The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Wes Fraser, 2018-01-19 12:26:47

Pokemon Players Handbook

Pokemon Players Handbook

Environ – A Move with the Environ keyword look at the chart below to see what they use for their

move.

Area Nature Power Attack Secret Power Effect

Building Swift Paralysis

Cave Shadow Ball Flinch

Rocky Rock Slide Confusion

Sandy Sand-Attack +2 needed during Accuracy Check

Grassy Stun Spore Poison

Thick Brush Razor Leaf Sleep

Water Surf Lowers Speed 1 Combat Stage

Underwater Hydro Pump Lowers Attack 1 Combat Stage

Snowy Blizzard Freeze

Forest Magical Leaf Lowers Defense 1 Combat Stage

Volcanic Heat Wave Burn

Sky Whirlwind Lowers Special Attack 1 Combat Stage

Beach Muddy Water Lowers Special Defense 1 Combat Stage

Exhaust – If a Move has the Exhaust keyword, the user may not do anything on their next turn.
The user may still be a target of Moves or be returned.

Hazard – If a Move has the Hazard keyword, the effect covers a portion of the field of battle. A
Hazard only affects the foes under certain circumstances. You may put extra Layers of the Move with
Hazard if the Move allows.

Hindering Terrain – If an object that you can see through or around is between your
pokemon and its target, there is Hindering Terrain. For each piece of Hindering Terrain, you must roll 1
higher during Accuracy Check.

Intercept – A Move with the Intercept keyword can be declared on the foe’s turn. Moves with
Intercept each have different situations where it can be used. If no specific means are mentioned, you
may use the Intercept Move at any time (on the Pokemon’s turn or to Intercept another Pokemon’s
turn). Once those circumstances show up, you may declare the Intercept Move and use it. Intercept
Moves can be used out of turn as a Free Action, however once you perform an Intercept you may not
perform additional Moves during that round of Combat.

Interrupt – A Move with the Interrupt keyword can be declared on the foe’s turn. Moves with
Interrupt each have different situations where it can be used. If no specific means are mentioned, you
may use the Interrupt Move at any time (on the Pokemon’s turn or to Intercept another Pokemon’s turn).
Once those circumstances show up, you may declare the Interrupt Move and use it. When you use an
Interrupt Move out of turn, you forfeit your next turn. You may not Interrupt an Intercept Move except
with Feint. You may not declare the use of an Interrupt, in response to someone using an Interrupt
after you’ve declared the use of your non-Interrupt Move. However, if you are using a Move that is an
Interrupt Move when you are being attacked by an Interrupt Move, the offender may not Interrupt you
if your Speed stat exceeds theirs.

Legal Target – All pokemon and people, friend and foe alike, in an area that has an unblocked
line of sight.

On Miss – If a Move’s effect says On Miss, the effect detailed happens and makes everything
within its range a Legal Target for the Move.

Pass – A Move with the Pass keyword moves through the target. The Move’s user must move before
it hits a target and continues through the target, ending their movement on the side opposite of the
side of the target they attacked. If the Pokemon’s capabilities allow it the Pokemon may keep shifting,
Passing through as many targets as you’d like and attacking each one. Each additional target attacked
during the Pass Move, the Accuracy Check is increased by 2. The user must be at least 1-meters away
from its last target after their turn ends.

Push – A Move with the Push keyword moves the target on hit. The distance the target is Pushed is
usually specified in the Effect of the Move. The target is moved in the direction opposite of the Move’s
user. If taking damage from being Pushed, do not reduce the damage with Defense or Special Defense
stats and do not apply weaknesses or resistances.

Recoil – When A Move says to Recoil, total the amount of damage the target took from your attack,
ignoring additional Damage from status afflictions or Push damage, then divide by the number paired
with the Keyword Recoil. The Move’s user loses HP equal to that dividend, ignoring stats weaknesses
and resistances.

Scatter – A Move with the Scatter keyword can hit multiple targets. The amount of times you
may target with the Move is usually specified in the Effect of the Move. Each time you attack, you may
target a different Legal Target. After calculating total damage from hits, apply the appropriate Attack
stat once to each target, then each target applies their appropriate Defense stat.

Set Up – A ‘Set Up’ Move are extended Moves that take up multiple turns or fail to be used. When
a Trainer commands a Pokemon to use a Move with the Set Up Keyword, the Pokemon’s turn usually
ends. If the Trainer does not tell the same Pokemon to use the Set Up Move during the next round, the
Pokemon cancels its use of that Move and the Pokemon may perform a different Move if commanded
to do so.

Spirit Surge – A Move with the Spirit Surge keyword will always have its Effect activate. A
Move with the Spirit Surge keyword still needs to successfully hit a Legal Target to deal damage, but
will still gain its effect’s benefits. Moves with the Spirit Surge keyword usually cause buffs or debuffs
to Combat Stages.

Target Area – A Move that says Target Area does not target a person or a pokemon. Instead,
target a particular spot on the field.

Trap – A Move with the Trap keyword prevents the target from fleeing. A Trapped target may not
flee, and may not be recalled. A Trapped target may not move from the spot they were Trapped in. If the
user of the Move with the Trap keyword faints, flees, or is recalled the Trapped target is freed.

Wall – A Move with the keyword Wall can place Wall terrain of the field of battle. The amount of
Wall is specified per Move. The Move will give a length of Wall, which can be separated at 1-meter
intervals. The height of the Wall, unless specified otherwise, is 2-meters. You may stack Walls to make
tall shields, or cut width in many 1-meter intervals to make several Walls all over the field. Walls are
only a few inches thick, unless the Move specifies otherwise. At the end of an encounter, Walls fade
after a few minutes. All walls can be Shifted through or have ranged attacks aimed through; however
this may affect Shift or Accuracy.

Weather – Move with the Weather keyword affects an area, changing the rules of the battle.
Damage can be altered and even the Effects of moves can change depending on the Weather in battle.
Weather can replace Weather that already is in place. If a Weather effect does not replace Weather
effects, it is Lesser Weather and it cannot be replaced.

Move List
Colors

Frequencies -
At-Will
Every Other Turn (EOT)
Battle
Center

Move Types -
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water

Contest Types -
Beauty

Cool

Cute

Smart

Tough

Move List Fury Cutter - Bug
1d4 - At-Will - 3
Bug Moves Attack - Melee
Effect: 1 Target
Attack Order - Bug If Fury Cutter is used successfully
3d12+14 - Battle - 2 and consecutively on the same target,
Attack - Ranged (10) use 1d12+6 on the second hit instead,
Effect: 1 Target 2d12+12 on the third hit instead,
Attack Order is a Critical Hit on 18-20 3d12+18 on the fourth hit instead
during Accuracy Check. and 4d12+24 on the fifth hit and any
Smart - 2d4 - Incentives successful hits following the fifth hit
instead.
Bug Bite - Bug Cool - 2d4 - Reliable
2d10+8 - EOT - 2
Attack - Melee Heal Order - Bug
Effect: 1 Target Center - None
If the target has a consumable Held Effect - Self
Item, Bug Bite destroys the Item and Effect: No Target
Bug Bite’s user may use the Item’s The user regains HP equal to half of its
effect. full HP.
Tough - None - Attention Grabber Smart - None - Reflective Appeal

Bug Buzz - Bug Leech Life - Bug
3d12+14 - Battle - 2 1d6+1 - EOT - 2
Special Attack - Ranged (3) Attack - Melee
Effect: No Target, Burst Effect: 1 Target
After the target takes damage, the user
Bug Buzz creates a 3-meter Burst. Bug gains HP equal to half of the damage
Buzz lowers the target’s Special Defense they dealt to the target.
1 Combat Stage on 19-20 during Smart - 1d4 - Good Show!
Accuracy Check.
Cute - 2d4 - Incentives Megahorn - Bug
5d12+18 - Battle - 5
Defend Order - Bug Attack - Melee
EOT - None Effect: 1 Target, Push
Effect - Self The target is Pushed 3-meters. The target
Effect: No Target takes an additional 1d6 if it is Pushed
Raise the user’s Defense 1 Combat into Blocking Terrain. If the target
Stage and raise the user’s Special is pushed into another Legal Target,
Defense 1 Combat Stage. instead, both take 1d6.
Smart - None - Get Ready! Cool - 2d4 - Round Ender

Pin Missile - Bug Silver Wind - Bug
1d6+1 - EOT - 4 2d10+8 - Battle - 2
Attack - Ranged (10) Special Attack - Ranged (15)
Effect: 1 Target, Scatter Effect: 1 Target, Column, Spirit Surge
Silver Wind creates a Column that
Pin Missile can hit up to 5 times. Once is 2-meters wide. If you rolled 11-20
the user misses, they cannot attempt to during Accuracy Check for Silver Wind,
make another Pin Missile attack on that the user has each of its stats raised 1
turn. Combat Stage. If you rolled 16-20 on the
Accuracy Roll, all allies in the Column
Cool - 2d4 - Reliable also have each of their stats raised 1
Combat Stage and are not damaged by
Quiver Dance - Bug Silver Wind.
EOT - None Beauty - 2d4 - Incentives
Effect - Self
Effect: No Target Spider Web - Bug
Raise the user’s Special Attack 1
Combat Stage, raise the user’s Special Center - None
Defense 1 Combat Stage and raise the
user’s Speed 1 Combat Stage. Effect - Ranged (5)
Cool - None - Get Ready!
Effect: 1 Target, Trap
Rage Powder - Bug
Center - None Spider Web cannot miss.
Effect - Ranged (5) Smart - 2d4 - Hold That Thought
Effect: No Target, Column, Intercept *Grants: Threaded

Rage Powder creates a Column 1 meter Steamroller - Bug
wide. All legal targets may only target 3d8+10 - EOT - 2
the user when using a Move until the Attack - Melee
user is knocked out or switched out. This Effect: 1 Target, Pass
Effect lasts for one round of combat.
Smart - 2d4 - Scrambler Steamroller Flinches the target on 15-20
during Accuracy Check. If the target is
Signal Beam - Bug Small, Steamroller deals an additional
3d10+12 - EOT - 2 1d10.
Special Attack - Ranged (8)
Effect: 1 Target, Column Tough - 3d4 - No Effect
Signal Beam creates a Column 1 meter
wide. Signal Beam confuses the target String Shot - Bug
and any Legal Targets on 19-20 during At-Will - 3
Accuracy Check. Effect - Ranged (6)
Beauty - None - Incentives Effect: 1 Target, Column
String Shot creates a Column 2-meters
wide. All Legal Targets within the
Column lower their Speed 1 Combat
Stage. If a target is hit by String Shot 5
times within 5 rounds of combat, they
are Trapped. If a target’s Speed Combat
Stage has already been lowered 6 times,
String Shot Traps them.
Smart - 2d4 - Excitement
*Grants: Threaded

Struggle Bug - Bug X-Scissor - Bug
1d10+4 - EOT - 2 3d10+12 - EOT - 2
Special Attack - Ranged (3) Attack - Melee
Effect: 1 Target, Column Effect: 1 Target, Dash
Beauty - 2d4 - Round Starter
Struggle Bug creates a Column 1 meter
wide. Struggle Bug lowers all Legal Dark Moves
Targets Special Attack 1 Combat Stage.
Assurance - Dark
Smart - 2d4 - Excitement 2d8+6 - Battle - 2
Attack - Melee
Tail Glow - Bug Effect: 1 Target
Battle - None If Assurance’s target has already been
Effect - Self damaged by a Move on the same round
Effect: No Target Assurance is being used, use 4d12+16
instead for Assurance’s Damage Dice
Raise the user’s Special Attack 3 Roll.
Combat Stages. Beauty - 2d4 - Final Appeal
Beauty - None - Get Ready!
*Grants: Glow Beat Up - Dark
1d8+X - Battle - 2
Twineedle - Bug Attack - Melee
1d8+3 - EOT - 3 Effect: 1 Target, Scatter
Attack - Melee
Effect: 1 Target, Scatter Beat Up can hit up to X times. X is the
amount of pokemon on the user’s roster
Twineedle can hit up to 2 times. If including the user, up to a maximum
Twineedle misses its first target, you of 6. Once the user misses, they cannot
may still use it a second time. If you attempt to make another Beat Up attack
rolled an 18-20 on either Accuracy on that turn. For each target, use a
Check, the target is Poisoned. different pokemon’s Attack stat from
Cool - 2d4 - Reliable your roster to calculate damage.

U-Turn - Bug Smart - 2d4 - Reliable
3d8+10 - Battle - 2
Attack - Melee Bite - Dark
Effect: 1 Target, Dash 2d10+8 - At-Will - 2
If U-Turn successfully hits its target, the Attack - Melee
user deals damage and then immediately Effect: 1 Target
is returned to its Poke Ball in the same
turn. A New Pokemon may immediately Bite Flinches the target on 15-20 during
be sent out. Accuracy Check.
Cute - None - Inversed Appeal Tough - 3d4 - No Effect

Crunch - Dark Fake Tears - Dark
3d10+12 - EOT - 2
Attack - Melee EOT - 2
Effect: 1 Target
Crunch lowers the target’s Defense 1 Effect - Ranged (10)
Combat Stage on 17-20 during Accuracy
Check. Effect: 1 Target
Tough - 2d4 - Round Starter Lower the target’s Special Defense 2
Combat Stages.
Dark Pulse - Dark Smart - 2d4 - Excitement
3d10+12 - EOT - 2
Special Attack - Ranged (3) Flatter - Dark
Effect: No Target, Burst EOT - None
Dark Pulse creates a 3-meter Burst. Dark Effect - Ranged (8)
Pulse Flinches all Legal Targets on 17- Effect: 1 Target
20 during Accuracy Check.
Cool - 2d4 - Round Starter Flatter Confuses the target and raises the
*Grants: Aura target’s Special Attack 1 Combat Stage.
Smart - 2d4 - Excitement
Dark Void - Dark
Battle - 4 Fling - Dark
Effect - Ranged (10) 2d12+5 - Battle - 2
Effect: No Target, Burst Attack - Ranged (12)
Dark Void creates a 10-meter Burst. All Effect: 1 Target
Legal Targets fall Asleep.
Smart - 2d4 - Excitement The user may throw its held item when
using Fling, changing its Damage Dice
Embargo - Dark Roll. If a berry is thrown, the target
Battle - 2 receives the berry’s benefits as if the
Effect - Ranged (6) target, instead of taking any damage,
Effect: 1 Target consumed the berry. If an item that
If the target has a held item, they cannot causes an effect is thrown, the item’s
use it for the remainder of the encounter. effect is activated. If any other item is
Cute - 2d4 - Hold That Thought thrown the user deals an additional 2d6
during Damage Dice Roll. All berries
Faint Attack - Dark or other cosumable held items are
1d10+10 - EOT - None destroyed when used with Fling. Items
Attack - Melee that are not destroyed by Fling may be
Effect: 1 Target retrieved after an encounter.
Faint Attack cannot miss.
Smart - 2d4 - Round Ender Tough - 1d4 - Catching Up

Foul Play - Dark
4d12+16 - Battle - 2
Attack - Melee
Effect: 1 Target

The target reveals its Attack stat. When
calculating damage, add the target’s
Attack stat instead of the user’s Attack
stat.

