mirror[/spoiler][br]
  2001. [spoiler][b]Move: [/b]Mirror Bounce [br]
  2002. [b]Type: [/b]Glass[br]
  2003. [b]Frequency: [/b]Scene [br]
  2004. [b]AC: [/b]None [br]
  2005. [b]Class: [/b]Status [br]
  2006. [b]Range: [/b]Self, Interrupt, Trigger, Critical Mind, Reliable[br]
  2007. [b]Effect:[/b] If the user is hit by a move that checks its AC against Special Evasion, the user may use Mirror Bounce. The user is instead not targeted by the move, and the move's original user is. (This does not alter any other targets of the triggering move.) Apply all other effects as normal, using the triggerer's stats, types, and additional effects as normal.|Mirror Bounce[/spoiler][br]
  2008. [spoiler][b]Move: [/b]Obsidian Strike ★[br]
  2009. [b]Type:[/b] Fire[br]
  2010. [b]Frequency: [/b]EOT[br]
  2011. [b]AC: [/b]3[br]
  2012. [b]Damage Base 8: [/b]2d8+10 / 19[br]
  2013. [b]Class: [/b]Physical[br]
  2014. [b]Range:[/b] Melee, 1 Target[br]
  2015. [b]Effect: [/b]Obsidian Strike may deal Glass Type damage if the user wishes. Lacerates or Burns on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Burned. On 20 during Accuracy Check, the foe is Lacerated and Burned.[br]
  2016. [b]Note:[/b] If Obsidian Strike is Move Sync'd, it only changes the Fire Type portion of the Move. You can still only choose between that Type and Glass Type; you cannot shift Obsidian Strike to change the Glass part to another type.|Obsidian Strike ★[/spoiler][br]
  2017. [spoiler][b]Move:[/b] Payload[br]
  2018. [b]Type: [/b]Glass[br]
  2019. [b]Frequency: [/b] EOT[br]
  2020. [b]Class: [/b]Status[br]
  2021. [b]Range: [/b]Self[br]
  2022. [b]Effect:[/b] For the next 2 turns, if the user performs a Glass Move that deals damage, add its Damage Dice Roll an extra time to the damage.|Payload[/spoiler][br]
  2023. [spoiler][b]Move:[/b] Precise Cut ★[br]
  2024. [b]Type: [/b]Glass[br]
  2025. [b]Frequency:[/b] EOT[br]
  2026. [b]AC: [/b]None[br]
  2027. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  2028. [b]Class: [/b]Physical[br]
  2029. [b]Range:[/b] Melee, 1 Target[br]
  2030. [b]Effect:[/b] Precise Cut cannot miss and Lacerates on a 19-20 during Accuracy Check.|Precise Cut ★[/spoiler][br]
  2031. [spoiler][b]Move: [/b]Prism Beam[br]
  2032. [b]Type: [/b]Glass[br]
  2033. [b]Frequency:[/b] EOT[br]
  2034. [b]AC: [/b]3 [br]
  2035. [b]Damage Base 8: [/b]2d8+10 / 19 [br]
  2036. [b]Class: [/b]Special [br]
  2037. [b]Range:[/b] 4, 1 Target [br]
  2038. [b]Effect: [/b]Prism Beam is a Critical Hit on 18+.|Prism Beam[/spoiler][br]
  2039. [spoiler][b]Move: [/b]Scour [br]
  2040. [b]Type:[/b] Glass[br]
  2041. [b]Frequency: [/b]Scene x 2 [br]
  2042. [b]AC:[/b] 2 [br]
  2043. [b]Damage Base 2: [/b]1d6+3 / 7 [br]
  2044. [b]Class: [/b]Physical [br]
  2045. [b]Range: [/b]Melee, 1 Target, Spirit Surge [br]
  2046. [b]Effect: [/b]Scour lowers the target's Defense 1 Combat Stage on 19-20 during Accuracy Checks. Scour destroys all Hazards within 5 meters, removes Leech Seeds, and removes the user's Trapped or Stuck status.|Scour[/spoiler][br]
  2047. [spoiler][b]Move: [/b]Shard Cyclone[br]
