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Pokemon Tabletop United 1.05 Core

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Published by jose_3127, 2020-04-10 21:07:59

Pokemon TableTOP

Pokemon Tabletop United 1.05 Core

Indices and Reference

Move: Fake Tears Move: Foul Play
Type: Dark Type: Dark
Frequency: EOT Frequency: Scene x2
AC: 2 AC: 2
Class: Status Damage Base 10: 3d8+10 / 24
Range: 8, 1 Target, Social Class: Physical
Effect: Lower the target’s Special Defense 2 Combat Range: Melee, 1 Target
Stages. Effect: The target reveals its Attack stat. When
Contest Type: Smart calculating damage, add the target’s Attack stat instead
Contest Effect: Excitement of the user’s Attack stat.
Move: Feint Attack Contest Type: Smart
Type: Dark Contest Effect: Steady Performance
Frequency: EOT Move: Hone Claws
AC: None Type: Dark
Damage Base 6: 2d6+8 / 15 Frequency: At-Will
Class: Physical AC: None
Range: Melee, 1 Target Class: Status
Effect: Feint Attack cannot miss. Range: Self
Contest Type: Smart Effect: The user’s Accuracy is raised by +1, and the user
Contest Effect: Desperation gains +1 Attack Combat Stage.
Move: Flatter Contest Type: Cool
Type: Dark Contest Effect: Get Ready!
Frequency: At-Will Move: Knock Off
AC: 2 Type: Dark
Class: Status Frequency: Scene
Range: 6, 1 Target, Social AC: 2
Effect: The target’s Special Attack is raised by +1 Combat Damage Base 7: 2d6+10 / 17
Stage. Flatter Confuses the target. Class: Physical
Contest Type: Smart Range: Melee, 1 Target
Contest Effect: Excitement Effect: Choose one of the target’s Held Items or
Move: Fling Accessory Slot Items. It is knocked to the ground.
Type: Dark Contest Type: Smart
Frequency: Scene x2 Contest Effect: Steady Performance
AC: 2 Move: Memento
Damage Base X: See Effect Type: Dark
Class: Physical Frequency: Scene
Range: 6, 1 Target, Fling AC: None
Effect: The user throws a held item, determining the Class: Status
effect of Fling. Range: 8, 1 Target, Trigger, Free Action
Contest Type: Tough Effect: Memento may be used as a Free Action when
Contest Effect: Catching Up the user becomes Fainted. Memento’s target has each of
their stats lowered by -2 CS.
Contest Type: Tough
Contest Effect: Big Show

351

Indices and Reference

Move: Nasty Plot Move: Payback
Type: Dark Type: Dark
Frequency: EOT Frequency: EOT
AC: None AC: 2
Class: Status Damage Base 5: 1d8+8 / 13
Range: Self Class: Physical
Effect: Raise the user’s Special Attack 2 Combat Stages. Range: Melee, 1 Target
Contest Type: Cute Effect: If the target hit the user with a Damaging Move
Contest Effect: Get Ready! on the previous turn, Payback has a Damage Base of 10
Move: Night Daze (3d8+10 / 24) instead.
Type: Dark Contest Type: Cool
Frequency: EOT Contest Effect: Special Attention
AC: 3 Move: Punishment
Damage Base 9: 2d10+10 / 21 Type: Dark
Class: Special Frequency: EOT
Range: 4, 1 Target AC: 2
Effect: Night Daze lowers the target’s Accuracy by -1 on Damage Base 6: 2d6+8 / 15
13+. Class: Physical
Contest Type: Tough Range: Melee, 1 Target
Contest Effect: Unsettling Effect: Punishment’s Damage Base is raised by +1
Move: Night Slash for each positive Combat Stage the target has, to a
Type: Dark maximum of DB 12.
Frequency: EOT Contest Type: Smart
AC: 2 Contest Effect: Catching Up
Damage Base 7: 2d6+10 / 17 Move: Pursuit
Class: Physical Type: Dark
Range: Melee, Pass Frequency: At-Will
Effect: Night Slash is a Critical Hit on 18+ AC: 2
Contest Type: Beauty Damage Base 4: 1d8+6 / 11
Contest Effect: Steady Performance Class: Physical
Move: Parting Shot Range: Melee, 1 Target
Type: Dark Effect: If the foe is fleeing or being switched out, Pursuit
Frequency: At-Will may be used as an Interrupt, targeting the triggering
AC: 2 foe. When used as an Interrupt, Pursuit grants the user
Class: Status a +5 bonus to all Movement Speeds, and has a Damage
Range: 6, 1 Target, Social Base of 8 (2d8+10 / 19).
Effect: If Parting Shot successfully hits, the target’s Contest Type: Smart
Attack and Special Attack stats are lowered by one Contest Effect: Good Show!
Combat Stage and the user is immediately recalled Move: Quash
in the same turn. A new Pokémon may immediately Type: Dark
be sent out. Using Parting Shot lets a Trapped user be Frequency: At-Will
recalled. AC: 2
Contest Type: Smart Class: Status
Contest Effect: Catching Up Range: 10, 1 Target, Social
Effect: Quash changes the target’s Initiative to 0 for the
remainder of the round.
Contest Type: Smart
Contest Effect: Saving Grace

352

Indices and Reference

Move: Snarl Move: Taunt
Type: Dark Type: Dark
Frequency: EOT Frequency: EOT
AC: 3 AC: 3
Damage Base 6: 2d6+8 / 15 Class: Status
Class: Special Range: 6, 1 Target, Social
Range: Cone 2, Sonic Effect: The target becomes Enraged.
Effect: All Legal Targets have their Special Attack Contest Type: Smart
lowered 1 Combat Stage. Contest Effect: Inversed Appeal
Contest Type: Cute Move: Thief
Contest Effect: Excitement Type: Dark
Move: Snatch Frequency: At-Will
Type: Dark AC: 2
Frequency: Scene x2 Damage Base 6: 2d6+8 / 15
AC: None Class: Physical
Class: Status Range: Melee, 1 Target
Range: 6, 1 Target, Interrupt Effect: Thief takes the target’s Held Item or Accessory
Effect: If the target uses a Self-Targeting Move, you may Slot Item and attaches it to Thief ’s user, if the user is not
use Snatch. You gain the benefits of the Self-Targeting holding anything.
Move instead of the target. Contest Type: Tough
Contest Type: Smart Contest Effect: Attention Grabber
Contest Effect: Attention Grabber Move: Topsy-Turvy
Move: Sucker Punch Type: Dark
Type: Dark Frequency: EOT
Frequency: At-Will AC: 4
AC: 2 Class: Status
Damage Base 8: 2d8+10 / 19 Range: 6, 1 Target
Class: Physical Effect: The target’s Combat Stages are inverted; +1 Stage
Range: Melee, 1 Target, Interrupt, Trigger becomes -1 Stage, -3 Stages becomes +3 Stages, etc.
Effect: If an adjacent foe targets the user with a Damaging Contest Type: Smart
Attack, Sucker Punch may be used as an Interrupt Move Contest Effect: Unsettling
against the triggering foe. Move: Torment
Contest Type: Smart Type: Dark
Contest Effect: Saving Grace Frequency: Scene x2
Move: Switcheroo AC: 2
Type: Dark Class: Status
Frequency: At-Will Range: 10, 1 Target, Social
AC: 2 Effect: The target becomes Suppressed.
Class: Status Contest Type: Tough
Range: Melee, 1 Target Contest Effect: Inversed Appeal
Effect: The user and the target exchange Held Items or
Accessory Slot Items.
Contest Type: Cool
Contest Effect: Attention Grabber