Smart - 3d4 - No Effect

Hone Claws - Dark Night Daze - Dark
EOT - None 3d12+14 - Battle - 2
Effect - Self Special Attack - Ranged (10)
Effect: No Target Effect: 1 Target

Raise the user’s Attack 1 Combat Stage. The Target must roll +1 during Accuracy
For the remainder of Combat, the Checks for the remainder of the
user’s Attack - Melee Moves need -1 on encounter on 13-20 during Accuracy
Accuracy Checks to hit. Check.
Cool - None - Get Ready!
Tough - 2d4 - Unsettling
Knock Off - Dark
1d6+3 - EOT - 6 Night Slash - Dark
Attack - Melee 3d8+10 - EOT - 2
Effect: 1 Target Attack - Melee
Effect: 1 Target, Pass
If the target has a held item, the target
drops it and the item cannot be picked Night Slash is a Critical Hit on 18-20
up or held for the remainder of combat. during Accuracy Check.
Beauty - 3d4 - No Effect
Smart - 3d4 - No Effect
Payback - Dark
Memento - Dark 2d8+6 - Battle - 2
Battle - None Attack - Melee
Effect - Ranged (15) Effect: 1 Target
Effect: 1 Target
The user’s HP is set to 0. The user does If the target damaged Payback’s user on
not need a line of sight to the target. their last turn, deals 4d12+16 instead for
Momento cannot be used if the user is at Damage Dice Roll.
or below 0 HP. Each of the target’s stats Cool - 1d4 - Special Attention
are lowered 2 Combat Stages.
Tough - None - Big Show Punishment - Dark
1d10+15 - Battle - 2
Nasty Plot - Dark Attack - Melee
EOT - None Effect: 1 Target
Effect - Self Punishment deals an additional 1d10 for
Effect: No Target each Combat Stage the target has above
Raise the user’s Special Attack 2 0 per raised stat up to an additional 6d10
Combat Stages. per stat.
Cute - None - Get Ready! Smart - 1d4 - Catching Up

Pursuit - Dark Sucker Punch - Dark
1d12+6 - EOT - 2 3d10+12 - Battle - 2
Attack - Melee Attack - Melee
Effect: 1 Target, Interrupt Effect: 1 Target, Interrupt

If the foe is fleeing or being switched If something is targeting the user with
out, Pursuit may be used as an Interrupt. a damaging Attack - Melee Move, you
While being used as an Interrupt, Pursuit may use Sucker Punch on the offender
may shift the user adjacent to the fleeing as an Interrupt.
foe, up to 25 meters, ignoring Speed Smart - 2d4 - Quick Set
Capabilities, and attack them before
they escape or are switched out with Switcheroo - Dark
an additional 3d10+12 added to the Battle - 2
Damage Dice Roll. Effect - Melee
Effect: 1 Target
Smart - 1d4 - Good Show! The user and the target exchange held
items.
Quash - Dark Cool - None - Attention Grabber
Battle - 2
Effect - Ranged (10) Taunt - Dark
2d10+8 - EOT - 3
Effect: 1 Target, Intercept Effect - Ranged (10)
Effect: 1 Target
Quash will not affect a Legal Target if Taunt’s target can only use Moves that
it has already acted that round. Quash have Damage Dice Rolls for the next
causes the target to act as if their Speed 1d4+1 turns.
is 0, meaning their action is last for that Smart - None - Inversed Appeal
turn.
Thief - Dark
Smart - 2d4 - Quick Set 1d12+6 - Battle - 2
Attack - Melee
Snarl - Dark Effect: 1 Target
Thief takes the target’s held item and
2d10+8 - EOT - 3 attaches it to Thief’s user, if the user is
not holding anything.
Special Attack - Ranged (5) Tough - None - Attention Grabber

Effect: No Target, Burst Torment - Dark
Battle - 2
Snarl creates a 5-meter Burst. All Effect - Ranged (10)
Legal Targets have their Special Attack Effect: 1 Target
lowered 1 Combat Stage.
For 1d4+2 turns, Torment’s target may
Cute - 2d4 - Excitement not use a Move they have already used
in their last 2 turns.
Snatch - Dark Tough - None - Inversed Appeal
Battle - None

Effect - Ranged (10)
Effect: 1 Target, Intercept

If the target is gaining a Combat Stage,
you may use Snatch. The user gains
the same Combat Stages the target
does. Then, the target loses all Combat
Stages they gained that turn. If the target
is using a No Damage - Self Move,
you may use Snatch. You use the No
Damage - Self Move and the target does
not.
Smart - None - Attention Grabber

Dragon Moves Dragon Rush - Dragon
4d12+16 - Battle - 4
Draco Meteor - Dragon Attack - Melee
6d12+22 - Center - 4 Effect: 1 Target, Dash, Push
Special Attack - Ranged (15)
Effect: Target Area, Blast The target is Pushed 3-meters and it
Draco Meteor creates a 4-meter Blast. takes an additional 1d6 if it is Pushed
Lower the user’s Special Attack 2 into Blocking Terrain. If the target
Combat Stages after damage. is pushed into another Legal Target,
Smart - 2d4 - Seen Nothing Yet instead, both take 1d6. Dragon Rush
Flinches the target on 17-20 during
Dragon Claw - Dragon Accuracy Check.
3d10+12 - EOT - 2 Cool - 2d4 - Round Ender
Attack - Melee
Effect: 1 Target Dragon Tail - Dragon
Cool - 2d4 - Round Starter 2d10+8 - Battle - 3
Attack - Melee
Dragon Dance - Dragon Effect: 1 Target, Push
EOT - None The target is Pushed 40-meters expelling
Effect - Self them from the encounter if the terrain
Effect: No Target allows. They may still rejoin the
encounter if they want to. During a
Raise the user’s Attack 1 Combat Stage trainer battle, the target’s owner must
and raise the user’s Speed 1 Combat recall the Pushed target and replace
Stage. them.
Smart - None - Big Show
Cool - None - Get Ready!
Dragonbreath - Dragon
Dragon Pulse - Dragon 2d10+8 - EOT - 2
3d12+14 - Battle - 2 Special Attack - Ranged (3)
Special Attack - Ranged (3) Effect: 1 Target, Column
Effect: No Target, Burst Dragonbreath creates a Column 1 meter
Dragon Pulse creates a 3-meter Burst. wide. Dragonbreath Paralyzes all Legal
Smart - 2d4 - Incentives Targets on 15-20 during Accuracy
*Grants: Aura Check.
Cool - 2d4 - Round Starter
Dragon Rage - Dragon
40 - Battle - 2 Dual Chop - Dragon
Effect - Ranged (8) 2d8+6 - EOT - 3
Effect: 1 Target Attack - Melee
Dragon Rage always deals 40 points Effect: 1 Target, Scatter
of Damage. Do not apply weakness or
resistance. Do not apply stats. Dual Chop can hit up to 2 times. If Dual
Cool - 3d4 - No Effect Chop misses its first target, you may still
use it a second time.

Tough - 2d4 - Reliable

Outrage - Dragon Twister - Dragon
5d12+18 - Center - 3 1d12+6 - At-Will - 2
Attack - Melee Special Attack - Ranged (10)
Effect: 1 Target Effect: 1 Target

Outrage’s user must make another Melee Twister Flinches the target on 18-20
attack for 1d2 more turns. The attack is during Accuracy Check. If the target is
identical to Outrage except for Outrage’s airborne as a result of Fly or Sky Drop,
effect. After the first target is declared, Twister can hit them, ignoring Range
Outrage targets the nearest Legal Target and deals 2d12+16 for its Damage Dice
for its second or third round of use if Roll instead.
the original target is unconscious. If Cool - 3d4 - No Effect
potential targets are an equal distance
from the user, you may choose the Electric Moves
target. After Outrage’s additional use(s)
end(s), the user becomes Confused. For Bolt Strike - Electric
Pokemon users, the additional 1d2 are 5d12+22 - Center - 5
their Trainer’s Command Actions, unless Attack - Ranged (20)
the Trainer is unconscious, in which Effect: 1 Target
case the Pokemon acts on its own until
finished. Bolt Strike Paralyzes the target on 17-20
Cool - 2d4 - Reliable during Accuracy Check.
Cool - 2d4 - Round Starter
Roar of Time - Dragon
Charge - Electric
7d10+28 - Center - 4 EOT - None
Effect - Self
Special Attack - Ranged (10) Effect: No Target
If the user performs an Electric Move
Effect: No Target, Burst, Trap, Exhaust on their next turn that deals damage,
add its Damage Dice Roll an extra time
Roar of Time creates a 10-meter Burst. to the damage. Raise the user’s Special
All legal targets are Trapped until they Defense 1 Combat Stage.
roll a 16-20 saving throw. They may Smart - None - Get Ready!
attempt to make this save at any time *Grants: Zapper
once per round.
Cool - 2d4 - Seen Nothing Yet Charge Beam - Electric
2d8+6 - Battle - 3
Spacial Rend - Dragon Special Attack - Ranged (5)
4d12+16 - Center - 3 Effect: 1 Target, Column, Spirit Surge

Special Attack - Ranged (20) Charge Beam creates a Column 1 meter
Effect: 1 Target wide. Charge Beam raises the user’s
Special Attack 1 Combat Stage on 11-20
Spacial Rend is a Critical Hit on 11-20 during Accuracy Check.
during Accuracy Check. Beauty - 2d4 - Round Starter

Tough - 2d4 - Incentives

Discharge - Electric Magnet Rise - Electric
Battle - None
3d10+12 - EOT - 2 Effect - Self
Effect: No Target
Special Attack - Ranged (3)
Magnet Rise grants the user the Levitate
Effect: No Target, Burst Ability until the end of the Encounter.
This does not replace the user’s normal
Discharge creates a 3-meter Burst. Ability. If the user already has Levitate,
Discharge Paralyzes all legal targets on they now have two instances of Levitate.
15-20 during Accuracy Check. Cute - 2d4 - Hold That Thought
*Grants: Magnetic
Cool - 2d4 - Round Starter
*Grants: Zapper Shock Wave - Electric
2d10+8 - EOT - None
Electro Ball - Electric Special Attack - Ranged (2)
See Effect - Battle - 2 Effect: 1 Target, Column
Special Attack - Ranged (10)
Effect: 1 Target Shock Wave creates a Column 2-meters
wide. Shock Wave cannot miss.
The target reveals their current Speed Cool - 2d4 - Round Starter
stat, applying Combat Stages. If the *Grants: Zapper
user’s Speed stat, applying Combat
Stages is four times that of the target’s, Spark - Electric
Electro Ball uses 5d10+16 for Damage 3d8+10 - EOT - 2
Dice Roll; if the user three times that of Attack - Melee
the target’s, Electro Ball uses 3d10+14; Effect: 1 Target, Dash
if the user is twice that of the target,
Electro Ball uses 2d10+12; if the user Spark Paralyzes the target on 15-20
is not twice as fast as the target, Electro during Accuracy Check.
Ball uses 1d10+10. Cool - 3d4 - No Effect

Beauty - 2d4 - Final Appeal Thunder - Electric
5d12+18 - Battle - 6
Electroweb - Electric Special Attack - Ranged (15)
1d10+10 - EOT - 3 Effect: 1 Target, Blast
Special Attack - Ranged (4)
Effect: 1 Target, Column A 3-meter Blast surrounds the target.
Electroweb creates a Column 2-meters Thunder Paralyzes all Legal Targets
wide. All Legal Targets are lowered 1 on 13-20 during Accuracy Check. All
Speed Combat Stage. Legal Targets within the Blast’s radius
are Pushed outward, away from the
Smart - 2d4 - Hold That Thought target, 3-meters. If the target is in Sunny
*Grants: Threaded Weather, Thunder’s Accuracy Check
is 11. If the target is in Rainy Weather,
Fusion Bolt - Electric Thunder cannot miss. If the target is
4d12+22 - Center - 2 airborne as a result of Fly or Sky Drop,
Attack - Ranged (10) Thunder cannot miss them
Effect: 1 Target, Column Cool - 2d4 - Round Starter

Fusion Bolt creates a 4-meter Column. If
an opponent in this, or the last, round of
the encounter used Fusion Flare, Fusion
Bolt deals an additional 8d12 in Damage
Dice Roll.

Beauty - 2d4 - Seen Nothing Yet

Thunder Fang - Electric Volt Switch - Electric
3d8+10 - EOT - 3 3d8+10 - Battle - 2
Attack - Melee Special Attack - Ranged (5)
Effect: 1 Target Effect: 1 Target
Thunder Fang Paralyzes or Flinches on
18-19 during Accuracy Check; flip a If Volt Switch successfully hits its
coin to determine whether the foe gets target, the user deals damage and then
Paralyzed or Flinches. On 20 during immediately is returned to its Poke Ball
Accuracy Check, the foe is Paralyzed in the same turn. A New Pokemon may
and Flinches. immediately be sent out.
Smart - 3d4 - No Effect
Cute - None - Inversed Appeal
Thunder Wave - Electric
Center - None Volt Tackle - Electric
Effect - Ranged (6) 5d12+18 - EOT - 2
Effect: 1 Target Attack - Melee
Thunder Wave cannot miss. Thunder Effect: 1 Target, Dash, Push, Recoil 1/3
Wave Paralyzes the target. The target is pushed back 5-meters.
Cool - 2d4 - Excitement The target takes an additional 1d6 if
it is Pushed into Blocking Terrain. If
Thunderbolt - Electric the target is pushed into another Legal
4d12+16 - Battle - 2 Target, instead, both take 1d6. Volt
Special Attack - Ranged (7) Tackle Paralyzes the target on 19-20
Effect: 1 Target, Column during Accuracy Check. After Volt
Tackle deals damage, Recoil.
Thunderbolt creates a Column 1 meter Cool - 2d4 - Seen Nothing Yet
wide. Thunderbolt Paralyzes all Legal
Targets on 19-20 during Accuracy Wild Charge - Electric
Check. 3d12+14 - EOT - 2
Cool - 2d4 - Round Starter Attack - Melee
*Grants: Zapper Effect: 1 Target, Dash, Recoil 1/4
After Wild Charge deals damage, Recoil.
Thunderpunch - Electric Tough - 3d4 - No Effect
3d10+12 - EOT - 2
Zap Cannon - Electric
Attack - Melee 5d12+18 - Battle - 12
Effect: 1 Target Special Attack - Ranged (10)
Effect: 1 Target, Blast
Thunderpunch Paralyzes the target on A 2-meter Blast surrounds the target,
19-20 during Accuracy Check. Paralyzing all Legal Targets in the Blast.
Cool - 2d4 - Round Starter Cool - 2d4 - Incentives

Thundershock - Electric
1d12+6 - At-Will - 2
Special Attack - Ranged (10)
Effect: 1 Target

Thundershock Paralyzes the target on
17-20 during Accuracy Check.