  2048. [b]Type: [/b]Glass[br]
  2049. [b]Frequency: [/b]At-Will[br]
  2050. [b]AC:[/b] 2[br]
  2051. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  2052. [b]Class: [/b]Special[br]
  2053. [b]Range:[/b] 6, Ranged Blast 3[br]
  2054. [b]Effect:[/b] Small or Medium targets in the central square of the blast are not hit. Shard Cyclone Lacerates the target on 19-20 during Accuracy Check. Any Pokemon Airborne as a result of Fly or Sky Drop above the Blast are hit, ignoring range, and Shard Cyclone has a Damage Base of 8 against those targets instead.|Shard Cyclone[/spoiler][br]
  2055. [spoiler][b]Move:[/b] Shard Shower [br]
  2056. [b]Type: [/b]Glass[br]
  2057. [b]Frequency: [/b]At-Will [br]
  2058. [b]AC:[/b] 4 [br]
  2059. [b]Damage Base 3: [/b]1d6+5 / 9 [br]
  2060. [b]Class:[/b] Physical [br]
  2061. [b]Range:[/b] 6, 1 Target, Five Strike [br]
  2062. [b]Effect: [/b]None|Shard Shower[/spoiler][br]
  2063. [spoiler][b]Move: [/b]Shard Sphere[br]
  2064. [b]Type: [/b]Glass [br]
  2065. [b]Frequency:[/b] Scene x 2 [br]
  2066. [b]AC:[/b] 4 [br]
  2067. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  2068. [b]Class: [/b]Special [br]
  2069. [b]Range: [/b]3, 1 Target, Versatile [br]
  2070. [b]Effect: [/b]The target is put in a Vortex.|Shard Sphere[/spoiler][br]
  2071. [spoiler][b]Move: [/b]Shard Storm[br]
  2072. [b]Type:[/b] Glass[br]
  2073. [b]Frequency: [/b]Scene[br]
  2074. [b]AC:[/b] 4[br]
  2075. [b]Damage Base 13: [/b]4d10+10 / 35[br]
  2076. [b]Class: [/b]Special[br]
  2077. [b]Range: [/b]8, Ranged Blast 3, Smite, Reckless[br]
  2078. [b]Effect:[/b] Lower the user’s Special Attack 2 Combat Stages after damage.|Shard Storm[/spoiler][br]
  2079. [spoiler][b]Move: [/b]Sharp Jab[br]
  2080. [b]Type: [/b]Glass[br]
  2081. [b]Frequency: [/b]At-Will[br]
  2082. [b]AC: [/b]2[br]
  2083. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  2084. [b]Class: [/b]Physical[br]
  2085. [b]Range:[/b] Melee, 1 Target[br]
  2086. [b]Effect: [/b]The target is Lacerated on a 19-20 during Accuracy Check.|Sharp Jab[/spoiler][br]
  2087. [spoiler][b]Move: [/b]Shatter ★[br]
  2088. [b]Type: [/b]Glass[br]
  2089. [b]Frequency:[/b] Daily[br]
  2090. [b]AC: [/b]2[br]
  2091. [b]Damage Base 25: [/b]6d12+60 / 100[br]
  2092. [b]Class: [/b]Physical[br]
  2093. [b]Range:[/b] Burst 2, Smite, Versatile[br]
  2094. [b]Effect: [/b]The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered.|Shatter ★[/spoiler][br]
  2095. [spoiler][b]Move: [/b]Shatter Shot[br]
  2096. [b]Type: [/b]Glass[br]
  2097. [b]Frequency: [/b]At-Will[br]
  2098. [b]AC: [/b]2[br]
  2099. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  2100. [b]Class: [/b]Special[br]
  2101. [b]Range: [/b]4, 1 Target, Versatile[br]
  2102. [b]Effect: [/b]The target is Lacerated on a 19-20 during Accuracy Check.|Shatter Shot[/spoiler][br]
  2103. [spoiler][b]Move: [/b]Shimmer Beam[br]
  2104. [b]Type: [/b]Glass[br]
  2105. [b]Frequency: [/b]EOT[br]
  2106. [b]AC:[/b] 2[br]
  2107. [b]Damage Base 9: [/b]2d10+10 / 21[br]
  2108. [b]Class: [/b]Special[br]
  2109. [b]Range: [/b]4, 1 Target[br]