353

Indices and Reference

Dragon Moves

Move: Draco Meteor Move: Dragon Rage
Type: Dragon Type: Dragon
Frequency: Scene Frequency: At-Will
AC: 4 AC: 2
Damage Base 13: 4d10+10 / 35 Damage Base: Special
Class: Special Class: Special
Range: 8, Ranged Blast 3, Smite Range: 4, 1 Target
Effect: Lower the user’s Special Attack 2 Combat Stages Effect: If it hits, Dragon Rage causes the target to lose
after damage. 15 Hit Points. Dragon Rage is Special and interacts with
Contest Type: Smart other moves and effects as such (Special Evasion may be
Contest Effect: Seen Nothing Yet applied to avoid it, Mirror Coat can reflect it, etc.).
Move: Dragon Claw Contest Type: Cool
Type: Dragon Contest Effect: Steady Performance
Frequency: At-Will Move: Dragon Rush
AC: 2 Type: Dragon
Damage Base 8: 2d8+10 / 19 Frequency: Scene x2
Class: Physical AC: 4
Range: Melee, 1 Target Damage Base 10: 3d8+10 / 24
Effect: None Class: Physical
Contest Type: Cool Range: Melee, 1 Target, Dash, Push, Smite
Contest Effect: Exhausting Act Effect: The target is Pushed 3 meters. Dragon Rush
Move: Dragon Dance Flinches the target on 17+.
Type: Dragon Contest Type: Cool
Frequency: EOT Contest Effect: Desperation
AC: None Move: Dragon Tail
Class: Status Type: Dragon
Range: Self Frequency: At-Will
Effect: Raise the user’s Attack 1 Combat Stage and raise AC: 3
the user’s Speed 1 Combat Stage. Damage Base 6: 2d6+8 / 15
Contest Type: Cool Class: Physical
Contest Effect: Get Ready! Range: Melee, 1 Target, Push
Move: Dragon Pulse Effect: The target is Pushed 6 meters minus their Weight
Type: Dragon Class. On a roll of 15+, the target is also Tripped.
Frequency: EOT Contest Type: Smart
AC: 2 Contest Effect: Big Show
Damage Base 9: 2d10+10 / 21 Move: Dragon Breath
Class: Special Type: Dragon
Range: 8, 1 Target, Aura Frequency: EOT
Effect: None AC: 2
Contest Type: Smart Damage Base 6: 2d6+8 / 15
Contest Effect: Incentives Class: Special
Range: 6, 1 Target
Effect: Dragon Breath Paralyzes the Target on 15+.
Contest Type: Cool
Contest Effect: Exhausting Act

354

Indices and Reference

Move: Dual Chop Move: Twister
Type: Dragon Type: Dragon
Frequency: EOT Frequency: At-Will
AC: 3 AC: 2
Damage Base 5: 1d8+8 / 13 Damage Base 4: 1d8+6 / 11
Class: Physical Class: Special
Range: Melee, 1 Target, Double Strike Range: 6, Ranged Blast 3
Effect: None Effect: Small or Medium targets in the central square
Contest Type: Tough of the blast are not hit. Twister Flinches the target on
Contest Effect: Reliable 18-20 during Accuracy Check. Any Pokémon Airborne
Move: Outrage as a result of Fly or Sky Drop above the Blast are hit,
Type: Dragon ignoring range, and Twister has a Damage Base of 8
Frequency: Scene x2 against those targets instead.
AC: 3 Contest Type: Cool
Damage Base 12: 3d12+10 / 30 Contest Effect: Steady Performance
Class: Physical
Range: Melee, all adjacent foes, Smite
Effect: After damage is dealt, the user becomes Enraged
and Confused.
Contest Type: Cool
Contest Effect: Reliable

Move: Roar of Time
Type: Dragon
Frequency: Daily x2
AC: 4
Damage Base 15: 4d10+20 / 45
Class: Special
Range: Burst 8, Smite, Exhaust
Effect: All legal targets are Slowed, even if the attack
misses.
Contest Type: Cool
Contest Effect: Seen Nothing Yet

Move: Spacial Rend
Type: Dragon
Frequency: Daily x2
AC: 3
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 10, 1 Target
Effect: Spacial Rend is a Critical Hit on Even-Numbered
Rolls.
Contest Type: Tough
Contest Effect: Incentives

355

Indices and Reference

Electric Moves

Move: Bolt Strike Move: Eerie Impulse
Type: Electric Type: Electric
Frequency: Scene x2 Frequency: EOT
AC: 5 AC: 2
Damage Base 13: 4d10+10 / 35 Class: Status
Class: Physical Range: 6, 1 Target
Range: 10, 1 Target, Smite Effect: The target’s Special Attack is lowered 2 Combat
Effect: Bolt Strike Paralyzes the target on 17+. Stages.
Contest Type: Cool Contest Type: Cool
Contest Effect: Exhausting Act Contest Effect: Excitement
Move: Charge Special: Grants Glow
Type: Electric Move: Electric Terrain
Frequency: EOT Type: Electric
AC: None Frequency: Daily x2
Class: Status AC: None
Range: Self Class: Status
Effect: If the user performs an Electric Move on their Range: Field
next turn that deals damage, add its Damage Dice Roll Effect: The field becomes Electrified for 5 rounds. While
an extra time to the damage. Raise the user’s Special Electrified, Pokémon and Trainers touching the ground
Defense 1 Combat Stage. are immune to Sleep, and Electric-Type attacks used by
Contest Type: Smart Pokémon and Trainers touching the ground gain a +10
Contest Effect: Get Ready! Bonus to Damage Rolls.
Move: Charge Beam Contest Type: Cool
Type: Electric Contest Effect: Sabotage
Frequency: At-Will Move: Electrify
AC: 4 Type: Electric
Damage Base 5: 1d8+8 / 13 Frequency: EOT
Class: Special AC: None
Range: 6, 1 Target Class: Status
Effect: If Charge Beam successfully hits a target, roll Range: 6, 1 Target
1d20. On a roll of 7+, the user’s Special Attack is raised Effect: Until the end of the user’s next turn, the target’s
by +1 Combat Stage. damaging Water-Type attacks and Melee attacks of any
Contest Type: Beauty Type deal Electric-Type Damage instead of their usual
Contest Effect: Exhausting Act Type.
Move: Discharge Contest Type: Cool
Type: Electric Contest Effect: Sabotage
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Special
Range: All Cardinally Adjacent Targets
Effect: Discharge Paralyzes all legal targets on 15+.
Contest Type: Cool
Contest Effect: Exhausting Act

356

Indices and Reference

Move: Electro Ball Move: Ion Deluge
Type: Electric Type: Electric
Frequency: Scene x2 Frequency: Scene
AC: 2 AC: None
Damage Base 6: 2d8+6 / 15 Class: Status
Class: Special Range: 5, Ranged Blast 3, Interupt
Range: 10, 1 Target Effect: An ion cloud is dispersed in the targeted area.
Effect: The user adds their Speed Stat, including All Normal-Type Moves targeting into or originating
Combat Stages, in addition to their Special Attack when from the area become Electric-Typed Moves.
determining the damage dealt by Electro Ball. The Contest Type: Smart
Defender in turn subtracts both their Special Defense Contest Effect: Attention Grabber
and Speed Stats from the damage dealt before applying Move: Magnet Rise
Type Effectiveness. Type: Electric
Contest Type: Beauty Frequency: Daily x2
Contest Effect: Double Time AC: 2
Move: Electroweb Class: Status
Type: Electric Range: Self, Swift Action
Frequency: EOT Effect: The user gains the Levitate Ability for 5 turns.
AC: 3 Magnet Rise may be activated as a Swift Action if the
Damage Base 6: 2d6+8 / 15 user is otherwise given an action that consumes a
Class: Special Command.
Range: 4, Ranged Blast 2 Contest Type: Cute
Effect: All Legal Targets are lowered 1 Speed Combat Contest Effect: Sabotage
Stage. Special: Grants Magnetic
Contest Type: Smart Move: Magnetic Flux
Contest Effect: Sabotage Type: Electric
Move: Fusion Bolt Frequency: Scene
Type: Electric AC: None
Frequency: Scene x2 Class: Status
AC: 2 Range: Burst 4
Damage Base 10: 3d8+10 / 24 Effect: All targets with the Minus or Plus Ability have
Class: Physical their Defense and Special Defense raised by +1 Combat
Range: 8, 1 Target, Smite Stage.
Effect: If Fusion Flare was used this round or last round Contest Type: Smart
by any participant of the encounter, Fusion Bolt has its Contest Effect: Incentives
Damage Base increased by +3. Move: Nuzzle
Contest Type: Beauty Type: Electric
Contest Effect: Seen Nothing Yet Frequency: Scene
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Physical
Range: Melee, 1 Target
Effect: Nuzzle Paralyzes the target.
Contest Type: Cute
Contest Effect: Double Time