Cool - 2d4 - No Effect
*Grants: Zapper

Fighting Moves Close Combat - Fighting
5d12+18 - Battle - 2
Arm Thrust - Fighting Attack - Melee
1d6+1 - EOT - 4 Effect: 1 Target, Dash
Attack - Melee
Effect: 1 Target, Scatter The user’s Defense is lowered 1 Combat
Stage and the user’s Special Defense is
Arm Thrust can hit up to 5 times. Once lowered 1 Combat Stage.
the user misses, they cannot attempt to
make another Arm Thrust attack on that Smart - 2d4 - Seen Nothing Yet
turn.
Tough - 2d4 - Reliable Counter - Fighting
Battle - None
Aura Sphere - Fighting Effect - Ranged (25)
Effect: 1 Target, Intercept
3d12+14 - Battle - None
If the user is being hit by a Move that
Special Attack - Ranged (10) consults Attack for damage, you may
use Counter. If the user survives the hit,
Effect: 1 Target the target is dealt damage equal to twice
the amount of damage the user received.
Aura Sphere cannot miss. Do not apply weakness, resistance or
Beauty - 2d4 - Round Starter immunity. Do not apply stats.
*Grants: Aura
Tough - 2d4 - Final Appeal
Brick Break - Fighting
Cross Chop - Fighting
3d10+12 - EOT - 2 4d12+16 - Battle - 4
Attack - Melee
Attack - Melee Effect: 1 Target, Dash, Push

Effect: 1 Target Cross Chop is a Critical Hit on 16-20
during Accuracy Check. Cross Chop
Brick Break can destroy Walls. Pushes the target 1-meter. On Critical
Cool - 3d4 - No Effect Hit, the target is Pushed 5-meters and
the target takes an additional 1d6 if
Bulk Up - Fighting it is Pushed into Blocking Terrain. If
EOT - None the target is pushed into another Legal
Effect - Self Target, instead, both take 1d6.
Effect: No Target
Cool - 2d4 - Round Ender
Raise the user’s Attack 1 Combat Stage
and raise the user’s Defense 1 Combat Detect - Fighting
Stage. Center - None
Beauty - None - Get Ready! Effect - Self
Effect: No Target, Intercept
Circle Throw - Fighting
2d10+8 - Center - 4 If the user is hit by a Move, instead you
Attack - Melee are not hit by the Move. You do not take
Effect: 1 Target, Push any damage nor are you affected by any
of the Move’s effects.
The target is Pushed 40-meters expelling Cool - None - Inversed Appeal
them from the encounter if the terrain *Grants: Aura
allows. They may still rejoin the
encounter if they want to. During a
trainer battle, the target’s owner must
recall the Pushed target and replace
them.
Tough - None - Big Show

Double Kick - Fighting Focus Punch - Fighting
1d10+4 - EOT - 3 7d10+28 - EOT - 2
Attack - Melee Attack - Melee
Effect: 1 Target, Scatter Effect: 1 Target, Push

Double Kick can hit up to 2 times. If Once you declare the use of Focus
Double Kick misses its first target, you Punch the user’s turn ends. If you are
may still use it a second time. not hit by a damaging Move until your
Cool - 2d4 - Reliable next turn you may use Focus Punch’s
damage and effects. The target is Pushed
Drain Punch - Fighting 10-meters and it takes an additional
3d10+12 - Battle - 2 2d12 if it is Pushed into Blocking
Attack - Melee Terrain. If the target is pushed into
Effect: 1 Target another Legal Target, instead, both take
After the target takes damage, the user 1d12. If the user is hit by a damaging
gains HP equal to half of the damage Move before it’s next turn, it may not
they dealt to the target. use a Move on that turn.
Beauty - 1d4 - Good Show! Tough - 1d4 - Special Attention

Dynamicpunch - Fighting Force Palm - Fighting
4d12+16 - Battle - 12 2d10+8 - EOT - 2
Attack - Melee Attack - Melee
Effect: 1 Target Effect: 1 Target
Dynamicpunch Confuses the target.
Cool - 2d4 - Round Ender Force Palm Paralyzes the target on 18-
20 during Accuracy Check.
Final Gambit - Fighting Cool - 2d4 - Round Ender
Center - 2 *Grants: Aura
Effect - Melee
Effect: 1 Target Hammer Arm - Fighting
4d12+16 - Battle - 3
Final Gambit lowers the user to 0 HP, Attack - Melee
and deals 1 point of damage to the foe Effect: 1 Target
for every point of health lost this way.
Final Gambit does not cause items to The user lowers their Speed 1 Combat
activate. Stage.
Cool - 2d4 - Slow Set
Tough - None - Big Show
Hi Jump Kick - Fighting
Focus Blast - Fighting 5d12+22 - Battle - 3
5d12+18 - Battle - 6 Attack - Melee
Special Attack - Ranged (10) Effect: 1 Target, Pass
Effect: 1 Target
Focus Blast lower the target’s Special If Hi Jump Kick misses, roll 4d10 and
Defense 1 Combat Stage on 18-20 subtract the result from the user’s HP.
during Accuracy Check. Do not apply weakness, resistance or
Cool - 2d4 - Round Starter stats.
*Grants: Aura
Cool - 3d4 - No Effect

Jump Kick - Fighting Mach Punch - Fighting
2d10+8 - EOT - 3 1d12+6 - At-Will - 2
Attack - Melee Attack - Melee
Effect: 1 Target, Pass Effect: 1 Target, Interrupt

If Jump Kick misses, roll 2d10 and If a foe wants to declare a Move, you
subtract the result from the user’s HP. may instead use Mach Punch on their
Do not apply weakness, resistance or turn before they can use their Move.
stats.
Cool - 2d4 - Quick Set
Cool - 3d4 - No Effect
Quick Guard - Fighting
Karate Chop - Fighting Center - None
2d8+6 - At-Will - 2 Effect - Self
Attack - Melee Effect: 1 Target, Intercept
Effect: 1 Target
Karate Chop is a Critical Hit on 17-20 Quick Guard prevents the user and allies
during Accuracy Check. from being targeted by Moves used as an
Tough - 3d4 - No Effect Interrupt or Intercept for one round. For
that round Interrupt or Intercept attacks
Low Kick - Fighting can only target you, or other allies using
See Effect - Battle - 2 Quick Guard.
Attack - Melee Cool - None - Inversed Appeal
Effect: 1 Target, Weight Class
Revenge - Fighting
If the target is in Weight Class 1, use 2d10+8 - Battle - 2
1d10 for Damage Dice Roll. If the target Attack - Melee
is in Weight Class 2, use 1d10+5. If the Effect: 1 Target
target is in Weight Class 3, use 1d10+10.
If the target is in Weight Class 4, use If the target damaged Revenge’s user on
2d10+12. If the target is in Weight Class their last turn, deals 4d12+16 instead
5, use 3d10+14. If the target is in Weight during Damage Dice Roll.
Class 6, use 5d10+16 for damage. Tough - 2d4 - Final Appeal

Tough - 3d4 - No Effect Reversal - Fighting
See Effect - EOT - 2
Low Sweep - Fighting Attack - Melee
1d10+10 - EOT - 2 Effect: 1 Target
Attack - Melee
Effect: 1 Target If the user has more than 70% of its total
Lowers the target’s Speed 1 Combat HP, use 1d10+5 for Damage Dice Roll.
Stage. If the user has more than 36% of its total
Tough - 3d4 - No Effect HP, use 2d10+10. If the user has more
than 21% of its total HP, use 3d10+10.
If the user has more than 6% of its total
HP, use 4d10+10. If the user has 1-5%
of its total HP, use 5d10+20.

Cool - 2d4 - Final Appeal

Rock Smash - Fighting Sky Uppercut - Fighting
1d12+6 - EOT - 2 3d12+14 - EOT - 3
Attack - Melee Attack - Melee
Effect: 1 Target Effect: 1 Target, Push

Rock Smash lowers the target’s Defense The target is Pushed 2-meters. If the
1 Combat Stage on 17-20 during target is airborne, Sky Uppercut deals an
Accuracy Check. additional 2d10. If the target is airborne
Tough - 2d4 - Round Ender as a result of Fly or Sky Drop, Sky
Uppercut cannot miss as long as you are
Rolling Kick - Fighting in a space adjacent to the airborne target.
2d10+8 - EOT - 4
Attack - Melee Cool - 2d4 - Round Starter
Effect: 1 Target, Dash
Rolling Kick Flinches the target on 15- Storm Throw - Fighting
20 during Accuracy Check. 20 - Battle - 2
Cool - 3d4 - No Effect Attack - Melee
Effect: 1 Target
Sacred Sword - Fighting Storm Throw is a Critical Hit. Do not
3d12+14 - Battle - 2 double Storm Throw’s Damage Dice
Attack - Melee Roll for Critical Hits.
Effect: 1 Target, Pass Cool - 3d4 - No Effect
Sacred Sword’s Accuracy Check may
not be modified. Submission - Fighting
Cool - 3d4 - No Effect 3d10+12 - At-Will - 6
Attack - Melee
Secret Sword - Fighting Effect: 1 Target, Recoil 1/4
3d12+14 - Battle - 2 After Submission deals damage, Recoil.
Special Attack - Ranged (15) Cool - 3d4 - No Effect
Effect: 1 Target
When calculating damage, the target Superpower - Fighting
must use their Defense against Secret 5d12+18 - Battle - 2
Sword. Attack - Melee
Cool - 3d4 - No Effect Effect: 1 Target, Dash, Push

Seismic Toss - Fighting Superpower lowers the user’s Attack 1
Center - 2 Comabt Stage and Defense by 1 Combat
Effect - Melee Stage. The target is Pushed 6-meters and
Effect: 1 Target it takes an additional 1d6 if it is Pushed
into Blocking Terrain. If the target
The target loses HP equal to the level is pushed into another Legal Target,
of Seismic Toss’ user. Do not apply instead, both take 1d6.
weakness or resistance. Do not apply
stats. Tough - 2d4 - Round Ender
Tough - 3d4 - No Effect

Triple Kick - Fighting Fire Moves
1d6+1 - Battle - 3
Attack - Melee Blast Burn - Fire
Effect: 1 Target, Scatter 7d10+28 - Center - 4
Special Attack - Ranged (15)
Triple Kick can hit up to 3 times. If Effect: Target Area, Blast, Exhaust
Triple Kick misses its first or second
target, you may still use it a second and Blast Burn creates a 3-meter Blast. On
third time. For the third use of Triple Miss, Blast Burn deals the user’s Special
Kick, if you successfully hit the same Attack instead to all possible targets.
target for the first two uses of Triple Beauty - 2d4 - Seen Nothing Yet
Kick use 3d12+8 for Triple Kick’s
Damage Dice Roll. Blaze Kick - Fire
3d12+14 - Battle - 4
Cool - 3d4 - Reliable Attack - Melee
Effect: 1 Target, Push
Vacuum Wave - Fighting
1d12+6 - At-Will - 2 Blaze Kick Pushes the target 2-meters.
Special Attack - Ranged (6) Blaze Kick Burns the target on 19-20
Effect: 1 Target, Interrupt during Accuracy Check. Blaze Kick is
a Critical Hit on 16-20 during Accuracy
If a foe wants to declare a Move, you Check.
may instead use Vacuum Wave on their
turn before they can use their Move. Beauty - 2d4 - Round Starter

Smart - 2d4 - Quick Set Blue Flare - Fire
*Grants: Aura 5d12+22 - Center - 5
Special Attack - Ranged (10)
Vital Throw - Fighting Effect: 1 Target
3d8+10 - Battle - None
Attack - Melee Blue Flare Burns the target on 17-20
Effect: 1 Target, Push during Accuracy Check.

Vital Throw may only be used if the user Beauty - 3d4 - No Effect
was targeted by a Move on a foe’s last
turn while the foe was adjacent. Vital Ember - Fire
Throw can only target that foe. Vital 1d12+6 - At-Will - 2
Throw cannot miss. The target is Pushed Special Attack - Ranged (8)
5-meters and it takes an additional 1d6 Effect: 1 Target
if it is Pushed into Blocking Terrain. If Ember Burns the target on 18-20 during
the target is pushed into another Legal Accuracy Check.
Target, instead, both take 1d6. Beauty - 3d4 - No Effect
*Grants: Firestarter
Cool - 2d4 - Slow Set
Eruption - Fire
Wake-Up Slap - Fighting 7d10+28 - Center - 4
Special Attack - Ranged (10)
2d8+6 - Battle - 2 Effect: No Target, Burst

Attack - Melee Eruption creates a 10-meter Burst.
Eruption may not be performed unless
Effect: 1 Target the user has at least 90% of its HP.

If the target is Asleep, Wake-Up Slap Beauty - 2d4 - Round Ender
does an additional 5d10 for Damage
Dice Roll and cures the target of Sleep.
Smart - None - Inversed Appeal

Fiery Dance - Fire Fire Punch - Fire
3d10+12 - Battle - 2 3d10+12 - EOT - 2
Special Attack - Ranged (4) Attack - Melee
Effect: 1 Target, Spirit Surge Effect: 1 Target

Fiery Dance raises the user’s Special Fire Punch Burns the target on 19-20
Attack by 1 Combat Stage on 11-20 on during Accuracy Check.
Accuracy Check.
Beauty - 2d4 - Round Starter
Cool - 2d4 - Round Ender
Fire Spin - Fire
Fire Blast - Fire 1d12+6 - EOT - 4
5d12+18 - Battle - 6 Special Attack - Ranged (10)
Special Attack - Ranged (10) Effect: 1 Target, Trap
Effect: 1 Target, Blast
Fire Spin Traps the target for 1d4+1
Fire Blast creates a 2-meter Blast. Fire turns. At the beginning of the target’s
Blast burns all Legal Targets on 19-20 turn, if the target is Trapped, roll 1d12
during Accuracy Check. and the target loses that much HP. Do
Beauty - 2d4 - Round Starter not apply weakness or resistance to the
*Grants: Firestarter HP lost. Do not apply stats to the HP
lost. Fire Spin may not trap more then
Fire Fang - Fire one target at a time.
3d8+10 - EOT - 3
Attack - Melee Beauty - None - Torrential Appeal
Effect: 1 Target *Grants: Firestarter

Fire Fang Burns or Flinches on 18-19 Flame Burst - Fire
during Accuracy Check; flip a coin to 3d8+10 - EOT - 2
determine whether the foe gets Burned Special Attack - Ranged (6)
or Flinches. On 20 during Accuracy Effect: No Target, Blast
Check, the foe is Burned and Flinches. Flame Burst creates a 4-meter Blast. All
Legal Targets, not including the central
Beauty - 3d4 - No Effect taget, hit in the Blast lose 1/16th of their
max HP instead of taking the Damage
Fire Pledge - Fire Dice Roll for damage.
2d8+6 - EOT - 2 Beauty - 2d4 - Round Starter
Special Attack - Ranged (6) *Grants: Firestarter
Effect: 1 Target, Pledge
Flame Charge - Fire
If used on the same turn as Water 2d8+6 - EOT - 2
Pledge, all secondary effects of Moves Attack - Melee
are activated at a -3 during the Accuracy Effect: 1 Target
Check for 1d4+1 turns. If used on the Raise the user’s Speed 1 Combat Stage.
same turn as Grass Pledge, all foes Tough - 2d4 - Excitement
within 20 meters of the user lose 1/8th of
their max HP at the end of each round of
combat for 1d4+1 turns.