  2110. [b]Effect: [/b]On a 17-20 during Accuracy Check, the target receives a -1 penalty to Accuracy.|Shimmer Beam[/spoiler][br]
  2111. [spoiler][b]Move:[/b] Shine [br]
  2112. [b]Type:[/b] Glass[br]
  2113. [b]Frequency: [/b]Scene x 2 [br]
  2114. [b]Class: [/b]Status [br]
  2115. [b]Range:[/b] Self [br]
  2116. [b]Effect: [/b]The user gains +1 Evasion (Evasion limits still apply).|Shine[/spoiler][br]
  2117. [spoiler][b]Move: [/b]Spiked Armor [br]
  2118. [b]Type: [/b]Glass[br]
  2119. [b]Frequency: [/b]Daily x 2 [br]
  2120. [b]Class: [/b]Status [br]
  2121. [b]Range: [/b]Self [br]
  2122. [b]Effect: [/b]Raise the user's Defense 1 Combat Stage and raise the user's Special Defense 1 Combat Stage. Spiked Armor grants the user the Iron Barbs Ability until the end of the Encounter. This does not replace the user's normal Ability. This effect ends if the user is switched out or is knocked out.|Spiked Armor[/spoiler][br]
  2123. [spoiler][b]Move: [/b]True Reflection[br]
  2124. [b]Type: [/b]Glass[br]
  2125. [b]Frequency: [/b]Scene x 2[br]
  2126. [b]AC:[/b] 4[br]
  2127. [b]Class:[/b] Status[br]
  2128. [b]Range: [/b]Melee, 1 Target[br]
  2129. [b]Effect:[/b] The target's Combat Stages, Accuracy, and Evasion modifiers are reset to 0 (This does not change natural evasions). Effects with the Illusion Keyword are removed. If the Target's Type has been temporarily changed, the temporary changes are undone (excepting the use of Transform).|True Reflection[/spoiler][br]
  2130. |Crystal Storm[/spoiler][/col]
  2131. [col][spoiler][h3]Nuclear-Type[/h3]
  2132. [spoiler][b]Move:[/b] Atomic Punch[br]
  2133. [b]Type:[/b] Nuclear[br]
  2134. [b]Frequency:[/b] EOT[br]
  2135. [b]AC:[/b] 3[br]
  2136. [b]Damage Base 8:[/b] 2d8+10 / 19[br]
  2137. [b]Class: [/b]Physical[br]
  2138. [b]Range: [/b]Melee, 1 Target, Versatile, Critical Phys[br]
  2139. [b]Effect:[/b] Atomic Punch Paralyzes the target on 18+. This Move is affected by Iron Fist.|Nuclear-Type[/spoiler][br]
  2140. [spoiler][b]Move: [/b]Expunge[br]
  2141. [b]Type: [/b]Nuclear[br]
  2142. [b]Frequency: [/b]Scene x 2[br]
  2143. [b]AC: [/b]7[br]
  2144. [b]Damage Base 11: [/b]3d10+10 / 27[br]
  2145. [b]Class: [/b]Special[br]
  2146. [b]Range: [/b]4, Ranged Blast 2, Smite, Critical Phys[br]
  2147. [b]Effect:[/b] When calculating Weakness and Resistance for Expunge, Nuclear-Typed targets calculate damage as if Nuclear was weak to Nuclear; if the user has the Radioactive Ability, it treats the target at though the target was not Nuclear-Typed for the purposes of Radioactive. If the target is in Nuclear Fallout Weather, Expunge cannot miss.|Expunge[/spoiler][br]
  2148. [spoiler][b]Move:[/b] Fallout[br]
  2149. [b]Type: [/b]Nuclear[br]
  2150. [b]Frequency: [/b]Daily x 2[br]
  2151. [b]AC: [/b]None[br]
  2152. [b]Class:[/b] Status[br]
  2153. [b]Range: [/b]Field, Weather[br]
  2154. [b]Effect: [/b]The weather becomes Nuclear Fallout for 3 rounds. While in Nuclear Fallout, all non-Nuclear or Steel Type Pokémon lose a Tick of Hit Points at the beginning of their turn.|Fallout[/spoiler][br]