357

Indices and Reference

Move: Parabolic Charge Move: Thunder Fang
Type: Electric Type: Electric
Frequency: Scene Frequency: At-Will
AC: 4 AC: 3
Damage Base 5: 1d8+8 / 13 Damage Base 7: 2d6+10 / 17
Class: Special Class: Physical
Range: Cone 2 Range: Melee, 1 Target
Effect: After the targets take damage, the user gains Hit Effect: Thunder Fang Paralyzes or Flinches on 18-
Points equal to half of the total damage they dealt to all 19 during Accuracy Check; flip a coin to determine
targets. whether the foe gets Paralyzed or Flinches. On 20 during
Contest Type: Cool Accuracy Check, the foe is Paralyzed and Flinched.
Contest Effect: Desperation Contest Type: Smart
Move: Shock Wave Contest Effect: Steady Performance
Type: Electric Move: Thunderbolt
Frequency: At-Will Type: Electric
AC: None Frequency: EOT
Damage Base 6: 2d6+8 / 15 AC: 2
Class: Special Damage Base 9: 2d10+10 / 21
Range: 6, 1 Target Class: Special
Effect: Shock Wave cannot miss. Range: 4, 1 Target
Contest Type: Cool Effect: Thunderbolt Paralyzes the target on 19+.
Contest Effect: Exhausting Act Contest Type: Cool
Special: Grants Zapper Contest Effect: Exhausting Act

Move: Spark Move: Thunder Punch
Type: Electric Type: Electric
Frequency: EOT Frequency: At-Will
AC: 2 AC: 2
Damage Base 6: 2d6+8 / 15 Damage Base 8: 2d8+10 / 19
Class: Physical Class: Physical
Range: Melee, 1 Target, Dash Range: Melee, 1 Target
Effect: Spark Paralyzes the target on 15+. Effect: Thunder Punch Paralyzes the target on 19+.
Contest Type: Cool Contest Type: Cool
Contest Effect: Steady Performance Contest Effect: Exhausting Act

Move: Thunder Move: Thunder Shock
Type: Electric Type: Electric
Frequency: Scene x2 Frequency: At-Will
AC: 7 AC: 2
Damage Base 11: 3d10+10 / 27 Damage Base 4: 1d8+6 / 11
Class: Special Class: Special
Range: 12, 1 Target, Smite Range: 4, 1 Target
Effect: Thunder Paralyzes its target on 15+. If the target Effect: Thunder Shock Paralyzes the target on 17+.
is in Sunny Weather, Thunder’s Accuracy Check is 11. Contest Type: Cool
If the target is in Rainy Weather, Thunder cannot miss. Contest Effect: Steady Performance
If the target is airborne as a result of Fly or Sky Drop, Special: Grants Zapper
Thunder cannot miss.
Contest Type: Cool
Contest Effect: Exhausting Act

358

Indices and Reference

Move: Thunder Wave Move: Zap Cannon
Type: Electric Type: Electric
Frequency: Scene x2 Frequency: At-Will
AC: None AC: 9
Class: Status Damage Base 12: 3d12+10 / 30
Range: 6, 1 Target Class: Special
Effect: Thunder Wave cannot miss. Thunder Wave Range: 12, 1 Target
Paralyzes the target. Targets immune to Electric Attacks Effect: Zap Cannon Paralyzes the target. Zap Cannon
are immune to Thunder Wave’s effects. ignores the target’s Evasion if there are no other
Contest Type: Cool combatants or Rough or Blocking Terrain within 2
Contest Effect: Excitement meters of the target.
Move: Volt Switch Contest Type: Cool
Type: Electric Contest Effect: Incentives
Frequency: At-Will
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 5, 1 Target
Effect: If Volt Switch successfully hits its target, the
user deals damage and then immediately is returned
to its Poké Ball in the same turn. A New Pokémon
may immediately be sent out. Using Volt Switch lets a
Trapped user be recalled.
Contest Type: Cute
Contest Effect: Inversed Appeal

Move: Volt Tackle
Type: Electric
Frequency: Scene x2
AC: 2
Damage Base 12: 3d12+10 / 30
Class: Physical
Range: Melee, 1 Target, Dash, Recoil 1/3
Effect: Volt Tackle Paralyzes the target on 19+.
Contest Type: Cool
Contest Effect: Seen Nothing Yet

Move: Wild Charge
Type: Electric
Frequency: At-Will
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Physical
Range: Melee, 1 Target, Dash, Recoil 1/3
Effect: None.
Contest Type: Tough
Contest Effect: Steady Performance

359

Indices and Reference

Fairy Moves

Move: Aromatic Mist Move: Dazzling Gleam
Type: Fairy Type: Fairy
Frequency: EOT Frequency: EOT
AC: None AC: 2
Class: Status Damage Base 8: 2d8+10 / 19
Range: Burst 1 Class: Special
Effect: All allies in Aromatic Mist’s area of effect have Range: Cone 2
their Special Defense raised 1 Combat Stage. Effect: None
Contest Type: Cute Contest Type: Cute
Contest Effect: Get Ready! Contest Effect: Exhausting Act

Move: Baby-Doll Eyes Move: Disarming Voice
Type: Fairy Type: Fairy
Frequency: EOT Frequency: At-Will
AC: 2 AC: None
Class: Status Damage Base 4: 1d8+6 / 11
Range: 4, 1 Target, Priority, Social Class: Special
Effect: The target’s Attack is lowered 1 Combat Stage. Range: Burst 1
Contest Type: Cute Effect: Disarming Voice cannot miss.
Contest Effect: Excitement Contest Type: Cute
Move: Charm Contest Effect: Exhausting Act
Type: Fairy Move: Draining Kiss
Frequency: EOT Type: Fairy
AC: 2 Frequency: EOT
Class: Status AC: 2
Range: 6, 1 Target, Social Damage Base 5: 1d8+8 / 13
Effect: Charm lowers the target’s Attack 2 Combat Class: Special
Stages. Range: Melee, 1 Target
Contest Type: Cute Effect: After the target takes damage, the user gains
Contest Effect: Excitement Hit Points equal to half of the damage they dealt to the
Move: Crafty Shield target.
Type: Fairy Contest Type: Cute
Frequency: Scene Contest Effect: Good Show!
AC: None Move: Fairy Lock
Class: Status Type: Fairy
Range: Burst 2, Interrupt, Shield, Trigger Frequency: Scene
Effect: If the user or an Ally within 2 meters of Crafty AC: None
Shield’s user is hit by a Status Move, you may use Crafty Class: Status
Shield as an Interrupt. All targets in Crafty Shield’s area- Range: Burst 3, Friendly
of-effect including the user, are instead not hit by the Effect: All legal targets become Trapped and Slowed
triggering Move and do not suffer any of its effects. while the user remains in the encounter. This effect ends
Contest Type: Smart if the user switches or is Fainted.
Contest Effect: Inversed Appeal Contest Type: Cute
Contest Effect: Unsettling