Beauty - None - Torrential Appeal

Flame Wheel - Fire Heat Crash - Fire
2d10+8 - At-Will - 2 See Effect - Battle - 2
Attack - Melee Attack - Melee
Effect: 1 Target, Dash Effect: 1 Target, Dash, Weight Class

Flame Wheel Burns the target on 19-20 If the user is in the same Weight Class
during Accuracy Check. as the target, use 1d10 for Damage Dice
Roll; if the user is one Weight Class
Beauty - 2d4 - Reliable higher than the target, use 1d10+10; if
the user is two Weight Classes higher
Flamethrower - Fire than the target, use 2d12+12; if three
4d12+16 - Battle - 2 classes, 3d10+14; if four classes,
Special Attack - Ranged (4) 5d10+16.
Effect: 1 Target, Column
Tough - 2d4 - Incentives
Flamethrower creates a Column 1 meter
wide. Flamethrower Burns the target on Heat Wave - Fire
19-20 during Accuracy Check. 4d12+16 - Battle - 4
Beauty - 2d4 - Round Starter Special Attack - Ranged (3)
*Grants: Firestarter Effect: No Target, Burst

Flare Blitz - Fire Heat Wave creates a 3-meter burst. Heat
5d12+18 - EOT - 2 Wave Burns all Legal Targets on 18-20
Attack - Melee during Accuracy Check.
Effect: 1 Target, Dash, Push, Recoil 1/3 Beauty - 2d4 - Round Starter

The target is pushed back 5-meters. Incinerate - Fire
The target takes an additional 1d6 if 1d10+4 - EOT - 2
it is Pushed into Blocking Terrain. If Special Attack - Ranged (6)
the target is pushed into another Legal Effect: 1 Target
Target, instead, both take 1d6. Flare If the target is holding a Berry, the
Blitz Burns the target on 19-20 during Berry is destroyed, without its ability
Accuracy Check. After Flare Blitz deals activating.
damage, Recoil. Beauty - 3d4 - No Effect

Smart - 2d4 - Seen Nothing Yet Inferno - Fire
4d12+16 - Center - 11
Fusion Flare - Fire Special Attack - Ranged (2)
4d12+16 - Center - 2 Effect: No Target, Blast
Special Attack - Ranged (10)
Effect: 1 Target, Column Inferno creates a 2-meter Blast. Inferno
Fusion Flare creates a 4-meter Column. Burns all Legal Targets.
If an opponent in this, or the last, round Beauty - 3d4 - No Effect
of the encounter used Fusion Bolt,
Fusion Flare deals an additional 8d12 in
Damage Dice Roll.
Beauty - 2d4 - Seen Nothing Yet

Lava Plume - Fire Searing Shot - Fire
3d10+12 - EOT - 2 4d12+16 - Center - 2
Special Attack - Ranged (6) Special Attack - Ranged (10)
Effect: 1 Target Effect: 1 Target

Lava Plume Burns the target on 16-20 Searing Shot Burns the Target on 15-20
during Accuracy Check. during Accuracy Check.
Tough - 2d4 - Round Starter Beauty - 2d4 - Round Starter

Magma Storm - Fire Sunny Day - Fire
5d12+18 - Center - 7 Battle - None
Special Attack - Ranged (8) Field - Effect
Effect: 1 Target, Trap Effect: Target Area, Weather

Magma Storm Traps the target for For 1d4+1 rounds, the area is considered
1d4+1 turns. At the beginning of the Sunny. While Sunny, Fire-Type attacks
target’s turn, if the target is Trapped, roll deal 1.5x damage. Water-Type attacks
2d20 and the target loses that much HP. deal ½ the damage they normally would.
Do not apply weakness or resistance to
the HP lost. Do not apply stats to the HP Beauty - 2d4 - Hold That Thought
lost. Magma Storm may not trap more
then one target at a time. V-Create - Fire
8d10+36 - Center - 5
Tough - 2d4 - Reliable Attack - Melee
Effect: No Target, Burst
Overheat - Fire V-Create creates a 10-meter Burst.
6d12+22 - Center - 4 Lower the user’s Defense 1 Combat
Special Attack - Ranged (2) Stage, lower the user’ Special Defense
Effect: No Target, Burst 1 Combat Stage and lower the user’s
Overheat creates a 2-meter Burst. Lower Speed 1 Combat Stage.
the user’s Special Attack 2 Combat Beauty - 2d4 - Seen Nothing Yet
Stages after damage.
Beauty - 2d4 - Seen Nothing Yet Will-O-Wisp - Fire
Battle - 4
Sacred Fire - Fire Effect - Ranged (10)
4d12+16 - Center - 3 Effect: 1 Target
Attack - Ranged (7) The target is Burned.
Effect: 1 Target, Burst Beauty - None - Round starter
Sacred Fire creates a 7-meter Burst.
Sacred Fire Burns all Legal Targets in
the Burst on 11-20 during Accuracy
Check.
Beauty - 2d4 - Seen Nothing Yet

Flying Moves Bounce - Flying
3d12+14 - Battle - 4
Acrobatics - Flying Attack - Melee
2d10+8 - Battle - 2 Effect: 1 Target, Burst
Attack - Melee
Effect: 1 Target Once you declare the use of Bounce,
If the user is not holding an item, the user is moved up to 10-meters into
Acrobatics deals 4d12+16 instead the air and then the user’s turn ends.
during Damage Dice Roll. On your next turn, shift while in the air,
Smart - 2d4 - Incentives lower your height back to the ground,
and then use Bounce’s damage and
Aerial Ace - Flying the rest of its Effect. Bounce creates a
2d10+8 - EOT - None Burst equal half the user’s Weight Class.
Attack - Melee Bounce Paralyzes all Legal Targets on
Effect: 1 Target, Pass 17-20 during Accuracy Check.
Aerial Ace cannot miss. Cute - 1d4 - Special Attention
Cool - 2d4 - Round Starter *Grants: Jump +1

Aeroblast - Flying Brave Bird - Flying
4d12+16 - Center - 3 5d12+18 - EOT - 2
Special Attack - Ranged (20) Attack - Melee
Effect: 1 Target, Column Effect: 1 Target, Dash, Push, Recoil 1/3
Aeroblast creates a Column 2-meters
wide. Aeroblast is a Critical Hit on 11- The target is pushed back 5-meters.
20 during Accuracy Check. The target takes an additional 1d6 if
Cool - 2d4 - Seen Nothing Yet it is Pushed into Blocking Terrain. If
the target is pushed into another Legal
Air Cutter - Flying Target, instead, both take 1d6. After
2d10+8 - At-Will - 2 Brave Bird deals damage, Recoil.
Special Attack - Ranged (8)
Effect: 1 Target Cute - 2d4 - Round Ender
Air Cutter is a Critical Hit on 18-20
during Accuracy Check. Chatter - Flying
Cool - 3d4 - No Effect
2d10+8 - EOT - 2
Air Slash - Flying
3d10+12 - EOT - 3 Special Attack - Ranged (4)
Special Attack - Ranged (8)
Effect: 1 Target Effect: 1 Target, Column
Air Slash Flinches the target on 15-20
during Accuracy Check. Chatter creates a Column 1 meter wide.
Cool - 2d4 - Round Starter Chatter Confuses all Legal Targets.
Smart - 1d4 - Catching Up

Defog - Flying
EOT - None
Field - Effect
Effect: Target Area, Weather

For 1d4+1 rounds, the area is considered
Clear. While Clear, all hindering terrain
is no longer hindering terrain and
all bonuses or penalties to Accuracy
Checks are ignored. All Walls, Coats and
Hazards are destroyed.

Beauty - 2d4 - Hold That Thought

Drill Peck - Flying Hurricane - Flying
3d10+12 - EOT - 2 5d12+18 - Battle - 6
Attack - Melee Special Attack - Ranged (8)
Effect: 1 Target, Dash Effect: 1 Target, Blast
Cool - 3d4 - No Effect
Hurricane creates a 4-meter Blast.
Featherdance - Flying Hurricane Confuses all Legal Targets
EOT - 2 on 13-20 during Accuracy Check. All
Effect - Ranged (10) Legal Targets within the Blast’s radius
Effect: 1 Target, Blast are Pushed outward, away from the
Feather Dance creates a 1-meter Blast. target, 3-meters. If the target is in Sunny
All Legal Targets in the Blast have their Weather, Hurricane’s Accuracy Check
Attack lowered 2 Combat Stages. is 11. If the target is in Rainy Weather,
Beauty - 2d4 - Excitement Hurricane cannot miss. If the target is
airborne as a result of Fly or Sky Drop,
Fly - Flying Hurricane cannot miss them.
3d12+14 - EOT - 3
Attack - Melee Cool - 2d4 - Round Starter
Effect: 1 Target, Dash, Set Up
Mirror Move - Flying
Once you declare the use of Fly, the user See Effect - Center - None
is shifted 25-meters into the air and then Effect - Ranged (15)
the user’s turn ends. On your next turn, Effect: 1 Target
shift while in the air, lower the user back
to the target’s level on the battlefield, Use the Move the target has used on
then use Fly’s damage. their last turn. You may choose new
Smart - 1d4 - Special Attention targets for the Move. Mirror Move
*Grants: Sky +3 cannot miss.

Gust - Flying Smart - 2d4 - Final Appeal
1d12+6 - At-Will - 2
Special Attack - Ranged (10) Peck - Flying
Effect: 1 Target 1d12+6 - At-Will - 2
Attack - Melee
If the target is airborne as a result of Effect: 1 Target
Fly or Sky Drop, Gust can hit them, Cool - 3d4 - No Effect
ignoring Range and deals 2d12+16 for
its Damage Dice Roll instead. Pluck - Flying
2d10+8 - EOT - 2
Smart - 3d4 - No Effect Attack - Melee
*Grants: Guster Effect: 1 Target
If the target is holding a Berry, Pluck
deals an additional 2d10 during Damage
Dice Roll and Pluck destroys the Berry
then Pluck’s user uses the Berry’s effect.
Cute - None - Attention Grabber

Roost - Flying Tailwind - Flying
At-Will - None
Center - None Field - Effect
Effect: Target Area, Column
Effect - Self
Tailwind creates a Column 5-meters
Effect: No Target wide. For 1d6+1 turns, Tailwind’s user
and all of the user’s allies in the Column
The user regains HP equal to half of its have their Speed raised 1 Combat
full HP. The user looses any resistances Stage. When the user or the user’s allies
or immunities to Ground-type Moves leave the Column or when the Column
until the end of their next turn. dissapears, their Speed is lowered 1
Combat Stage. Whenever you make a
Cool - None - Torrential Appeal new Tailwind Cloumn, the last one the
user made disappears.
Sky Attack - Flying
6d12+22 - Battle - 4 Smart - 2d4 - Quick Set
Attack - Melee *Grants: Guster
Effect: 1 Target, Pass
Wing Attack - Flying
Once you declare the use of Sky Attack, 2d10+8 - At-Will - 2
the user is moved 10-meters into the air Attack - Melee
and then the user’s turn ends. On your Effect: 1 Target, Pass
next turn, shift while in the air, lower Cool - 3d4 - No Effect
your height back to the target and then
use Sky Attack’s damage. Sky Attack Ghost Moves
Flinches the target on 17-20 during
Accuracy Check. Astonish - Ghost
1d10+4 - EOT - 2
Cool - 1d4 - Special Attention Attack - Melee
Effect: 1 Target
Sky Drop - Flying Astonish Flinches the target on 18-20
2d10+8 - Center - 3 during Accuracy Check.
Attack - Melee Smart - 3d4 - No Effect
Effect: 1 Target, Set Up
Confuse Ray - Ghost
Once you declare the use of Sky Drop, Center - None
the user and target are moved 25-meters Effect - Ranged (10)
into the air, the Target is Trapped and Effect: 1 Target, Column
then the user’s turn ends. On your next
turn, shift while in the air, lower both Confuse Ray creates a Column 1 meter
the user and the target’s heights back to wide. Confuse Ray cannot miss. All
the ground, then use Sky Drop’s damage targets are Confused.
and the target is no longer Trapped.
This move does not damage Flying type Smart - 2d4 - Unsettling
pokemon. If used without following up
with the rest of Sky Drop’s actions on
the turn following its use, Lower the
user and the target back down, do not
use Sky Drop’s damage and the target is
no longer Trapped.

Smart - 1d4 - Special Attention

Curse - Ghost Hex - Ghost
If: User is Ghost Type 2d8+6 - Battle - 2
Center - None Special Attack - Ranged (8)
Effect - Ranged (4) Effect: 1 Target
Effect: 1 Target
If the target has a status affliction, Hex
The user loses ½ of their full HP and deals 4d12+16 instead during Damage
the target Pokemon is Cursed. A Cursed Dice Roll.
Pokemon loses 1/8th of their full HP at
the beginning of each of their turns. Do Smart - 2d4 - Incentives
not apply weakness, resistance or stats to
the lost HP. Lick - Ghost
1d6+3 - At-Will - 2
If: User is Not Ghost Type Attack - Melee
EOT - None Effect: 1 Target
Effect - Self
Effect: No Target Lick Paralyzes the target on 15-20
during Accuracy Check.
The user’s Speed is lowered 1 Combat Tough - None - Inversed Appeal
Stage. The user’s Attack is raised 1
Combat Stage and the user’s Defense is Night Shade - Ghost
raised 1 Combat Stage. Center - 2
Effect - Ranged (8)
Tough - None - Torrential Appeal Effect: 1 Target

Destiny Bond - Ghost The target loses HP equal to the level
Center - None of Night Shade’s user. Do not apply
Effect - Ranged (20) weakness or resistance. Do not apply
Effect: 1 Target, Intercept stats.
Smart - 3d4 - No Effect
When the user faints after taking damage
from a Move, you may use Destiny Nightmare - Ghost
Bond as an Intercept to target the EOT - 2
Pokemon who lowered the user to 0 HP Effect - Melee
or less. Roll 1d20, on a roll of 6 or better Effect: 1 Target
the target is set to 0 HP.
Nightmare can only hit Legal Targets
Smart - None - Big Show that are Asleep. Nightmare gives a
special affliction, Bad Sleep. Bad Sleep
Grudge - Ghost makes a target lose ¼ of its full HP per
Center - None turn while it is Bad Sleeping. When the
Effect - Ranged (20) target wakes up, they are cured of Bad
Effect: 1 Target, Intercept Sleep.
Smart - 2d4 - Excitement
When the user faints, you may use
Grudge as an Intercept. The Move that
caused the user to drop to 0 HP or less
has its Frequency changed to Center for
1 hour.