  2155. [spoiler][b]Move:[/b] Fission Burst[br]
  2156. [b]Type: [/b]Nuclear[br]
  2157. [b]Frequency:[/b] Daily[br]
  2158. [b]AC:[/b] 2[br]
  2159. [b]Damage Base 15: [/b]4d10+20 / 45[br]
  2160. [b]Class: [/b]Physical[br]
  2161. [b]Range: [/b]Burst 3, Smite, Critical Phys, Versatile[br]
  2162. [b]Effect:[/b] The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss may not be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered. This Move may be prevented by Damp.|Fission Burst[/spoiler][br]
  2163. [spoiler][b]Move: [/b]Gamma Ray[br]
  2164. [b]Type:[/b] Nuclear[br]
  2165. [b]Frequency:[/b] At-Will[br]
  2166. [b]AC:[/b] 2[br]
  2167. [b]Damage Base 4: [/b]1d8+6 / 11[br]
  2168. [b]Class: [/b]Special[br]
  2169. [b]Range: [/b]4, 1 Target, Critical Phys[br]
  2170. [b]Effect:[/b]None|Gamma Ray[/spoiler][br]
  2171. [spoiler][b]Move: [/b]Half-Life[br]
  2172. [b]Type: [/b]Nuclear[br]
  2173. [b]Frequency: [/b]Scene[br]
  2174. [b]AC: [/b]4[br]
  2175. [b]Class:[/b] Special[br]
  2176. [b]Range[/b]: 4, 1 Target, Critical Phys[br]
  2177. [b]Effect:[/b] The target loses 1/2 of their current Hit Points.|Half-Life[/spoiler][br]
  2178. [spoiler][b]Move: [/b]Nuclear Slash[br]
  2179. [b]Type:[/b] Nuclear[br]
  2180. [b]Frequency: [/b]EOT[br]
  2181. [b]AC: [/b]4[br]
  2182. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  2183. [b]Class:[/b] Physical[br]
  2184. [b]Range:[/b] Melee, Pass, Critical Phys[br]
  2185. [b]Effect:[/b] Nuclear Slash is a Critical Hit on 18+.|Nuclear Slash[/spoiler][br]
  2186. [spoiler][b]Move: [/b]Nuclear Waste[br]
  2187. [b]Type:[/b] Nuclear[br]
  2188. [b]Frequency: [/b]Scene x 2[br]
  2189. [b]AC: [/b]4[br]
  2190. [b]Class: [/b]Status[br]
  2191. [b]Range:[/b] Burst 1, Reliable, Critical Phys[br]
  2192. [b]Effect: [/b]Legal Targets are Badly Poisoned.|Nuclear Waste[/spoiler][br]
  2193. [spoiler][b]Move: [/b]Nuclear Wind[br]
  2194. [b]Type:[/b] Nuclear[br]
  2195. [b]Frequency: [/b]EOT[br]
  2196. [b]AC: [/b]3[br]
  2197. [b]Damage Base 7:[/b] 2d6+10 / 17[br]
  2198. [b]Class: [/b]Special[br]
  2199. [b]Range:[/b] 6, 1 Target, Critical Phys[br]
  2200. [b]Effect: [/b]On a 20, the weather becomes Nuclear Fallout for 3 rounds.|Nuclear Wind[/spoiler][br]
  2201. [spoiler][b]Move: [/b]Proton Beam[br]
  2202. [b]Type: [/b]Nuclear[br]
  2203. [b]Frequency: [/b]Scene[br]
  2204. [b]AC:[/b] 4[br]
  2205. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  2206. [b]Class:[/b] Special[br]
  2207. [b]Range: [/b]Cone 3, Smite, Reckless, Critical Phys[br]
  2208. [b]Effect: [/b]Lower the user’s Special Attack 2 Combat Stages after damage.|Proton Beam[/spoiler][br]
  2209. [spoiler][b]Move:[/b] Quantum Leap[br]
  2210. [b]Type:[/b] Nuclear[br]
  2211. [b]Frequency: [/b]Scene x 2[br]
  2212. [b]AC:[/b] 2[br]
  2213. [b]Damage Base 10: [/b]3d8+10 / 24[br]
  2214. [b]Class:[/b] Physical[br]
  2215. [b]Range: [/b]Melee, 1 Target, Set-Up, Critical Phys, Versatile[br]
  2216. [b]Set-Up Effect:[/b] The user is removed from the field, and their turn ends.[br]