360

Indices and Reference

Move: Fairy Wind Move: Misty Terrain
Type: Fairy Type: Fairy
Frequency: At-Will Frequency: Daily x2
AC: 2 AC: None
Damage Base 4: 1d8+6 / 11 Class: Status
Class: Special Range: Field
Range: 6, 1 Target Effect: The area becomes Misty for 5 turns. While
Effect: None Misty, all Pokémon and Trainers standing on the
Contest Type: Cute ground ignore the first turn of all Status Afflictions,
Contest Effect: Steady Performance and Dragon-type attacks targeting or originating from
Move: Flower Shield a grounded Pokémon or Trainer take a -10 Penalty to
Type: Fairy Damage Rolls.
Frequency: Scene Contest Type: Beauty
AC: None Contest Effect: Get Ready
Class: Status Move: Moonblast
Range: Burst 2 Type: Fairy
Effect: All Grass Type Pokémon in Flower Shield’s area Frequency: EOT
of effect have their Defense raised by +2 Combat Stages. AC: 2
Contest Type: Cute Damage Base 10: 3d8+10 / 24
Contest Effect: Get Ready! Class: Special
Move: Geomancy Range: 6, 1 Target
Type: Fairy Effect: Moonblast lowers the target’s Special Attack by 1
Frequency: Scene Combat Stage on 15+.
AC: None Contest Type: Beauty
Class: Status Contest Effect: Reflective Appeal
Range: Self, Set-Up Move: Moonlight
Set-Up Effect: The user may not shift this round. The Type: Fairy
user may create as many squares of Rough Terrain as Frequency: Daily x2
it wants within a Burst 3 as plants burst through the AC: None
ground, regardless of the surface material. Class: Status
Resolution Effect: The user raises its Special Attack, Range: Self
Special Defense, and Speed by 2 Combat Stages each. Effect: The user regains Hit Points equal to half of its
Contest Type: Beauty full Hit Point value. If it is Sunny, the user gains 2/3 of
Contest Effect: Catching Up its full Hit Point value. If it is Rainy, Sand Storming or
Move: Light of Ruin Hailing the user gains 1/4 of their full Hit Point value.
Type: Fairy Contest Type: Beauty
Frequency: Scene Contest Effect: Reflective Appeal
AC: 4 Move: Play Rough
Damage Base 14: 4d10+15 / 40 Type: Fairy
Class: Special Frequency: EOT
Range: 8, Ranged Blast 3, Smite, Recoil 1/2 AC: 4
Effect: None Damage Base 9: 2d10+10 / 21
Contest Type: Beauty Class: Physical
Contest Effect: Seen Nothing Yet Range: Melee, 1 Target
Effect: Play Rough lowers the target’s Attack 1 Combat
Stage on 17-20 during Accuracy Check.
Contest Type: Cute
Contest Effect: Excitement

361

Indices and Reference
Move: Sweet Kiss
Type: Fairy
Frequency: Scene x2
AC: 6
Class: Status
Range: 6, 1 Target, Social
Effect: The target becomes Confused. On miss, the
target suffers a -2 penalty to Accuracy Rolls for one full
round.
Contest Type: Cute
Contest Effect: Excitement

362

Indices and Reference

Fighting Moves

Move: Arm Thrust Move: Circle Throw
Type: Fighting Type: Fighting
Frequency: EOT Frequency: At-Will
AC: 4 AC: 4
Damage Base 2: 1d6+3 / 7 Damage Base 6: 2d6+8 / 15
Class: Physical Class: Physical
Range: Melee, 1 Target, Five Strike Range: Melee, 1 Target, Push
Effect: None Effect: The target is Pushed 6 meters minus their Weight
Contest Type: Tough Class. On 15+, the target is also Tripped.
Contest Effect: Reliable Contest Type: Tough
Move: Aura Sphere Contest Effect: Big Show
Type: Fighting Move: Close Combat
Frequency: EOT Type: Fighting
AC: None Frequency: Scene x2
Damage Base 8: 2d8+10 / 19 AC: 2
Class: Special Damage Base 12: 3d12+10 / 30
Range: 8, 1 Target, Aura Class: Physical
Effect: Aura Sphere cannot miss. Range: Melee, 1 Target, Dash
Contest Type: Beauty Effect: The user’s Defense and Special Defense are each
Contest Effect: Exhausting Act lowered by -1 Combat Stage.
Move: Brick Break Contest Type: Smart
Type: Fighting Contest Effect: Seen Nothing Yet
Frequency: At-Will Move: Counter
AC: 2 Type: Fighting
Damage Base 8: 2d8+10 / 19 Frequency: Scene x2
Class: Physical AC: None
Range: Melee, 1 Target Class: Physical
Effect: Light Screen and Reflect may not be activated in Range: Melee, 1 Target, Reaction, Trigger
response to Brick Break. Effect: Counter may be used as a Reaction when the
Contest Type: Cool user is hit by a damaging Physical Attack. Resolve the
Contest Effect: Steady Performance Triggering Attack, with Counter’s user resisting the
Move: Bulk Up attack one step further. After the attack is resolved, if
Type: Fighting Counter’s user was not Fainted, the triggering foe then
Frequency: EOT loses Hit Points equal to twice the amount of Hit Points
AC: None lost by the user from the triggering attack. Note that
Class: Status Counter is Physical, and while it cannot miss, it cannot
Range: Self hit targets immune to Fighting-Type Moves.
Effect: Raise the user’s Attack 1 Combat Stage and raise Contest Type: Tough
the user’s Defense 1 Combat Stage. Contest Effect: Double Time
Contest Type: Beauty
Contest Effect: Get Ready!

363

Indices and Reference

Move: Cross Chop Move: Dynamic Punch
Type: Fighting Type: Fighting
Frequency: Scene x2 Frequency: At-Will
AC: 4 AC: 9
Damage Base 10: 3d8+10 / 24 Damage Base 10: 3d8+10 / 24
Class: Physical Class: Physical
Range: Melee, 1 Target Range: Melee, 1 Target
Effect: Cross Chop is a Critical Hit on 16+. Effect: Dynamic Punch Confuses the target. Dynamic
Contest Type: Cool Punch ignores the target’s Evasion if they are Flanked.
Contest Effect: Desperation Contest Type: Cool
Move: Detect Contest Effect: Desperation
Type: Fighting Move: Final Gambit
Frequency: Scene Type: Fighting
AC: None Frequency: Scene
Class: Status AC: 2
Range: Self, Interrupt, Shield, Trigger Class: Special
Effect: If the user is hit by a Move, the user may use Range: Melee, 1 Target
Detect. The user is instead not hit by the Move. You do Effect: Final Gambit lowers the user to 0 Hit Points and
not take any damage nor are you affected by any of the causes them to Faint. Final Gambit then deals 1 point of
Move’s effects. damage to the target for every Hit Point lost by the user.
Contest Type: Cool Final Gambit does not cause items to activate.
Contest Effect: Inversed Appeal Contest Type: Tough
Move: Double Kick Contest Effect: Big Show
Type: Fighting Move: Flying Press
Frequency: At-Will Type: Fighting
AC: 3 Frequency: EOT
Damage Base 3: 1d6+5 / 9 AC: 3
Class: Physical Damage Base 8: 2d8+10 / 19
Range: Melee, 1 Target, Double Strike Class: Physical
Effect: None Range: Melee, Dash, 1 Target
Contest Type: Cool Effect: Flying Press may deal Flying Type damage if the
Contest Effect: Reliable user wishes.
Move: Drain Punch Contest Type: Tough
Type: Fighting Contest Effect: Big Show
Frequency: Scene x2 Note: If Flying Press is Move Sync’d, it only changes the
AC: 2 Fighting Type portion of the Move. You can still only
Damage Base 8: 2d8+10 / 19 choose between that Type and Flying Type; you cannot
Class: Physical shift Flying Press to change the Flying part to another
Range: Melee, 1 Target, Aura Type.
Effect: After the target takes damage, the user gains HP
equal to half of the damage they dealt to the target.
Contest Type: Beauty
Contest Effect: Good Show!