Tough - 2d4 - Unsettling

Ominous Wind - Ghost Shadow Punch - Ghost
2d10+8 - Battle - 2 2d10+8 - EOT - None
Special Attack - Ranged (10) Attack - Ranged (6)
Effect: 1 Target, Column, Spirit Surge Effect: 1 Target
Shadow Punch cannot miss.
Ominous Wind creates a Column that Smart - 2d4 - Round Starter
is 2-meters wide. If you rolled 11-20
during Accuracy Check for Ominous Shadow Sneak - Ghost
Wind, the user has each of its stats 1d12+6 - At-Will - 2
raised 1 Combat Stage. If you rolled Attack - Melee
16-20 on the Accuracy Roll, all allies Effect: 1 Target, Pass, Interrupt
in the Column also have each of their
stats raised 1 Combat Stage and are not If a foe wants to declare a Move, you
damaged by Ominous Wind. may instead use Shadow Sneak on their
turn before they can use their Move.
Smart - None - Get Ready! Smart - 2d4 - Quick Set

Shadow Ball - Ghost Spite - Ghost
3d10+12 - EOT - 2 Battle - 2
Special Attack - Ranged (10) Effect - Ranged (15)
Effect: 1 Target Effect: 1 Target
Spite lowers the target’s last move’s
Shadow Ball lowers the foe’s Special Frequency for the remainder of the
Defense 1 Combat Stage on 17-20 encounter. EOT Frequency Moves are
during Accuracy Check. changed into Battle Frequency. At-Will
Frequency Moves are changed into EOT
Smart - 2d4 - Round Starter Frequency. Spite may not target the
same target’s Move more then once per
Shadow Claw - Ghost encounter.
3d8+10 - EOT - 2 Tough - 2d4 - Excitement
Attack - Melee
Effect: 1 Target, Pass Grass Moves

Shadow Claw is a Critical Hit on 18-20 Absorb - Grass
during Accuracy Check. 1d6+3 - At-Will - 2
Cute - 2d4 - Round Starter Special Attack - Melee
Effect: 1 Target
Shadow Force - Ghost
5d12+18 - Center - 2 After the target takes damage, the user
Attack - Melee gains HP equal to half of the damage
Effect: 1 Target, Set Up they dealt to the target.

Once you declare the use of Shadow Smart - 1d4 - Good Show!
Force, the user is removed from the
field and the user’s turn ends. On the
next turn, Shadow Force’s user appears
adjacent to any target, ignoring Speed
Capabilties, and then uses Shadow
Force’s damage.

Smart - 2d4 - Seen Nothing Yet

Aromatherapy - Grass Frenzy Plant - Grass
Battle - 2
Special Attack - Ranged (10) 7d10+28 - Center - 4
Effect: 1 Target
Special Attack - Ranged (15)
The target has 1 status effect of their
choice removed. Aromatherapy cannot Effect: Target Area, Blast, Exhaust
miss.
Smart - None - Reflective Appeal Frenzy Plant creates a 3-meter Blast.
On Miss, Frenzy Plant deals the user’s
Bullet Seed - Grass Special Attack instead to all possible
1d10+4 - At-Will - 4 targets.
Attack - Ranged (8)
Effect: 1 Target, Scatter Cool - 2d4 - Seen Nothing Yet

Bullet Seed can hit up to 5 times. Once Giga Drain - Grass
the user misses, they cannot attempt to
make another Bullet Seed attack on that 3d10+12 - Battle - 2
turn.
Special Attack - Ranged (4)
Cool - 2d4 - Reliable
Effect: 1 Target
Cotton Guard - Grass
Battle - None After the target takes damage, the user
Effect - Self gains HP equal to half of the damage
Effect: No Target they dealt to the target.
Raise the user’s Defense 3 Combat
Stages. Smart - 1d4 - Good Show!
Cute - None - Get Ready!
Grass Knot - Grass
Cotton Spore - Grass See Effect - Battle - 2
EOT - 2 Special Attack - Ranged (5)
Effect - Ranged (10) Effect: 1 Target, Weight Class
Effect: 1 Target, Blast
Cotton Spore creates a 2-meter Blast. All If the target is in Weight Class 1, use
Legal Targets have their Speed lowered 1d10 for Damage Dice Roll. If the target
2 Combat Stages. is in Weight Class 2, use 1d10+5. If the
Beauty - 2d4 - Quick Set target is in Weight Class 3, use 1d10+10.
If the target is in Weight Class 4, use
Energy Ball - Grass 2d10+12. If the target is in Weight Class
3d10+12 - EOT - 2 5, use 3d10+14. If the target is in Weight
Special Attack - Ranged (8) Class 6, use 5d10+16 for damage.
Effect: 1 Target
Energy Ball lowers the foe’s Special Smart - 2d4 - Incentives
Defense 1 Combat Stage on 17-20
during Accuracy Check. Grass Pledge - Grass
Beauty - 2d4 - Round Starter 2d8+6 - EOT - 2
Special Attack - Ranged (6)
Effect: 1 Target, Pledge

If used on the same turn as Water
Pledge, all foes are treated as if at -2
Speed Combat Stages for 1d4+1 turns,
if any foe has additional Speed Combat
Stages, apply them as usual. If used on
the same turn as Fire Pledge, all foes
within 20 meters of the user lose 1/8th of
their max HP at the end of each round of
combat for 1d4+1 turns.

Beauty - None - Torrential Appeal

Grasswhistle - Grass Leaf Storm - Grass
EOT - 11 6d12+22 - Center - 4
Effect - Ranged (6) Special Attack - Ranged (3)
Effect: No Target, Burst Effect: Target Area, Column
Grasswhistle creates a 5-meter Burst. All
Legal Targets fall Asleep. Leaf Storm creates a 2-meter Column.
Smart - 2d4 - Excitement Lower the user’s Special Attack 2
Combat Stages after damage.
Horn Leech - Grass
3d10+12 - Battle - 2 Cute - 2d4 - Seen Nothing Yet
Attack - Melee
Effect: 1 Target Leaf Tornado - Grass
After the target takes damage, the user 3d8+10 - Battle - 4
gains HP equal to half of the damage Special Attack - Ranged (6)
they dealt to the target. Effect: No Target, Burst
Smart - 1d4 - Good Show!
Leaf Tornado creates a 2-meter Burst.
Ingrain - Grass On 15-20 during Accuracy Check, all
Battle - None Legal Targets must roll 1 higher on
Effect - Self Accuracy Checks for the remainder of
Effect: No Target, Coat the combat.
Ingrain is a Coat with the following
abilities: The user cannot be forced to Beauty - 1d4 - Good Show!
switch out or flee but they can still be
willingly switched out. At the beginning Leech Seed - Grass
of each of the user’s turns, the user gains Center - 4
1/16th of its full HP. The user loses any Effect - Ranged (6)
immunities to Ground-Type Moves. Effect: 1 Target
Smart - None - Torrential Appeal
*Grants: Sprouter At the beginning of each of the target’s
turns, Leech Seed’s target loses 1/8th of
Leaf Blade - Grass their full HP. Do not apply weakness or
3d12+14 - Battle - 2 resistance to the HP lost. Do not apply
Attack - Melee stats to the HP lost. Leech Seed’s user
Effect: 1 Target, Pass then gains HP equal to the amount the
target lost. Leech Seed lasts until the
Leaf Blade is a Critical Hit on 18-20 target faints or is returned to a Poke
during Accuracy Check. Ball. Leech Seed cannot hit a Grass type
Pokemon.
Cool - 2d4 - Round Starter
Smart - None - Torrential Appeal

Magical Leaf - Grass
2d10+8 - EOT - None
Special Attack - Ranged (10)
Effect: 1 Target
Magical Leaf cannot miss.
Beauty - 2d4 - Round Starter

Mega Drain - Grass Razor Leaf - Grass
1d12+6 - EOT - 2 2d10+8 - At-Will - 4
Special Attack - Melee Attack - Ranged (10)
Effect: 1 Target Effect: 1 Target
Razor Leaf is a Critical Hit on 18-20
After the target takes damage, the user during Accuracy Check.
gains HP equal to half of the damage Cool - 3d4 - No Effect
they dealt to the target.
Seed Bomb - Grass
Smart - 1d4 - Good Show! 3d10+12 - EOT - 2
Attack - Ranged (8)
Needle Arm - Grass Effect: 1 Target, Blast
2d10+8 - EOT - 2 Seed Bomb creates a 2-meter Blast.
Attack - Melee Smart - 3d4 - No Effect
Effect: 1 Target
Seed Flare - Grass
Needle Arm Flinches the target on 15-20 5d12+18 - Center - 5
during Accuracy Check. Special Attack - Ranged (15)
Effect: 1 Target, Blast
Smart - 3d4 - No Effect Seed Flare creates a 3-meter Blast. All
Legal Targets have their Special Defense
Petal Dance - Grass lowered 1 Combat Stage.
5d12+18 - Center - 3 Cool - 2d4 - Seen Nothing Yet
Special Attack - Ranged (3)
Effect: No Target, Burst Sleep Powder - Grass
Petal Dance’s user must make another Center - 6
Ranged attack for 1d2 more turns. The Effect - Ranged (6)
attack is identical to Petal Dance except Effect: 1 Target, Blast
for Petal Dance’s effect. Petal Dance Sleep Powder creates a 1-meter Blast.
creates a 3-meter Burst, but only on All Legal Targets fall Asleep.
the first round of its use. After the first Smart - None - Inversed Appeal
use is declared, Petal Dance targets the
nearest Legal Target for its second or
third round of use if the original target is
unconscious. If potential targets are an
equal distance from the user, you may
choose the target. After Petal Dance’s
additional use(s) end(s), the user
becomes Confused. For Pokemon users,
the additional 1d2 are their Trainer’s
Command Actions, unless the Trainer is
unconscious, in which case the Pokemon
acts on its own until finished.
Beauty - None - Torrential Appeal

Power Whip - Grass

5d12+18 - Battle - 5

Attack - Ranged (10)

Effect: 1 Target
Beauty - 3d4 - No Effect
*Grants: Threaded

Solarbeam - Grass Vine Whip - Grass
5d12+18 - Battle - 2 1d12+6 - At-Will - 2
Special Attack - Ranged (10) Attack - Ranged (10)
Effect: 1 Target, Column, Set Up Effect: 1 Target
Cool - 3d4 - No Effect
Once you declare the use of Solarbeam, *Grants: Threaded
the user’s turn ends. On its next turn,
the user may shift and use Solarbeam’s Wood Hammer - Grass
damage. If the user is in Sunny Weather, 5d12+18 - EOT - 2
Solarbeam uses its damage on the Attack - Melee
turn you declare its use. If the user is Effect: 1 Target, Dash, Push, Recoil 1/3
in Rainy or Sand Storming Weather
Solarbeam’s user must end their turn The target is pushed back 5-meters.
immediately at the start of their second The target takes an additional 1d6 if
turn after declaring Solarbeam’s use, it is Pushed into Blocking Terrain. If
only getting to use Solarbeam’s damage the target is pushed into another Legal
on the third turn. If the user is in Hailing Target, instead, both take 1d6. After
Weather, Solarbeam’s damage is 3d10. Wood Hammer deals damage, Recoil.
Solarbeam creates a Column 1 meter
wide. Tough - 2d4 - Round Ender
Cool - 1d4 - Special Attention
Worry Seed - Grass
Spore - Grass Battle - 2
Effect - Ranged (8)
Center - None Effect: 1 Target
The target’s Ability is replaced with
Effect - Ranged (6) Insomnia. If the target has multiple
Abilities, Worry Seed only replaces one.
Effect: 1 Target Beauty - 2d4 - Excitement

The target falls Asleep. Ground Moves
Beauty - 2d4 - Get Ready!
Bone Club - Ground
Stun Spore - Grass 3d8+10 - EOT - 5
Attack - Melee
At-Will - 11 Effect: 1 Target

Effect - Ranged (6) Bone Club Flinches the target on 18-20
during Accuracy Check.
Effect: 1 Target, Blast Tough - 3d4 - No Effect

Stun Spore creates a 1-meter Blast. Stun
Spore paralyzes al Legal Targets.

Smart - 2d4 - Excitement

Synthesis - Grass

Center - None

Effect - Self

Effect: No Target

The user regains HP equal to half of its
full HP. If it is Sunny, the user gains
2/3 of its full HP. If it is Rainy, Sand
Storming or Hailing the user gains ¼ of
their full HP.
Smart - None - Reflective Appeal
*Grants: Sprouter

Bone Rush - Ground Drill Run - Ground
1d10+4 - EOT - 4 3d10+12 - EOT - 3
Attack - Melee Attack - Melee
Effect: 1 Target, Scatter Effect: 1 Target

Bone Rush can hit up to 5 times. Once Drill Run is a Critical Hit on 18-20
the user misses, they cannot attempt to during Accuracy Check.
make another Bone Rush attack on that Cool - 3d4 - No Effect
turn.
Earth Power - Ground
Tough - 2d4 - Reliable 3d12+14 - Battle - 2
Special Attack - Ranged (6)
Bonemerang - Ground Effect: 1 Target, Blast
2d12+8 - EOT - 3 Earth Power creates a 3-meter Blast.
Attack - Ranged (8) Earth Power lowers the Special Defense
Effect: 1 Target, Scatter of all Legal Targets 1 Combat Stage on
16-20 during Accuracy Check.
Bonemerang can hit up to 2 times. If Smart - 2d4 - Round Ender
Bonemerang misses its first target, you
may still use it a second time. Earthquake - Ground
Tough - 2d4 - Reliable 4d12+16 - Battle - 2
Attack - Ranged (5)
Bulldoze - Ground Effect: No Target, Burst
2d10+8 - EOT - 2
Attack - Ranged (3) Earthquake creates a 5-meter Burst.
Effect: No Target, Burst Earthquake can hit targets using the
Bulldoze creates a 3-meter Burst. All Move Dig.
Legal Targets are lowered 1 Speed Tough - 2d4 - Round Ender
Combat Stage. *Grants: Groundshaper

Cool - 3d4 - No Effect Fissure - Ground
Center - 15
Dig - Ground Effect - Ranged (5)
3d10+12 - Battle - 2 Effect: 1 Target, Column
Attack - Melee Fissure creates a Column that is
Effect: 1 Target, Dash, Set Up 3-meters wide. All Legal Targets have
Once you declare the use of Dig, the their HP set to 0. Fissure can hit targets
user is moved underground and their using the Move Dig.
turn ends. On the next turn, Dig’s user Tough - None - Big Show
may shift, using their Overland or
Burrow Speed then uses Dig’s damage.
While underground, Dig’s user may not
be the target of Moves.
Smart - 1d4 - Special Attention
*Grants: Burrow +3

Magnitude - Ground Mud-Slap - Ground
See Effect - EOT - 2 1d6+3 - EOT - 2
Attack - Ranged (2) Special Attack - Ranged (2)
Effect: No Target, Burst Effect: 1 Target, Column