  2217. [b]Resolution Effect: [/b]Quantum Leap’s user appears adjacent to any legal target on the field, ignoring Movement Capabilities, and then uses Quantum Leap’s attack. Quantum Leap cannot be avoided by Moves with the Shield Keyword, the Dodge Ability, or similar effects, and Intercepts may not be attempted in response.|Quantum Leap[/spoiler][br]
  2218. [spoiler][b]Move: [/b]Radioacid[br]
  2219. [b]Type: [/b]Nuclear[br]
  2220. [b]Frequency: [/b]Scene x2[br]
  2221. [b]AC:[/b] 2[br]
  2222. [b]Damage Base 6: [/b]2d6+8 / 15[br]
  2223. [b]Class: [/b]Special[br]
  2224. [b]Range: [/b]6, 1 Target, Critical Phys[br]
  2225. [b]Effect:[/b] Radioacid Burns the target on 15+.|Radioacid[/spoiler]
  2226. |Atomic Punch[/spoiler][/col][/row][hr]
  2227. [h2]Types[/h2]
  2228. [row][col3][spoiler][b]Crystal-Type[/b][br]
  2229. [b]NEUTRAL: [/b]Non-Sonic damage[br]
  2230. [b]WEAK:[/b] Sonic damage[br]|Crystal-Type[/spoiler][/col3]
  2231. [col3][spoiler][b]Glass-Type[/b][br]
  2232. [b]IMMUNE:[/b] Water[br]
  2233. [b]RESIST: [/b]Normal, Ice, Poison[br]
  2234. [b]WEAK: [/b]Fire, Fighting, Ground, Rock, Steel[br]
  2235. [br]
  2236. [b]EFFECTIVE VS: [/b]Fairy, Fighting, Flying[br]
  2237. [b]WEAK VS: [/b]Steel, Rock[br]
  2238. [b]NO EFFECT VS:[/b] Water[br]
  2239. |Glass-Type[/spoiler][br][/col3]
  2240. [col3][spoiler][b]Nuclear-Type[/b][br]
  2241. [small]The Nuclear Type is unique among Pokémon, in
  2242. that it confers no weaknesses, resistances, or
  2243. immunities.[br]
  2244. The Nuclear Type may not be gained or removed
  2245. through the effects of any Moves, Abilities, or
  2246. Features.[br]
  2247. Any Pokémon with the Nuclear Type automatically
  2248. gains the Radioactive Ability for free.[/small]|Nuclear-Type[/spoiler][/col3][/row]
  2249. [hr]
  2250. [h3]Afflictions[/h3]
  2251.  
  2252. [b]Laceration: [/b]The target’s Special Attack Stat is lowered by 2 Combat Stages for the duration of the Laceration. Glass, Rock, and Steel-Type Pokémon are immune to becoming Lacerated. If a Lacerated Target takes a Standard Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn. When Badly Lacerated, the afflicted instead loses 5 Hit Points; this amount is doubled each consecutive round (10, 20, 40, etc).[br]
  2253. [hr]
  2254. [h3]Altered/New Keywords[/h3]
  2255.  
  2256. [b]Critical Mind [i](New)[/i][/b] - When this Move Critically Hits, for one full round all targets roll twice for Accuracy and take the worse result. [br]
  2257. [b]Critical Phys [i](New)[/i][/b] - When this Move Critically Hits, for one full round all targets are Vulnerable and take 5 more damage from all attacks.[br]
  2258. [b]Critical Sum [i](New)[/i][/b] - When this Move Critically Hits, double all numerical values in its effect.[br]
  2259. [b]Dash[/b] - The user may Disengage 1 immediately before using this Move.[br]
  2260. [b]Reliable [i](New)[/i] [/b]- When this Move misses, its Frequency is not expended.[br]
  2261. [b]Versatile [i](New)[/i] [/b]- This Move may use either Attack or Special Attack and is defended with the corresponding Defensive Stat.[br]
  2262. [hr]
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