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Move: Focus Blast Move: High Jump Kick
Type: Fighting Type: Fighting
Frequency: Scene x2 Frequency: EOT
AC: 7 AC: 3
Damage Base 12: 3d12+10 / 30 Damage Base 13: 4d10+10 / 35
Class: Special Class: Physical
Range: 6, 1 Target, Smite, Aura Range: Melee, Dash, 1 Target
Effect: Focus Blast lowers the target’s Special Defense 1 Effect: If High Jump Kick misses, the user loses Hit
Combat Stage on 18+. Points equal to 1/4th of their Max Hit Points. A failure
Contest Type: Cool to hit due to a Move with the Shield keyword does not
Contest Effect: Exhausting Act count as a miss. This Move cannot be used if Gravity is
Move: Focus Punch in effect.
Type: Fighting Contest Type: Cool
Frequency: Scene x2 Contest Effect: Steady Performance
AC: 2 Move: Jump Kick
Damage Base 15: 4d10+20 / 45 Type: Fighting
Class: Physical Frequency: At-Will
Range: Melee, 1 Target, Priority (Limited), Aura AC: 3
Effect: Use of Focus Punch must be declared as a Damage Base 10: 3d8+10 / 24
Priority (Limited) action at the beginning of the round. Class: Physical
Nothing happens at this time. At the end of the round, Range: Melee, Dash, 1 Target
if the target hasn’t been hit by an attack dealing damage Effect: If Jump Kick misses, the user loses Hit Points
equal to at least 25% of the user’s Maximum Hit Points, equal to 1/4th of their Max Hit Points. A failure to hit
the user may Shift and use Focus Punch. Focus Punch’s due to a Move with the Shield keyword does not count
Frequency is not expended if it is negated by an attack. as a miss. This Move cannot be used if Gravity is in
Contest Type: Tough effect.
Contest Effect: Special Attention Contest Type: Cool
Move: Force Palm Contest Effect: Steady Performance
Type: Fighting Move: Karate Chop
Frequency: At-Will Type: Fighting
AC: 2 Frequency: At-Will
Damage Base 6: 2d6+8 / 15 AC: 2
Class: Physical Damage Base 5: 1d8+8 / 13
Range: Melee, 1 Target, Aura Class: Physical
Effect: Force Palm Paralyzes the target on 18+. Range: Melee, 1 Target
Contest Type: Cool Effect: Karate Chop is a Critical Hit on 17+.
Contest Effect: Desperation Contest Type: Tough
Move: Hammer Arm Contest Effect: Steady Performance
Type: Fighting
Frequency: EOT
AC: 3
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: Melee, 1 Target
Effect: The user lowers their Speed 1 Combat Stage.
Contest Type: Cool
Contest Effect: Desperation

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Move: Low Kick Move: Power-Up Punch
Type: Fighting Type: Fighting
Frequency: EOT Frequency: EOT
AC: 2 AC: 2
Damage Base: See Effect Damage Base 4: 1d8+6 / 11
Class: Physical Class: Physical
Range: Melee, 1 Target, Weight Class Range: Melee, 1 Target
Effect: Low Kick’s Damage Base is equal to twice the Effect: If Power-Up Punch successfully hits a target, the
target’s Weight Class. user’s Attack is raised by +1 Combat Stage
Contest Type: Tough Contest Type: Tough
Contest Effect: Steady Performance Contest Effect: Catching Up

Move: Low Sweep Move: Quick Guard
Type: Fighting Type: Fighting
Frequency: EOT Frequency: Scene
AC: 2 AC: None
Damage Base 7: 2d6+10 / 17 Class: Status
Class: Physical Range: Melee, Interrupt, Shield, Trigger
Range: Melee, 1 Target Effect: If the user or an adjacent ally is targeted by a
Effect: Lowers the target’s Speed 1 Combat Stage. Priority or Interrupt Attack, Quick Guard may be
Contest Type: Tough declared as an Interrupt, causing the triggering attack
Contest Effect: Steady Performance to have no effect.
Move: Mach Punch Contest Type: Cool
Type: Fighting Contest Effect: Inversed Appeal
Frequency: At-Will Move: Revenge
AC: 2 Type: Fighting
Damage Base 4: 1d8+6 / 11 Frequency: EOT
Class: Physical AC: 2
Range: Melee, 1 Target, Priority Damage Base 6: 2d6+8 / 15
Effect: None Class: Physical
Contest Type: Cool Range: Melee, 1 Target, Priority (Limited)
Contest Effect: Saving Grace Effect: When declaring Revenge, the user does nothing
Move: Mat Block and may not Shift. At the end of the round, the user
Type: Fighting may shift and use Revenge. If the target has damaged
Frequency: Scene the user this round, Revenge has a Damage Base of 12
AC: None (3d12+10 / 30).
Range: Self, Interrupt, Shield, Trigger Contest Type: Tough
Effect: If the user or an adjacent ally is hit by a damaging Contest Effect: Double Time
attack, the user may use Mat Block. The attack instead Move: Reversal
does not hit any targets, and it deals no damage and no Type: Fighting
has effects. You may only use Mat Block during the first Frequency: EOT
round of an encounter. AC: 2
Contest Type: Tough Damage Base 7: 2d6+10 / 17
Contest Effect: Reflective Appeal Class: Physical
Range: Melee, 1 Target
Effect: For each Injury the user has, Reversal’s Damage
Base is increased by +1.
Contest Type: Cool
Contest Effect: Double Time

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Move: Rock Smash Move: Seismic Toss
Type: Fighting Type: Fighting
Frequency: At-Will Frequency: Scene x2
AC: 2 AC: 2
Damage Base 4: 1d8+6 / 11 Class: Physical
Class: Physical Range: Melee, 1 Target
Range: Melee, 1 Target Effect: The target loses Hit Points equal to the level of
Effect: Rock Smash lowers the target’s Defense 1 Combat Seismic Toss’ user.
Stage on 17+. Contest Type: Tough
Contest Type: Tough Contest Effect: Steady Performance
Contest Effect: Desperation Move: Sky Uppercut
Move: Rolling Kick Type: Fighting
Type: Fighting Frequency: At-Will
Frequency: At-Will AC: 4
AC: 4 Damage Base 9: 2d10+10 / 21
Damage Base 6: 2d6+8 / 15 Class: Physical
Class: Physical Range: Melee, 1 Target
Range: Melee, 1 Target Effect: Sky Uppercut may be used as an Interrupt when
Effect: Rolling Kick Flinches the target on 15+. against a target initiating Bounce, Fly, or Sky Drop to
Contest Type: Cool allow the user to Shift and use Sky Uppercut. If Sky
Contest Effect: Steady Performance Uppercut successfully hits its target, the triggering
Move: Sacred Sword Move fails (though the target may take their next turn
Type: Fighting normally).
Frequency: EOT Contest Type: Cool
AC: None Contest Effect: Exhausting Act
Damage Base 8: 2d8+10 / 19 Move: Storm Throw
Class: Physical Type: Fighting
Range: Melee, 1 Target Frequency: EOT
Effect: Sacred Sword cannot miss. AC: 2
Contest Type: Cool Damage Base 6: 2d6+8 / 15
Contest Effect: Steady Performance Class: Physical
Move: Secret Sword Range: Melee, 1 Target
Type: Fighting Effect: If Storm Throw hits, it is a Critical Hit.
Frequency: At-Will Contest Type: Cool
AC: 2 Contest Effect: Steady Performance
Damage Base 8: 2d8+10 / 19 Move: Submission
Class: Special Type: Fighting
Range: Melee, 1 Target Frequency: At-Will
Effect: When calculating damage, the target subtracts AC: 6
their Defense from Secret Sword’s damage instead of Damage Base 8: 2d8+10 / 19
their Special Defense. Secret Sword is still otherwise Class: Physical
Special ( Special Evasion is used to avoid it, Mirror Coat Range: Melee, 1 Target, Recoil 1/3
can reflect it, etc. ). Effect: On an accuracy roll of 15+, the target is Tripped.
Contest Type: Cool Contest Type: Cool
Contest Effect: Steady Performance Contest Effect: Steady Performance

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Move: Superpower Move: Vital Throw
Type: Fighting Type: Fighting
Frequency: Scene x2 Frequency: EOT
AC: 2 AC: None
Damage Base 12: 3d12+10 / 30 Damage Base 7: 2d6+10 / 17
Class: Physical Class: Physical
Range: Melee, 1 Target, Dash Range: Melee, 1 Target, Push, Reaction
Effect: Superpower lowers the user’s Attack and Defense Effect: If the user is targeted by a Melee attack and has
by 1 Combat Stage each. not yet taken a turn this round, the user may declare
Contest Type: Tough Vital Throw. After the triggering attack is resolved, the
Contest Effect: Desperation user may use Vital Throw against the triggering foe as a
Move: Triple Kick Reaction. Vital Throw cannot miss.
Type: Fighting Contest Type: Cool
Frequency: At-Will Contest Effect: Desperation
AC: 3 Move: Wake-Up Slap
Damage Base X: See Effect Type: Fighting
Class: Physical Frequency: At-Will
Range: Melee, 1 Target AC: 2
Effect: Make three attacks with Triple Kick. If you hit Damage Base 5: 1d8+8 / 13
once, Triple Kick has a DB of 1. If you hit two times, Class: Physical
Triple Kick has a DB of 3. If you hit three times, Triple Range: Melee, 1 Target
Kick has a DB of 6. Effect: If the target is Asleep, Wake-Up Slap has a
Contest Type: Cool Damage Base of 10 (3d8+10 / 24) instead, and cures the
Contest Effect: Reliable target of Sleep.
Move: Vacuum Wave Contest Type: Smart
Type: Fighting Contest Effect: Inversed Appeal
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Priority, Aura
Effect: None
Contest Type: Smart
Contest Effect: Saving Grace