Magnitude creates a 2-meter Burst. Mud-Slap creates a Column 1-meter
Roll 1d6. On a result of 1, use 1d4 for wide. All Legal Targets must roll
damage. On a result of 2, use 1d8 for +1 during Accuracy Checks for the
damage. On a result of 3, use 2d8 for remainder of the encounter.
damage. On a result of 4, use 2d10 for
damage. On a result of 5, use 3d10 for Cute - 3d4 - No Effect
damage. On a result of 6, use 4d10 for
damage. Magnitude can hit targets using Sand Tomb - Ground
the Move Dig. 1d12+6 - EOT - 4
Attack - Ranged (6)
Tough - 2d4 - Round Ender Effect: 1 Target, Trap
*Grants: Groundshaper
Sand Tomb Traps the target for 1d4+1
Mud Bomb - Ground turns. At the beginning of the target’s
3d8+10 - EOT - 4 turn, if the target is Trapped, roll 1d20
Special Attack - Ranged (6) and the target loses that much HP. Do
Effect: 1 Target, Blast not apply weakness or resistance to the
HP lost. Do not apply stats to the HP
Mud Bomb creates a 1-meter Blast. lost. Sand Tomb may not trap more then
All Legal Targets must roll +1 during one target at a time.
Accuracy Checks for the remainder of
the encounter on 17-20 during Accuracy Smart - None - Torrential Appeal
Check.
Smart - 2d4 - Round Ender Sand-Attack - Ground
EOT - 2
Mud Shot - Ground Effect - Ranged (2)
2d10+8 - EOT - 3 Effect: 1 Target, Column
Special Attack - Ranged (3)
Effect: 1 Target, Column Sand-Attack creates a Column 1 meter
wide. All Legal Targets must roll
Mud Shot creates a Column 1 meter +1 during Accuracy Checks for the
wide. All Legal Targets have their Speed remainder of the encounter.
lowered 1 Combat Stage. Cute - 1d4 - Excitement

Tough - 2d4 - Slow Set

Mud Sport - Ground
EOT - None
Effect - Ranged (8)
Effect: 1 Target, Coat
Mud Sport makes a Coat that resists
Electric Moves. Mud Sport can Target
Self.
Cute - 2d4 - Hold That Thought

Spikes - Ground Blizzard - Ice
At-Will - None 5d12+18 - Battle - 7
Effect - Ranged (6) Special Attack - Ranged (6)
Effect: No Target, Hazard Effect: 1 Target, Column
Blizzard creates a Column that is
Set 10 square meters of Spikes, all 10 3-meters wide. Blizzard Freezes all legal
meters must be adjacent with at least one targets on 16-20 during accuracy Check.
other space of Spikes next to each other. If the target is in Hailing Weather,
Spikes cause all foes to lose 1/8th of Blizzard cannot miss.
their full HP when moving onto or over Beauty - 2d4 - Round Starter
the occupied spaces with an Overland *Grants: Freezer
Capability. If there are 2 Layers of
Spikes on the same space, the foes lose Freeze Shock - Ice
1/6th of their full HP. If there are 3 or 6d12+22 - Center - 4
more Layers of Spikes on the same Attack - Ranged (10)
space, the foes lose 1/4th of their full HP. Effect: 1 Target, Column, Push
Smart - 2d4 - Hold That Thought
Freeze Shock creates a Column 2-meters
Ice Moves wide. All Legal Targets are pushed
10-meters and take an additional 1d6
Aurora Beam - Ice if Pushed into Blocking Terrain. If the
target is pushed into another Legal
3d8+10 - EOT - 2 Target, instead, both take 1d6. Freeze
Shock paralyzes all Legal Targets on 15-
Special Attack - Ranged (6) 20 on Accuracy Check.

Effect: 1 Target, Column Beauty - 2d4 - Seen Nothing Yet

Aurora Beam creates a Column 1 meter Frost Breath - Ice
wide. Aurora Beam lowers the target’s
Attack 1 Combat Stage on 18-20 during 20 - Battle - 4
Accuracy Check.
Special Attack - Ranged (2)
Beauty - 2d4 - Round Starter
*Grants: Freezer Effect: 1 Target
Frost Breath is a Critical Hit. Do not
Avalanche - Ice double Frost Breath’s Damage Dice Roll
for Crtical Hits.
2d10+8 - Battle - 2 Beauty - 3d4 - No Effect

Attack - Ranged (5) Glaciate - Ice
Effect: 1 Target, Column 3d8+10 - Battle - 3
Special Attack - Ranged (5)
Avalanche creates a Column 2-meters Effect: 1 Target
wide. If a target damaged Avalanche’s
user on their last turn, deal an additional Glaciate creates a 5-meter Burst. All
2d10 during Damage Dice Roll. Legal Targets have their Speed lowered
1 Combat Stage. On a roll of 11-20
Cool - 2d4 - Final Appeal during Accuracy Check, all Legal
Targets on the ground are Trapped and
cannot shift for 2 rounds.

Beauty - 3d4 - No Effect

Hail - Ice Ice Burn - Ice
6d12+22 - Center - 4
Battle - None Special Attack - Ranged (10)
Effect: 1 Target, Column
Field - Effect
Ice Burn creates a Column 2-meters
Effect: Target Area, Weather wide. All Legal Targets are pushed
10-meters and take an additional 1d6
For 1d4+1 rounds, the area is considered if Pushed into Blocking Terrain. If the
Hailing. At the beginning of each round, target is pushed into another Legal
all non-Ice Type Pokemon lose 1/16th Target, instead, both take 1d6. Ice Burn
of their full HP. Ice Type Pokemon are Burns all Legal Targets on 15-20 on
treated as if their Defense is raised 2 Accuracy Check.
Combat Stages while Hailing. Beauty - 2d4 - Seen Nothing Yet

Beauty - 2d4 - Hold That Thought Ice Fang - Ice
3d8+10 - EOT - 3
Haze - Ice Attack - Melee
Effect: 1 Target
At-Will - None
Ice Fang Freezes or Flinches on 18-19
Field - No Effect during Accuracy Check; flip a coin to
determine whether the foe gets Frozen or
Effect: Target Area, Weather Flinches. On 20 during Accuracy Check,
the foe is Frozen and Flinches.
For 3 rounds, the area is considered Cool - 3d4 - No Effect
Hazy. Hazy does not replace other
Weather Statuses. In Hazy Weather, all Ice Punch - Ice
Combat Stages get set to 0. 3d10+12 - EOT - 2
Attack - Melee
Beauty - 2d4 - Hold That Thought Effect: 1 Target

Ice Ball - Ice Ice Punch Freezes the target on 19-20
during Accuracy Check.
1d10+4 - EOT - 4
Beauty - 2d4 - Round Starter
Attack - Melee
Ice Shard - Ice
Effect: 1 Target, Pass 1d12+6 - At-Will - 2
The user must use Ice Ball until it Attack - Ranged (10)
misses, or fails to be able to shift enough Effect: 1 Target, Interrupt
to hit a target for their next 4 turns. On
the second turn, Ice Ball uses 2d10+8 If a foe wants to declare a Move, you
for its Damage Dice Roll. On the third may instead use Ice Shard on their turn
turn, Ice Ball uses 2d10+12. On the before they can use their Move.
fourth turn, Ice Ball uses 3d10+16. On
the fifth and final turn, Ice Ball uses Beauty - 2d4 - Quick Set
4d10+20.
Beauty - 2d4 - Reliable

Ice Beam - Ice

4d12+16 - Battle - 2

Special Attack - Ranged (8)

Effect: 1 Target, Column

Ice Beam creates a Column 1 meter
wide. Ice Beam Freezes all Legal
Targets on 19-20 during Accuracy
Check.
Beauty - 2d4 - Round Starter
*Grants: Freezer

Icicle Crash - Ice Sheer Cold - Ice
3d12+14 - Battle - 4
Attack - Ranged (6) Center - 16
Effect: 1 Target
Effect - Ranged (4)
Icicle Crash Flinches the target on 15-20
during Accuracy Check. Effect: 1 Target, Blast
Tough - 3d4 - No Effect
Sheer Cold creates 3-meter Blast. All
Icicle Spear - Ice Legal Targets have their HP set to 0.
1d10+4 - EOT - 4
Attack - Ranged (6) Beauty - 2d4 - Big Show
Effect: 1 Target, Scatter *Grants: Freezer

Icicle Spear can hit up to 5 times. Once Normal Moves
the user misses, they cannot attempt to
make another Icicle Spear attack on that Acupressure - Normal
turn. EOT - 2
Effect - Melee
Beauty - 2d4 - Reliable Effect: 1 Target or Target Self

Icy Wind - Ice Roll 1d6. On a result of 1, raise the
2d10+8 - EOT - 3 target’s Attack 2 Combat Stages. On a
Special Attack - Ranged (6) result of 2, raise the target’s Defense 2
Effect: 1 Target, Column Combat Stages. On a result of 3, raise
the target’s Special Attack 2 Combat
Icy Wind creates a Column 1-meter Stages. On a result of 4, raise the target’s
wide. All Legal Targets have their Speed Special Defense 2 Combat Stages. On
lowered 1 Combat Stage. a result of 5, raise the target’s Speed
2 Combat Stages. On a result of 6, the
Beauty - 2d4 - Slow Set target needs -2 to hit during Accuracy
Checks.
Mist - Ice Cool - None - Get Ready!
At-Will - None
Effect - Ranged (5) After You - Normal
Effect: 1 Target, Coat
The target with Mist’s Coat may not Center - None
have their Combat Stages lowered. Mist
can Target Self. Effect - Self
Beauty - 2d4 - Hold That Thought
Effect: 1 Target
Powder Snow - Ice
1d12+6 - At-Will - 2 The target goes first during the next
Special Attack - Ranged (3) round of combat, ignoring Speed stats.
Effect: 1 Target, Column They may not be Interrupted by any
Moves that round.
Powder Snow creates a 1-meter wide. Smart - 2d4 - Slow Set
Powder Snow Freezes all Legal Targets
on 19-20 during Accuracy Check. Assist - Normal
Beauty - 3d4 - No Effect
*Grants: Freezer Battle - None

Effect - Self

Effect: No Target

Randomly select another pokemon on
the user’s roster and then randomly
select a Move that Pokemon knows.
Assist’s user uses that Move
immediatley.

Cute - 2d4 - Scrambler

Attract - Normal Bestow - Normal
EOT - 2
Effect - Ranged (10) Battle - 2
Effect: 1 Target
Effect - Ranged (4)
Attract Infatuates the target. Attract may
not affect something that is the same Effect: 1 Target
gender as the user or something that is
genderless. The user gives its held item to the target,
Cute - 2d4 - Excitement unless the target is already holding an
item.
Barrage - Normal
1d6+3 - EOT - 4 Cute - None - Attention Grabber
Attack - Ranged (8)
Effect: 1 Target, Scatter Bide - Normal
Battle - None
Barrage can hit up to 5 times. Once the Effect - Ranged (15)
user misses, they cannot attempt to make Effect: 1 Target, Intercept
another Barrage attack on that turn.
You may use Bide as an Intercept
Tough - 2d4 - Reliable upon being targeted by a Move. After
declaring the use of Bide, the user ends
Baton Pass - Normal their turn. At the start of their next turn,
At-Will - None end their turn. On the turn after that,
Effect - Self add up all of the damage the user has
Effect: No Target taken in the past 2 turns, call that total
The user is replaced with another X. Bide’s Target loses HP equal to twice
pokemon from their trainer’s roster. All the value of X. Do not apply weakness
Combat Stages and Coats on Baton Pass’ or resistance to the HP lost as a result of
user are transferred to the replacement. Bide. Do not apply stats to the HP lost as
Baton Pass can ignore Traps, but the a result of Bide. Bide cannot miss.
replacement is then Trapped.
Cute - None - Inversed Appeal Tough - 2d4 - Final Appeal

Belly Drum - Normal Bind - Normal
Battle - None 1d6+3 - EOT - 4
Effect - Self
Effect: 1 Target Attack - Melee
Belly Drum’s user loses HP equal to half Effect: 1 Target, Trap
of its full HP. Do not appliy the user’s
stats to the HP lost. Belly Drum sets the Bind Traps the target and the user for
user’s Attack to +6 Combat Stages. 1d4+1 turns. At the beginning of the
Cute - None - Get Ready! target’s turn, if the target is Trapped, roll
1d12 and the target loses that much HP.
Do not apply weakness or resistance to
the HP lost. Do not apply stats to the HP
lost. Bind may not trap more then one
target at a time unless the User is Huge
or Gigantic.
Tough - None - Torrential Appeal

Block - Normal

Battle - 2

Effect - Melee

Effect: 1 Target, Trap

Both the user and the target are Trapped.
Cute - 2d4 - Hold That Thought

Body Slam - Normal Chip Away - Normal
3d12+14 - EOT - 2 3d8+10 - EOT - 2
Attack - Melee Attack - Melee
Effect: 1 Target Effect: 1 Target

Body Slam Paralyzes the target on 15-20 Ignore any changes in the target’s
during Accuracy Check. Defense or Special Defense when
calculating damage.
Tough - 3d4 - No Effect Tough - 2d4 - Reliable

Camouflage - Normal Comet Punch - Normal
EOT - None 1d6+3 - EOT - 4
Effect - Self Attack - Melee
Effect: 1 Target Effect: 1 Target, Scatter

The user changes their Type to match Comet Punch can hit up to 5 times. Once
the field. Forests and grassy areas the user misses, they cannot attempt to
change the user into Grass-Type. Watery make another Comet Punch attack on
areas change the user into Water-Type. that turn. When adding stats only add ½
Caves and Mountains could change the Attack.
user into Rock-Type or Ground-Type. Tough - 2d4 - Reliable
An icy terrain would turn the user into
Ice- Type. A building may change the Constrict - Normal
user into Steel-Type or Normal-Type.
Weather affects what Type the user 1d6+1 - At-Will - 2
becomes. Use common sense, if you are
having difficult determining what type Attack - Melee
the user should become, consult the GM.
Effect: 1 Target
Smart - 2d4 - Hold That Thought
*Grants: Blender Constrict lowers the target’s Speed 1
Combat Stage.
Captivate - Normal Tough - None - Torrential Appeal
EOT - 2
Effect - Ranged (10) Conversion - Normal
Effect: 1 Target
At-Will - None
Captivate lowers the target’s Special
Attack 2 Combat Stages. Captivate may Effect - Self
not affect something that is the same
gender as the user or something that is Effect: No Target
genderless.
Beauty - 2d4 - Excitement The user becomes the elemental Type of
their choice as long as they have a Move
Charm - Normal that is the same elemental Type until the
EOT - 2 end of the encounter. Replace all other
Effect - Ranged (10) Types.
Effect: 1 Target
Beauty - 1d4 - Catching Up
Charm lowers the target’s Attack 2
Combat Stages. Conversion2 - Normal
At-Will - None
Cute - 2d4 - Excitement Effect - Self
Effect: 1 Target

The user becomes the elemental Type of
their choice as long as the Type resists
the elemental Type of the Move it last
took damage from until the end of the
encounter. Replace all other Types.
Beauty - 1d4 - Catching Up