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Fire Moves

Move: Blast Burn Move: Eruption
Type: Fire Type: Fire
Frequency: Daily x2 Frequency: Daily
AC: 4 AC: 4
Damage Base 15: 4d10+20 / 45 Damage Base 15: 4d10+20 / 45
Class: Special Class: Special
Range: Close Blast 3, Smite, Exhaust Range: Burst 1*
Effect: None Effect: For each 10% of Hit Points the user is missing,
Contest Type: Beauty Eruption’s Damage Base is reduced by 1. Eruption
Contest Effect: Seen Nothing Yet creates a 1 meter burst, but also affects an area 10 meters
Move: Blaze Kick tall straight up.
Type: Fire Contest Type: Beauty
Frequency: EOT Contest Effect: Desperation
AC: 4 Move: Fiery Dance
Damage Base 9: 2d10+10 / 21 Type: Fire
Class: Physical Frequency: EOT
Range: Melee, 1 Target AC: 2
Effect: Blaze Kick Burns the target on 19+, and is a Damage Base 8: 2d8+10 / 19
Critical Hit on 18+. Class: Special
Contest Type: Beauty Range: 4, 1 Target
Contest Effect: Exhausting Act Effect: If Fiery Dance successfully hits a foe, it raises
Move: Blue Flare the user’s Special Attack by 1 Combat Stage on Even-
Type: Fire Numbered Rolls.
Frequency: Scene x2 Contest Type: Cool
AC: 5 Contest Effect: Desperation
Damage Base 13: 4d10+10 / 35 Move: Fire Blast
Class: Special Type: Fire
Range: 10, 1 Target, Smite Frequency: Scene x2
Effect: Blue Flare Burns the target on 17+. AC: 4
Contest Type: Beauty Damage Base 11: 3d10+10 / 27
Contest Effect: Steady Performance Class: Special
Move: Ember Range: 6, 1 Target, Smite
Type: Fire Effect: Fire Blast burns the target on 19+.
Frequency: At-Will Contest Type: Beauty
AC: 2 Contest Effect: Exhausting Act
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target
Effect: Ember Burns the target on 18+.
Contest Type: Beauty
Contest Effect: Steady Performance
Special: Grants Firestarter


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Indices and Reference

Move: Fire Fang Move: Fire Spin
Type: Fire Type: Fire
Frequency: At-Will Frequency: Scene x2
AC: 3 AC: 4
Damage Base 7: 2d6+10 / 17 Damage Base 4: 1d8+6 / 11
Class: Physical Class: Special
Range: Melee, 1 Target Range: 3, 1 Target
Effect: Fire Fang Burns or Flinches on 18-19 during Effect: The target is put in a Vortex.
Accuracy Check; flip a coin to determine whether the Contest Type: Beauty
foe gets Burned or Flinches. On 20 during Accuracy Contest Effect: Safe Option
Check, the foe is Burned and Flinches. Special: Grants Firestarter
Contest Type: Beauty Move: Flame Burst
Contest Effect: Steady Performance Type: Fire
Move: Fire Pledge Frequency: At-Will
Type: Fire AC: 2
Frequency: Scene Damage Base 7: 2d6+10 / 17
AC: 2 Class: Special
Damage Base 8: 2d8+10 / 19 Range: 6, 1 Target
Class: Special Effect: Any Trainers or Pokémon cardinally adjacent to
Range: 6, 1 Target, Pledge the target lose 5 Hit Points.
Effect: If an ally uses Grass Pledge or Water Pledge, Contest Type: Beauty
you may use Fire Pledge as Priority (Advanced) Contest Effect: Exhausting Act
immediately after their turn to target the same foe. If Move: Flame Charge
used in conjunction with Grass Pledge, Fire Hazards Type: Fire
are created in a Burst 1 around the target. If used in Frequency: At-Will
conjunction with Water Pledge, a Rainbow is created AC: 2
that lasts for 5 rounds. Consult the Pledge keyword for Damage Base 5: 1d8+8 / 13
additional details. Class: Physical
Contest Type: Beauty Range: Melee, 1 Target, Dash
Contest Effect: Safe Option Effect: Raise the user’s Speed 1 Combat Stage.
Move: Fire Punch Contest Type: Tough
Type: Fire Contest Effect: Excitement
Frequency: At-Will Move: Flame Wheel
AC: 2 Type: Fire
Damage Base 8: 2d8+10 / 19 Frequency: At-Will
Class: Physical AC: 2
Range: Melee, 1 Target Damage Base 6: 2d6+8 / 15
Effect: Fire Punch Burns the target on 19+ during Class: Physical
Accuracy Check. Range: Melee, 1 Target, Dash
Contest Type: Beauty Effect: Flame Wheel Burns the target on 19+.
Contest Effect: Exhausting Act Contest Type: Beauty
Contest Effect: Reliable

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Move: Flamethrower Move: Heat Wave
Type: Fire Type: Fire
Frequency: EOT Frequency: Scene x2
AC: 2 AC: 4
Damage Base 9: 2d10+10 / 21 Damage Base 10: 3d8+10 / 24
Class: Special Class: Special
Range: 4, 1 Target Range: Close Blast 3, Smite
Effect: Flamethrower Burns the target on 19+. Effect: Heat Wave Burns all Legal Targets on 18+.
Contest Type: Beauty Contest Type: Beauty
Contest Effect: Exhausting Act Contest Effect: Exhausting Act

Move: Flare Blitz Move: Incinerate
Type: Fire Type: Fire
Frequency: Scene x2 Frequency: At-Will
AC: 2 AC: 2
Damage Base 12: 3d12+10 / 30 Damage Base 6: 2d6+8 / 15
Class: Physical Class: Special
Range: Melee, 1 Target, Dash, Recoil 1/3 Range: Line 3
Effect: Flare Blitz Burns the target on 19+. Effect: If a target is holding a Held Item or Main or Off-
Contest Type: Smart Hand item, they must either drop it immediately or lose
Contest Effect: Seen Nothing Yet a Tick of Hit Points. This may only cause a target to lose
Move: Fusion Flare at most one Tick of Hit Points, no matter how many
Type: Fire items they were holding.
Frequency: Scene x2 Contest Type: Beauty
AC: 2 Contest Effect: Steady Performance
Damage Base 10: 3d8+10 / 24 Move: Inferno
Class: Special Type: Fire
Range: 8, 1 Target, Smite Frequency: At-Will
Effect: If Fusion Bolt was used this round or last round AC: 9
by any participant of the encounter, Fusion Flare has its Damage Base 10: 3d8+10 / 24
Damage Base increased by +3. Class: Special
Contest Type: Beauty Range: 6, 1 Target
Contest Effect: Seen Nothing Yet Effect: Inferno Burns the target. Inferno ignores the
Move: Heat Crash target’s Evasion if there are no other combatants or
Type: Fire Rough or Blocking Terrain within 2 meters of the target.
Frequency: EOT Contest Type: Beauty
AC: 2 Contest Effect: Steady Performance
Damage Base 4: 1d8+6 / 11 Move: Lava Plume
Class: Physical Type: Fire
Range: Melee, 1 Target, Dash Frequency: EOT
Effect: For each weight class the user is above the target, AC: 2
increase Heat Crash’s Damage Base by +2. Damage Base 8: 2d8+10 / 19
Contest Type: Tough Class: Special
Contest Effect: Incentives Range: Burst 1
Effect: Lava Plume burns all targets on 16+.
Contest Type: Tough
Contest Effect: Exhausting Act