Copycat - Normal Defense Curl - Normal
Center - None At-Will - None
Effect - Ranged (15) Effect - Self
Effect: 1 Target Effect: No Target
Use the Move the target has used on Defense Curl raises the user’s Defense 1
their last turn. You may choose new Combat Stage. If the user uses the Move
targets for the Move. Copycat cannot Ice Ball or Rollout later in the encounter
miss. without having been switched out, each
Cool - None - Attention Grabber hit deals an additional 1d12+4 during
Damage Dice Roll. The extra damage
Covet - Normal bonus for Ice Ball or Rollout does not
2d10+8 - Battle - 2 stack.
Attack - Melee Cute - 2d4 - Hold That Thought
Effect: 1 Target
Disable - Normal
Covet takes the target’s held item and EOT - 2
attaches it to Covet’s user, if the user is Effect - Ranged (10)
not holding anything. Effect: 1 Target
Cute - None - Attention Grabber
Name a Move. For the remainder of the
Crush Claw - Normal encounter, the target may not use that
3d10+12 EOT - 3 Move; the Move is considered Disabled.
Attack - Melee A target may not have more then 1 Move
Effect: 1 Target, Dash Disabled, if a new move is Disabled,
the last Disabled Move is no longer
Crush Claw lowers the target’s Defense Disabled.
1 Combat Stage on 11-20 during Smart - 2d4 - Excitement
Accuracy Check.
Cool - 3d4 - No Effect Dizzy Punch - Normal
3d8+10 - Battle - 2
Crush Grip - Normal Attack - Melee
5d12+18 - Battle - 2 Effect: 1 Target, Push
Attack - Melee The target is Pushed 2-meters. Dizzy
Effect: 1 Target Punch Confuses the target on 17-20
For every 10% the target is below their during Accuracy Check.
full HP, Crush Grip’s Damage Dice Roll Cool - None - Inversed Appeal
is reduced by 1d12 to a minimum of 20.
Tough - 2d4 - Final Appeal Double Hit - Normal

Cut - Normal 1d12+6 - EOT - 3
2d8+6 - At-Will - 3
Attack - Melee Attack - Melee
Effect: 1 Target Effect: 1 Target, Scatter
Cool - 3d4 - No Effect
Double Hit can hit up to 2 times. If
Double Hit misses its first target, you
may still use it a second time.
Smart - 2d4 - Reliable

Double Team - Normal Echoed Voice - Normal
Center - None 1d12+6 - At-Will - 2
Effect - Self Special Attack - Ranged (10)
Effect: No Target Effect: 1 Target

The user makes three copies of For every consecutive use of Echoed
themselves and places them into the Voice, add 1d20 to its Damage Dice Roll
encounter adjacent to the user. The user to a maximum of 5d20. Consecutive
must place some sign under the token uses of Echoed Voice can be used across
of the original copy to mark it as the different Pokemon. If Echoed Voice is
original. If a copy is hit by a damaging not used at least once every turn, the
Move, it is destroyed. If the original consecutive uses of Echoed Voice reset.
is hit by a damaging Move, all copies
are destroyed. Any copy can perform a Smart - 2d4 - Reliable
Move but the user is still only allowed
one Move per turn. All copies may shift Egg Bomb - Normal
each turn. When the user and its copies 4d12+16 - Battle - 6
are targeted by a Move, foes must roll Attack - Ranged (8)
+2 during Accuracy Check to hit for Effect: 1 Target, Blast
the remainder of the encounter. When a Egg Bomb creates a 2-meter Blast.
copy disappears, the user loses 1d6 HP. Tough - 3d4 - No Effect
Do not apply weakness or resistance to
HP lost. Do not apply stats to HP lost. Encore - Normal
Center - 2
Cool - 2d4 - Reliable Effect - Ranged (10)
Effect: 1 Target
Double-Edge - Normal
5d12+18 - EOT - 2 The target must use the same Move
Attack - Melee that it most recently used for the next
Effect: 1 Target, Dash, Push, Recoil 1/3 1d2+1 turns. If the Frequency of the
move doesn’t allow the Move to be used
The target is pushed back 5-meters. so often, the target instead cannot use a
The target takes an additional 1d12 if Move.
it is Pushed into Blocking Terrain. If
the target is pushed into another Legal Cute - 1d4 - Good Show!
Target, instead, both take 1d12. After
Double-Edge deals damage, Recoil. Endeavor - Normal
Center - 2
Tough - None - Big Show Effect - Melee
Effect: 1 Target, Dash
Doubleslap - Normal
1d6+1 - EOT - 4 The target’s HP is set to equal the user’s
HP if the user’s current HP is less then
Attack - Melee the target’s current HP. If the user’s HP
Effect: 1 Target, Scatter is equal to or greater than the target’s HP
nothing happens.
Doubleslap can hit up to 5 times. Once
the user misses, they cannot attempt to Tough - 2d4 - Final Appeal
make another Doubleslap attack on that
turn.

Tough - 2d4 - Reliable

Endure - Normal Façade - Normal
Center - None 3d8+10 - EOT - 2
Effect - Self Attack - Melee
Effect: No Target, Intercept Effect: 1 Target

If the user is being hit by a damaging If the user is afflicted with a Status
Move, you may use Endure. If the Move effect, use an additional 4d12 during
would bring Endure’s user down to 0 HP Damage Dice Roll. If the user is afflicted
or less, Endure’s user instead is set to 1 with a Status effect, Façade’s Frequency
HP. drops (EOT to Battle or At-Will to
EOT).
Tough - 2d4 - Hold That Thought
Cute - 2d4 - Final Appeal
Entrainment - Normal
Battle - 2 Fake Out - Normal
Effect - Ranged (10) 1d12+6 - Battle - 2
Effect: 1 Target Attack - Melee
Effect: 1 Target, Interrupt
Entrainment changes one of the target’s
abilities into one Ability that the user has You may only use Fake Out at the
for 1d4+1 turns. beginning of an encounter, as an
Interrupt. Fake Out Flinches the target.
Cute - 1d4 - Catching Up Cute - 2d4 - Round Starter

Explosion - Normal False Swipe - Normal
6d20+55 - Center - 2 1d12+6 - At-Will - 2
Attack - Ranged (7) Attack - Melee
Effect: No Target, Burst Effect: 1 Target, Pass
Explosion creates a 7-meter Burst. The
user’s HP is set to -50% of their full If False Swipe would lower the target to
HP. If the user is above Loyalty 1, their 0 HP or less, the target is instead set to 1
Loyalty is lowered at least 1 stage. HP unless the target was already below
Beauty - None - Big Show 0 HP.

Extremespeed - Normal Cool - None - Inversed Appeal
3d10+12 - Battle - 2
Attack - Melee Feint - Normal
Effect: 1 Target, Dash, Interrupt 1d10+4 - Center - 2
Attack - Melee
If a foe wants to declare a Move, you Effect: 1 Target, Interrupt
may instead use Extremespeed on their Feint may only Interrupt Intercepts.
turn before they can use their Move. If used as an Interrupt, the target flips
Extremespeed may not be Interrupted. a coin, if they win the flip, they may
After the user finishes the damage step retain the use of their Intercept for the
of their turn, they may shift again. encounter as if they did not use it during
the encounter. If the target loses the flip,
Cool - 2d4 - Quick Set they use up their Intercept. Feint ignores
all Intercept effects, dealing damage as
if the Intercept was not used.
Beauty - None - Inverse Appeal

Flail - Normal Foresight - Normal
See Effect - EOT - 2 At-Will - None
Attack - Melee Effect - Self
Effect: 1 Target Effect: No Target
The user’s Normal-Type and Fighting-
If the user has more than 70% of its total Type Moves can now hit and affect
HP, use 1d10+5 for Damage Dice Roll. Ghost-Type targets. Foresight’s user
If the user has more than 36% of its total is unaffected by the effects of Moves
HP, use 2d10+10. If the user has more which make them have to roll higher
than 21% of its total HP, use 3d10+10. during Accuracy Checks to hit. Targets
If the user has more than 6% of its total may not use their Speed stat to modify
HP, use 4d10+10. If the user has 1-5% Accuracy Checks. Foresight’s user can
of its total HP, use 5d10+20 identify the real target using Double
Team.
Cute - 2d4 - Final Appeal Smart - 1d4 - Good Show!

Flash - Normal Frustration - Normal
EOT - 2 4d12+16 - EOT - 2
Effect - Ranged (4) Attack - Melee
Effect: No Target, Burst Effect: 1 Target
Flash creates a 4-meter Burst. Flash
makes all Legal Targets need +1 to hit The user may only use Frustration if its
during Accuracy Checks. Loyalty is level 0 or 1.
Beauty - 1d4 - Unsettling Cute - 2d4 - Round Ender
*Grants: Glow
Fury Attack - Normal
Focus Energy - Normal 1d6+3 - EOT - 4
At-Will - None Attack - Melee
Effect - Self Effect: 1 Target, Scatter
Effect: No Target, Coat
Fury Attack can hit up to 5 times. Once
The user’s Moves are Critical Hits the user misses, they cannot attempt to
on 17-20. If a Move already has an make another Fury Attack attack on that
extended Critical Hit range, Focus turn.
energy extends that range by -3. Focus
Energy’s effect cannot be used more Cool - 2d4 - Reliable
then once per encounter unless the user
somehow loses the benefit of Focus Fury Swipes - Normal
Energy. 1d6+3 - EOT - 4
Attack - Melee
Cool - None - Get Ready! Effect: 1 Target, Scatter

Follow Me - Normal Fury Swipes can hit up to 5 times. Once
Center - None the user misses, they cannot attempt to
Effect - Self make another Fury Swipes attack on that
Effect: No Target, Intercept turn.

All Foes may only target the user when Tough - 2d4 - Reliable
using a Move until the user is knocked
out or switched out. This Effect lasts for
one round of combat.
Cute - 2d4 - Scrambler

Giga Impact - Normal Harden - Normal
7d10+28 - Center - 4 At-Will - None
Attack - Melee Effect - Self
Effect: 1 Target, Dash, Burst, Exhaust Effect: No Target

Giga Impact creates a 3-meter Burst Raise the user’s Defense 1 Combat
around the target. On Miss, Giga Impact Stage.
deals the user’s Attack instead to all Tough - 2d4 - Hold That Thought
possible targets.
Beauty - 2d4 - Seen Nothing Yet Headbutt - Normal
3d8+10 - EOT - 2
Glare - Normal Attack - Melee
At-Will - 3 Effect: 1 Target, Dash
Effect - Ranged (5)
Effect: 1 Target Headbutt Flinches the target on 15-20
Glare Paralyzes the target. during Accuracy Check.
Tough - 2d4 - Excitement Tough - 3d4 - No Effect

Growl - Normal Head Charge - Normal
At-Will - 2 5d12+18 - EOT - 2
Effect - Ranged (5) Attack - Melee
Effect: No Target, Burst Effect: 1 Target, Push, Recoil 1/4
Growl creates a 5-meter Burst. Growl
lowers all Legal Targets Attack 1 The target is Pushed back 5-meters.
Combat Stage. The target takes an additional 1d12 if
Cute - 2d4 - Excitement it is Pushed into Blocking Terrain. If
the target is pushed into another Legal
Growth - Normal Target, instead, both take 1d12. After
At-Will - None Head Charge deals damage, Recoil.
Effect - Self Tough - 3d4 - No Effect
Effect: No Target
Heal Bell - Normal
Raise the user’s Attack 1 Combat Stage Center - None
and raise the user’s Special Attack 1 Effect - Ranged (3)
Combat Stage. If it is Sunny, double the Effect: No Target, Burst
amount of Combat Stages gained.
Beauty - None - Get Ready! Heal Bell creates a 3-meter Burst. All
*Grants: Inflatable targets are cured of any Status ailments.
Heal Bell cannot miss.
Guillotine - Normal
Center - 15 Beauty - None - Reflective Appeal
Effect - Melee
Effect: 1 Target
The target is set to 0 HP.
Cool - None - Big Show

Helping Hand - Normal Howl - Normal
At-Will - None
EOT - None Effect - Self
Effect: No Target
Effect - Melee Raise the user’s Attack 1 Combat stage.
Cool - None - Get Ready!
Effect: 1 Target
The ally targeted with Helping Hand Hyper Beam - Normal
will have their next Move deal an 7d10+28 - Center - 4
additional 1d20 if the Move has a Special Attack - Ranged (15)
Damage Dice Roll. Helping Hand Effect: 1 Target, Column, Exhaust
cannot miss.
Smart - 1d4 - Good Show! Hyper Beam creates a Column 1 meter
wide. On Miss, Hyper Beam deals the
Hidden Power - Normal user’s Special Attack instead to all
See Effect - EOT - 2 possible targets.
Special Attack - Ranged (3) Cool - 2d4 - Seen Nothing Yet
Effect: No Target, Burst
Hyper Fang - Normal
Hidden Power makes a 3-meter Burst. 3d10+12 - EOT - 4
When a pokemon first obtains the Move Attack - Melee
Hidden Power, roll 1d4 and 1d20. For Effect: 1 Target
the 1d4 roll, a result of 1 makes Hidden
Power’s Damage Dice Roll 1d12+6; a Hyper Fang Flinches the target on 19-20
result of 2 makes the Damage Dice Roll during Accuracy Check.
2d8+6; a result of 3 makes the Damage Cool - 2d4 - Round Ender
Dice Roll 2d10+8; a result of 4 makes
the Damage Dice Roll 3d8+10. For the Hyper Voice - Normal
1d20 roll, Hidden Power’s Elemental 3d12+14 - Battle - 2
Type will be changed from Normal to Special Attack - Ranged (4)
Bug on a result of 1; Dark on 2; Dragon Effect: 1 Target, Column, Push
on 3; Electric on 4; Fighting on 5; Fire Hyper Voice creates a Column 4-meters
on 6; Flying on 7; Ghost on 8; Grass on wide. All Legal Targets are Pushed back
9; Ground on 10; Ice on 11; Normal on 3-meters.
12; Poison on 13; Psychic on 14; Rock Cool - 3d4 - No Effect
on 15; Steel on 16; Water on 17; and on
a result of 18-20, reroll the d20. Those Judgement - Normal
become the Hidden Power’s permanent 4d12+16 - Center - 2
stats for that user. Special Attack - Ranged (25)
Effect: 1 Target, Blast
Smart - 1d4 - Catching Up Judgement makes a 5-meter Blast.
Judgment’s Type can be whatever
Horn Attack - Normal Elemental Type the user wants it to be.
Smart - 2d4 - Scrambler
3d8+10 - At-Will - 2

Attack - Melee

Effect: 1 Target, Dash
Cool - 3d4 - No Effect

Horn Drill - Normal

Center - 15

Effect - Melee

Effect: 1 Target

The target is set to 0 HP.
Cool - None - Big Show

Last Resort - Normal Me First - Normal
6d12+22 - Battle - 2 Center - None
Special Attack - Melee Effect - Self
Effect: 1 Target, Dash Effect: 1 Target, Interrupt

Last Resort can only be used after the If the target declares a Move that has a
user has performed 6 other different Damage Dice Roll and Me First’s user
Moves. has a higher Speed stat then the target,
Cute - 2d4 - Torrential Appeal you may Interrupt with Me First. Me
First will use the same Move the target
Leer - Normal was about to use on that target.
At-Will - 2 Cute - 2d4 - Quick Set
Effect - Ranged (5)
Effect: 1 Target Mean Look - Normal
Battle - None
The target’s Defense is lowered 1 Effect - Ranged (6)
Combat Stage. Effect: 1 Target
Cool - 2d4 - Excitement The target may not flee or be switched
until it is knocked out, for the remainder
Lock-On - Normal of the encounter.
Center - None Beauty - 2d4 - Unsettling
Effect - Ranged (25)
Effect: 1 Target Mega Kick - Normal
The target is Locked-On. The next Move 5d12+18 - Center - 6
that the User uses against the Target Attack - Melee
that requires an Accuracy Check cannot Effect: 1 Target, Dash, Push
miss. Lock-On's effect, on both the User The target is Pushed 6-meters. The target
and Target, can be affected by Baton takes an additional 1d12 if it is Pushed
Pass. into Blocking Terrain. If the target
Smart - 1d4 - Good Show! is pushed into another Legal Target,
instead, both take 1d12.
Lovely Kiss - Normal Cool - 2d4 - Round Ender
Battle - 2
Effect - Melee Mega Punch - Normal
Effect: 1 Target 3d10+12 - EOT - 4
The target falls Asleep. Attack - Melee
Beauty - 2d4 - Excitement Effect: 1 Target
Tough - 2d4 - Round Ender
Lucky Chant - Normal
At-Will - None
Effect - Ranged (4)
Effect: No Target, Burst

Lucky Chant creates a 4-meter Burst. All
allies in the Burst, including the user,
take damage from Critical Hits as if they
are not Critical Hits for 1d4+1 turns.

Cute - 2d4 - Hold That Thought

Metronome - Normal Minimize - Normal
Battle - None Center - None
Effect - Self Effect - Self
Effect: No Target Effect: No Target

Metronome randomly uses any other Foes need an additional +4 during
Move except for After You, Assist, Accuracy Check to hit Minimize’s
Bestow, Copycat, Counter, Covet, user and the user’s size is lowered one
Destiny Bond, Detect, Endure, Feint, level for the remainder of the encounter
Focus Punch, Follow Me, Helping Hand, (Gigantic to Huge, to Large, to Medium
Metronome, Me First, Mimic, Mirror to Small).
Coat, Mirror Move, Protect, Quash Cute - 2d4 - Hold That Thought
Quick Guard, Rage Powder, Sketch, *Grants: Shrinkable
Sleep Talk, Snatch, Snore, Switcheroo,
Thief, Transform, Trick, Wide Guard. Moonlight - Normal
The GM helps to pick the random Move. Center - None
Effect - Self
Cute - 2d4 - Scrambler Effect: No Target

Milk Drink - Normal The user regains HP equal to half of its
full HP. If it is Sunny, the user gains
Center - None 2/3 of its full HP. If it is Rainy, Sand
Storming or Hailing the user gains ¼ of
Effect - Melee their full HP.
Effect: 1 Target
The target regains HP equal to half of its Beauty - None - Reflective Appeal
full HP. The user may target themselves
with Milk Drink. Morning Sun - Normal
Cute - None - Reflective Appeal Center - None
Effect - Self
Mimic - Normal Effect: No Target
Battle - None The user regains HP equal to half of its
Effect - Ranged (15) full HP. If it is Sunny, the user gains
Effect: 1 Target 2/3 of its full HP. If it is Rainy, Sand
Storming or Hailing the user gains ¼ of
Choose a Move that the target has used their full HP.
during the encounter. For the remainder Beauty - None - Reflective Appeal
of the encounter, that Move replaces
Mimic on the user’s Move List. Mimic Natural Gift - Normal
cannot miss. See Effect - Battle - 2
Special Attack - Ranged (10)
Cute - None - Attention Grabber Effect: 1 Target, Berry

Mind Reader - Normal Refer to the Move Keywords Berry list.
Center - None Natural Gift deals damage according to
Effect - Ranged (10) the Berry list and Natural Gift’s Type is
Effect: 1 Target also defined there. The user’s Berry is
The target is Locked-On. The next Move destroyed and is not consumed.
that the User uses against the Target Cool - 2d4 - Round Ender
that requires an Accuracy Check cannot *Grants: Sprouter
miss. Mind Reader’s effect, on both
the User and Target, can be affected by
Baton Pass.
Smart - 1d4 - Good Show!

Nature Power - Normal Pay Day - Normal
1d12+6 - Center - 2
See Effect - EOT - See Effect Attack - Ranged (8)
Effect: 1 Target
See Effect
Pay Day scatters metal coins equal in
Effect: Environ value to 1d8 times the user’s level. If
it is a trainer battle, the winner of the
Nature Power uses a Move defined by battle gets to pick up the coins.
Environ. If the Move’s Frequency is
Battle or Center, Nature Power may Smart - 1d4 - Catching Up
not be used for the remainder of the
encounter. Perish Song - Normal
Beauty - 2d4 - Scrambler Center - None
*Grants: Sprouter Effect - Ranged (15)
Effect: No Target, Burst
Odor Sleuth - Normal
At-Will - None Perish Song creates a 15-meter Burst.
Effect - Ranged Perish Song cannot miss. Perish Song
Effect: 1 Target can affect only pokemon. All targets,
including the user, receive a Perish
The user’s Normal-Type and Fighting- Count of 3. At the beginning of each
Type Moves can now hit and affect of the target’s turns, their Perish count
Ghost-Type targets. Odor Sleuth’s user is lowered by 1. Once a Perish Count
is unaffected by the effects of Moves reaches 0, set the pokemon’s HP to 0.
which make them have to roll higher A Perish Count disspears if a Pokemon
during Accuracy Checks to hit. Targets returns to their Poke Ball or is knocked
may not use their Speed stat to modify out.
Accuracy Checks. Odor Sleuth’s user Beauty - 2d4 - Unsettling
can identify the real target using Double
Team. Pound - Normal
1d12+6 - At-Will - 2
Smart - 1d4 - Good Show! Attack - Melee
*Grants: Tracker
Effect: 1 Target
Pain Split - Normal Tough - 3d4 - No Effect
Battle - None
Effect - Ranged (4) Present - Normal
Effect: 1 Target See Effect - EOT - 3
Attack - Ranged (8)
Add the user’s and the target’s current Effect: 1 Target
HP together and divide the value by
2, calling the result X. The user and Roll 1d4. On a result of 1, use 1d10+10
target’s HP are set to X. If X exceeds a for Present’s Damage Dice Roll; on a
target’s or user’s full HP, the excess is result of 2, use 2d10+10; on a result
ignored and they are set to full HP. of 3, use 3d10+10; on a result of 4 the
target is healed 65 HP.
Smart - 2d4 - Unsettling
Cute - None - Inversed Appeal

Protect - Normal Razor Wind - Normal
Center - None 3d10+12 - Battle - 2
Effect - Self Special Attack - Ranged (15)
Effect: No Target, Intercept Effect: 1 Target
Once you declare the use of Razor Wind,
If the user is hit by a Move, instead you the user’s turn ends. On its next turn,
are not hit by the Move. You do not take the user may shift and use Razor Wind’s
any damage nor are you affected by any damage. Razor Wind is a Critical Hit on
of the Move’s effects. 18-20 during Accuracy Check.
Cute - None - Inversed Appeal Cool - 1d4 - Special Attention

Psych Up - Normal Recover - Normal
Battle - None Center - None
Effect - Ranged (10) Effect - Self
Effect: 1 Target Effect: No Target
The user regains HP equal to half of its
The user’s Combat Stages are changed full HP.
to match the target’s Combat Stages. Smart - None - Reflective Appeal
Psych Up cannot miss.
Smart - None - Get Ready! Recycle - Normal
Center - None
Quick Attack - Normal Effect - Self
1d12+6 - At-Will - 2 Effect: No Target
Attack - Melee The effect of a consumable item used
Effect: 1 Target, Interrupt earlier in the encounter is used again as
if it had not been destroyed. The item is
If a foe wants to declare a Move, you still gone.
may instead use Quick Attack on their Smart - None - Attention Grabber
turn before they can use their Move.
Reflect Type - Normal
Cool - 2d4 - Quick Set Battle - 2
Effect - Ranged (10)
Rage - Normal Effect: 1 Target
1d6+3 - At-Will - 2
Attack - Melee Reflect Type changes one of the user’s
Effect: 1 Target, Spirit Surge Types into one Type of your choice that
the target has for 1d4+1 turns.
The user’s Attack is raised 1 Combat Beauty - None - Attention Grabber
Stage as long as they used Rage on their
previous turn. If the user is damaged by Refresh - Normal
an attack before it’s next turn, its Attack Battle - None
is raised 1 Combat Stage. Effect - Self
Effect: No Target
Cool - None - Get Ready! The user is cured of all Status ailments.
Cute - None - Reflective Appeal
Rapid Spin - Normal
1d6+3 - At-Will - 2
Attack - Melee
Effect: 1 Target

On hit, Rapid Spin destroys Hazards
within 5 meters, removes Leech Seeds,
and removes the user’s Trapped status.

Cool - 2d4 - Round Starter

Relic Song - Normal Rock Climb - Normal
3d12+12 - Battle - 2 3d12+14 - EOT - 5
Special Attack - Ranged (4) Attack - Melee
Effect: No Target, Burst Effect: 1 Target, Dash

Relic Song creates a 4-meter Burst. Rock Climb Confuses the target on 17-
All Legal Targets fall Asleep on 16-20 20 during Accuracy Checks.
during Accuracy Check. Cool - 2d4 - Round Ender

Beauty - 2d4 - Excitement Round - Normal
2d10+8 - EOT - 2
Retaliate - Normal Special Attack - Ranged (3)
3d8+10 - Center - 2 Effect: No Target, Burst
Attack - Melee
Effect: 1 Target Round creates a 3-meter Burst. The
next Pokemon who uses Round during
Retaliate deals an additional 5d12 this round of Combat uses 20+2d10
during Damage Dice Roll if an ally has for Round’s Damage Dice Roll. The
been lowered to 0 HP or less by the third or any use after the third use of
target’s Moves or Features during the Round during this round of Combat uses
last 2 rounds of combat. 30+3d10 for Round’s Damage Dice
Roll.
Cool - 3d4 - No Effect
Tough - 2d4 - Reliable
Return - Normal
4d12+16 - EOT - 2 Safeguard - Normal
Attack - Melee At-Will - None
Effect: 1 Target Effect - Ranged (2)
The user may only use Return if its Effect: No Target, Wall
Loyalty is 3 or 4.
Cute - 1d4 - Round Starter Place 10-meters of Wall. If the effect of
a Move that targets through any Walls of
Roar - Normal Safeguard cause a Status Affliction, they
Battle - 11 cannot cause a Status Affliction. The
Effect - Ranged (6) Walls sustain for 5 rounds.
Effect: 1 Target
The target flees away from the user 15 Beauty - 2d4 - Hold That Thought
meters, ignoring Speed Capabilities, if
terrain allows. The target may not use Scary Face - Normal
Moves for 4 rounds. During a trainer EOT - 2
battle, the target’s owner must recall the Effect - Ranged (6)
fleeing target and replace them. Effect: 1 Target
Cool - 2d4 - Excitement The target’s Speed is lowered 2 Combat
Stages.
Tough - 2d4 - Slow Set

Scratch - Normal Shell Smash - Normal
1d12+6 - At-Will - 2 Center - None
Attack - Melee Effect - Self
Effect: 1 Target, Pass Effect: No Target
Tough - 3d4 - No Effect
Raise the user’s Attack 2 Combat
Screech - Normal Stages, raise the user’s Special Attack
EOT - 4 2 Combat Stages and raise the user’s
Effect - Ranged (4) Speed 2 Combat Stages Lower the user’s
Effect: No Target, Burst Defense 1 Combat Stage and lower the
user’s Special Defense 1 Combat Stage.
Screech creates a 4-meter Burst. All Tough - None - Get Ready!
Legal Targets have their Defense
lowered 2 Combat Stages. Simple Beam - Normal
Smart - 2d4 - Unsettling Battle - 2
Effect - Ranged (7)
Secret Power - Normal Effect: 1 Target
3d8+10 - EOT - 2 Simple Beam changes one of the target’s
Special Attack - Ranged (8) abilities to Simple for the remainder of
Effect: 1 Target, Environ the encounter.
Secret Power’s effect depends on Beauty - 3d4 - No Effect
Environ. Secret Power’s effect activates
on 17-20 during Accuracy Check. Sing - Normal
Smart - 2d4 - Scrambler Battle - 11
*Grants: Sprouter Effect - Ranged (4)
Effect: No Target, Burst
Selfdestruct - Normal
10d10+46 - Center - 2 Sing creates a 4-meter Burst. All Legal
Attack - Ranged (4) Targets fall Asleep.
Effect: No Target, Burst
Selfdestruct creates a 4-meter Burst. Cute - 2d4 - Excitement
The user’s HP is set to -50% of their full
HP. If the user is above Loyalty 1, their Sketch - Normal
Loyalty is lowered at least 1 stage. Center - None
Beauty - None - Big Show Effect - Ranged (25)
Effect: 1 Target
Sharpen - Normal
At-Will - None Sketch cannot miss. Once Sketch has
Effect - Self been used, remove Sketch from the
Effect: 1 Target user’s Move list. The last Move that the
Raise the user’s Attack 1 Combat Stage. target used is added to the user’s Move
Cute - None - Get Ready! list permanently. Sketch may not be
Interrupted or Intercepted.
Smart - 1d4 - Catching Up

Skull Bash - Normal SmellingSalt - Normal
4d12+16 - Battle - 2 2d10+8 - Battle - 2
Attack - Melee Attack - Melee
Effect: 1 Target, Dash, Push, Set Up Effect: 1 Target
Once you declare the use of Skull Bash,
the user’s turn ends. On its next turn, If the target is Paralyzed, Wake-Up Slap
the user may shift and use Skull Bash’s does an additional 5d10 for Damage
damage and effect. The target is Pushed Dice Roll and cures the target of
4-meters. The target takes an additional Paralysis.
1d12 if it is Pushed into Blocking Smart - None - Unsettling
Terrain. If the target is pushed into
another Legal Target, instead, both take Smokescreen - Normal
1d12. EOT - None
Tough - 1d4 - Special Attention Effect - Ranged (3)
Effect: No Target, Wall
Slack Off - Normal
Center - None Place 5-meters of Wall. Smokescreen’s
Effect - Self Walls must be placed within 3-meters of
Effect: No Target the user. If anyone’s Move tries to target
The user regains HP equal to half of its through a Smokescreen wall, they must
full HP. roll +3 during Accuracy Check to hit.
Cute - None - Reflective Appeal The walls remain for 5 rounds. Brick
Break cannot break Smokescreen’s
Slam - Normal Walls.

3d10+12 - EOT - 6 Smart - 2d4 - Unsettling

Attack - Melee Snore - Normal
1d12+6 - EOT - 2
Effect: 1 Target, Dash Special Attack - Ranged (5)
Tough - 3d4 - No Effect Effect: No Target, Burst

Slash - Normal Snore creates a 5-meter Burst. Snore
3d8+10 - EOT - 2 Flinches all legal targets on 15-20 during
Attack - Melee Accuracy Check. Snore can only be used
Effect: 1 Target, Pass by a Sleeping pokemon.

Slash is a Critical Hit on 18-20 during Cute - 3d4 - No Effect
Accuracy Check.
Softboiled - Normal
Cool - 3d4 - No Effect Center - None
Effect - Melee
Sleep Talk - Normal Effect: 1 Target
Battle - None
Effect - Self The target regains HP equal to half of its
Effect: No Target full HP. The user may target themselves
with Softboiled.
The user randomly uses one of their
other Moves, ignoring Frequencies. Beauty - None - Reflective Appeal
Sleep Talk can only be used while the
user is Asleep.

Cute - 3d4 - No Effect


Click to View FlipBook Version