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Move: Magma Storm Move: Searing Shot
Type: Fire Type: Fire
Frequency: Scene Frequency: EOT
AC: 6 AC: 2
Damage Base 10: 3d8+10 / 24 Damage Base 10: 3d8+10 / 24
Class: Special Class: Special
Range: 6, 1 Target Range: Burst 1
Effect: The target is put in a Vortex; this effect occurs Effect: Searing Shot Burns all targets on 15+.
even if Magma Storm misses its target. Contest Type: Beauty
Contest Type: Tough Contest Effect: Exhausting Act
Contest Effect: Reliable Move: Sunny Day
Move: Mystical Fire Type: Fire
Type: Fire Frequency: Daily x2
Frequency: EOT AC: None
AC: 2 Class: Status
Damage Base 7: 2d6+10 / 17 Range: Field, Weather
Class: Special Effect: The weather becomes Sunny for 5 rounds. While
Range: 6, 1 Target Sunny, Fire-Type Attacks gain a +5 bonus to Damage
Effect: Mystical Fire lowers the target’s Special Attack Rolls, and Water-Type Attacks suffer a -5 Damage
by 1 Combat Stage. penalty.
Contest Type: Beauty Contest Type: Beauty
Contest Effect: Special Attention Contest Effect: Sabotage

Move: Overheat Move: V-Create
Type: Fire Type: Fire
Frequency: Scene Frequency: Daily
AC: 4 AC: 5
Damage Base 13: 4d10+10 / 35 Damage Base 18: 6d12+25 / 65
Class: Special Class: Physical
Range: 8, Ranged Blast 3, Smite Range: Melee, 1 Target, Smite
Effect: Lower the user’s Special Attack 2 Combat Stages Effect: Lower the user’s Defense, Special Defense, and
after damage. Speed by 1 CS each.
Contest Type: Beauty Contest Type: Beauty
Contest Effect: Seen Nothing Yet Contest Effect: Seen Nothing Yet

Move: Sacred Fire Move: Will-O-Wisp
Type: Fire Type: Fire
Frequency: EOT Frequency: EOT
AC: 3 AC: 5
Damage Base 10: 3d8+10 / 24 Class: Status
Class: Physical Range: 6, 1 Target
Range: 6, 1 Target Effect: The target is Burned.
Effect: Sacred Fire Burns the target on Even-Numbered Contest Type: Beauty
Rolls. Contest Effect: Exhausting Act
Contest Type: Beauty
Contest Effect: Seen Nothing Yet

372

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Flying Moves

Move: Acrobatics Move: Air Slash
Type: Flying Type: Flying
Frequency: EOT Frequency: EOT
AC: 2 AC: 3
Damage Base 6: 2d6+8 / 15 Damage Base 8: 2d8+10 / 19
Class: Physical Class: Special
Range: Melee, Dash, 1 Target Range: 6, 1 Target
Effect: If the user is not holding an item, Acrobatics Effect: Air Slash Flinches the target on 15+.
instead has a Damage Base of 11 (3d10+10 / 27). Contest Type: Cool
Contest Type: Smart Contest Effect: Exhausting Act
Contest Effect: Incentives Move: Bounce
Move: Aerial Ace Type: Flying
Type: Flying Frequency: Scene x2
Frequency: EOT AC: 4
AC: None Damage Base 9: 2d10+10 / 21
Damage Base 6: 2d6+8 / 15 Class: Physical
Class: Physical Range: Melee, 1 Target, Dash, Full Action
Range: Melee, 1 Target Effect: The user first Shifts, gaining a +1 Bonus to
Effect: Aerial Ace cannot miss. Movement Speed and to their Jump Capabilities. After
Contest Type: Cool the user Shifts, they may attack with Bounce. The target
Contest Effect: Exhausting Act becomes Vulnerable, and is Paralyzed on 16+.
Move: Aeroblast Contest Type: Cute
Type: Flying Contest Effect: Special Attention
Frequency: Daily Special: Grants High Jump +1
AC: 3 Move: Brave Bird
Damage Base 10: 3d8+10 / 24 Type: Flying
Class: Special Frequency: Scene x2
Range: Line 6 AC: 2
Effect: Aeroblast is a Critical Hit on an Even-Numbered Damage Base 12: 3d12+10 / 30
Roll. Class: Physical
Contest Type: Cool Range: Melee, Dash, Push, Recoil 1/3
Contest Effect: Seen Nothing Yet Effect: The target is pushed back 2 meters.
Move: Air Cutter Contest Type: Cute
Type: Flying Contest Effect: Desperation
Frequency: At-Will Move: Chatter
AC: 2 Type: Flying
Damage Base 6: 2d6+8 / 15 Frequency: At-Will
Class: Special AC: 2
Range: Cone 2 Damage Base 7: 2d6+10 / 17
Effect: Air Cutter is a Critical Hit on 18+. Class: Special
Contest Type: Cool Range: 4, 1 Target, Sonic
Contest Effect: Steady Performance Effect: Chatter confuses all targets on 16+.
Contest Type: Smart
Contest Effect: Catching Up

373

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Move: Defog Move: Fly
Type: Flying Type: Flying
Frequency: Daily x2 Frequency: At-Will
AC: None AC: 3
Class: Status Damage Base 8: 2d8+10 / 19
Range: Field, Weather Class: Physical
Effect: The Weather becomes Clear, and all Blessings, Range: Melee, Dash, Set-Up
Coats, and Hazards are destroyed. Clear Weather is Set-Up Effect: The user is moved up 25 meters into the
the default weather, conferring no innate bonuses or air.
penalties of any sort. Resolution Effect: The user may shift twice while in the
Contest Type: Beauty air, using their overland or sky speed, and then comes
Contest Effect: Sabotage down next to a legal target, and attacks with Fly.
Move: Dragon Ascent Contest Type: Smart
Type: Flying Contest Effect: Special Attention
Frequency: Scene x2 Special: Grants Sky +3
AC: 2
Damage Base 12: 3d12+10 / 30  
Class: Physical Move: Gust
Range: Melee, 1 Target, Dash Type: Flying
Effect: The user’s Defense and Special Defense are each Frequency: At-Will
lowered by -1 Combat Stage. AC: 2
Contest Type: Beauty Damage Base 4: 1d8+6 / 11
Contest Effect: Seen Nothing Yet Class: Special
Move: Drill Peck Range: 4, 1 Target
Type: Flying Effect: If the target is airborne as a result of Fly or Sky
Frequency: At-Will Drop, Gust can hit them, ignoring Range and has a
AC: 2 Damage Base of 8 instead.
Damage Base 8: 2d8+10 / 19 Contest Type: Smart
Class: Physical Contest Effect: Steady Performance
Range: Melee, 1 Target, Dash Special: Grants Guster
Effect: None Move: Hurricane
Contest Type: Cool Type: Flying
Contest Effect: Steady Performance Frequency: Scene x2
Move: Feather Dance AC: 7
Type: Flying Damage Base 11: 3d10+10 / 27
Frequency: EOT Class: Special
AC: 2 Range: Burst 1, Smite
Class: Status Effect: Hurricane Confuses its target on 15+. If the
Range: Burst 1, Friendly target is in Sunny Weather, Hurricane’s Accuracy Check
Effect: All legal targets have their Attack lowered 2 is 11. If the target is in Rainy Weather, Hurricane cannot
Combat Stages. miss. If the target is airborne as a result of Fly or Sky
Contest Type: Beauty Drop, Hurricane cannot miss.
Contest Effect: Excitement Contest Type: Cool
Contest Effect: Exhausting Act

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Move: Mirror Move Move: Roost
Type: Flying Type: Flying
Frequency: Scene x2 Frequency: Daily x2
AC: None AC: None
Class: Status Class: Status
Range: 6, 1 Target, Illusion Range: Self
Effect: Use the Move the target has used on their last Effect: The user regains Hit Points equal to half of its
turn. You may choose new targets for the Move. Mirror full Hit Points. If the user is a Flying Type, it loses the
Move cannot miss. Flying Type until the start of their next turn.
Contest Type: Smart Contest Type: Cool
Contest Effect: Double Time Contest Effect: Safe Option

Move: Oblivion Wing Move: Sky Attack
Type: Flying Type: Flying
Frequency: Daily Frequency: Scene x2
AC: 2 AC: 4
Damage Base 8: 2d8+10 / 19 Damage Base 14: 4d10+15 / 40
Class: Special Class: Physical
Range: Melee, 1 Target Range: Melee, Pass, Set-Up, Full Action
Effect: The user gains Hit Points equal to Oblivion Set-Up Effect: The user is moved up 25 meters into the
Wing’s Damage Roll. air.
Contest Type: Cool Resolution Effect: The user may shift until they are
Contest Effect: Catching Up next to a legal target in the encounter. They may then
Move: Peck shift again, and pass through legal targets to attack with
Type: Flying Sky Attack. Sky Attack Flinches a target on 17-20 during
Frequency: At-Will Accuracy Check.
AC: 2 Contest Type: Cool
Damage Base 4: 1d8+6 / 11 Contest Effect: Special Attention
Class: Physical Move: Sky Drop
Range: Melee, 1 Target Type: Flying
Effect: None Frequency: Scene x2
Contest Type: Cool AC: 3
Contest Effect: Steady Performance Damage Base 6: 2d6+8 / 15
Move: Pluck Class: Physical
Type: Flying Range: Melee, Target, Set-Up
Frequency: At-Will Set-Up Effect: Make Sky Drop’s Accuracy Check. If the
AC: 2 user hits, the user and target are moved 25 meters into
Damage Base 6: 2d6+8 / 15 the air. The target forfeits their next turn, and cannot
Class: Physical Shift or take actions until Sky Drop is resolved.
Range: Melee, 1 Target Resolution Effect: Shift while in the air, and lower
Effect: Pluck takes the target’s Held Item or Accessory both the user and the target heights back to the ground.
Slot Item and attaches it to Pluck’s user, if the user is not Then apply Sky Drop’s damage. If the target has a Sky or
holding anything. Levitate Speed, Sky Drop fails to deal damage.
Contest Type: Cute If the user is Fainted after the Set-Up but before the
Contest Effect: Attention Grabber Resolution, the target falls to the ground and takes
damage as if Sky Drop had a Damage Base of 3 (1d6+5/8)
unless they have a Sky or Levitate Speed, in which case
they take no damage.
Contest Type: Smart
Contest Effect: Special Attention

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Move: Tailwind
Type: Flying
Frequency: Scene
AC: None
Class: Status
Effect: For the remainder of the encounter, all allied
trainers and Pokémon gain +5 to their Initiative.
Multiple instances of Tailwind cannot stack.
Contest Type: Smart
Contest Effect: Saving Grace
Special: Grants Guster
Move: Wing Attack
Type: Flying
Frequency: At-Will
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, 1 Target
Effect: None.
Contest Type: Cool
Contest Effect: Steady Performance

376

Indices and Reference

Ghost Moves

Move: Astonish Move: Destiny Bond
Type: Ghost Type: Ghost
Frequency: At-Will Frequency: EOT
AC: 2 AC: None
Damage Base 3: 1d6+5 / 9 Class: Status
Class: Physical Range: Burst 10, Friendly
Range: Melee, 1 Target Effect: All enemy targets in the burst become Bound to
Effect: Astonish Flinches the target on 15+. Once per the user until the end of the user’s next turn. If a Bound
scene, if the target is unaware of the user’s presence, target causes the user to Faint through a Damaging
Astonish automatically Flinches the target. Attack, the Bound target immediately faints after their
Contest Type: Smart attack is resolved.
Contest Effect: Steady Performance Contest Type: Smart
Move: Confuse Ray Contest Effect: Big Show
Type: Ghost Move: Grudge
Frequency: Scene x2 Type: Ghost
AC: 2 Frequency: Daily
Class: Status AC: None
Range: 6, 1 Target Class: Status
Effect: The target is Confused. Range: 6, 1 Target, Interrupt
Contest Type: Smart Effect: You may use Grudge as an Interrupt when a
Contest Effect: Unsettling Damaging Attack causes the user to faint. Grudge
Move: Curse is activated as a Free Action (does not take up a
Type: Ghost Command). The attack is resolved as usual, and
Frequency: See Text the user Faints. The attacker that caused the user to
AC: None Faint becomes Suppressed for the remainder of the
Class: Status encounter; switching and Taking a Breather does not
Range: Self end Suppression when used this way.
Effect: If the user is not a Ghost Type, Curse has a Contest Type: Tough
Frequency of EOT, and when used the user lowers its Contest Effect: Unsettling
Speed by -1 Combat Stage, but raises Attack and Defense Move: Hex
by +1 Combat Stage each. If the user is a Ghost Type, Type: Ghost
Curse has a Frequency of Scene, and when used the user Frequency: EOT
loses 1/3rd of their Max Hit Points and a target Pokémon AC: 2
or Trainer within 8 meters of the user becomes Cursed. Damage Base 7: 2d6+10 / 17
This Hit Point loss cannot be prevented in any way. Class: Special
Contest Type: Tough Range: 6, 1 Target
Contest Effect: Safe Option Effect: Once a Scene, if Hex’s target has a Status
Affliction, you may have Hex’s Damage Base be 13
instead (4d10+10 / 35).
Contest Type: Smart
Contest Effect: Incentives

377

Indices and Reference

Move: Lick Move: Phantom Force
Type: Ghost Type: Ghost
Frequency: At-Will Frequency: Scene x2
AC: 2 AC: 2
Damage Base 3: 1d6+5 / 9 Damage Base 9: 2d10+10 / 21
Class: Physical Class: Physical
Range: Melee, 1 Target Range: Melee, 1 Target, Set-Up
Effect: Lick Paralyzes the target on 15+ during Accuracy Set-Up Effect: The user is removed from the field, and
Check. their turn ends.
Contest Type: Tough Resolution Effect: Phantom Force’s user appears
Contest Effect: Inversed Appeal adjacent to any legal target on the field, ignoring
Move: Night Shade Movement Capabilities, and then uses Phantom Force’s
Type: Ghost attack. Phantom Force cannot be avoided by Moves
Frequency: Scene x2 with the Shield Keyword, the Dodge Ability, or similar
AC: 2 effects, and Intercepts may not be attempted in response.
Class: Special Contest Type: Smart
Range: 8, 1 Target Contest Effect: Seen Nothing Yet
Effect: The target loses Hit Points equal to the level of Move: Shadow Ball
Night Shade’s user. Do not apply weakness or resistance. Type: Ghost
Do not apply stats. Frequency: EOT
Contest Type: Smart AC: 2
Contest Effect: Steady Performance Damage Base 8: 2d8+10 / 19
Move: Nightmare Class: Special
Type: Ghost Range: 8, 1 Target
Frequency: Scene x2 Effect: Shadow Ball lowers the foe’s Special Defense 1
AC: 2 Combat Stage on 17+.
Class: Status Contest Type: Smart
Range: Melee, 1 Target Contest Effect: Exhausting Act
Effect: Nightmare can only hit Legal Targets that are Move: Shadow Claw
Asleep. The target gains Bad Sleep. Type: Ghost
Contest Type: Smart Frequency: EOT
Contest Effect: Excitement AC: 2
Move: Ominous Wind Damage Base 7: 2d6+10 / 17
Type: Ghost Class: Physical
Frequency: EOT Range: Melee, Pass
AC: 2 Effect: Shadow Claw is a Critical Hit on 18+.
Damage Base 6: 2d6+8 / 15 Contest Type: Cute
Class: Special Contest Effect: Exhausting Act
Range: 6, 1 Target, Spirit Surge
Effect: On 19+, the user has each of its stats raised by +1
Combat Stage.
Contest Type: Smart
Contest Effect: Get Ready!

378

Indices and Reference

Move: Shadow Force Move: Spite
Type: Ghost Type: Ghost
Frequency: Daily x3 Frequency: Scene
AC: 2 AC: None
Damage Base 12: 3d12+10 / 30 Class: Status
Class: Physical Range: 1 Target, Trigger
Range: Melee, 1 Target, Set-Up Effect: Spite may be used as a Free Action that does not
Set-Up Effect: The user is removed from the field, and take up a Command whenever the user is hit by a Move.
their turn ends. That Move becomes Disabled for the attacker.
Resolution Effect: Shadow Force’s user appears adjacent Contest Type: Tough
to any legal Target, ignoring Movement Capabilities, Contest Effect: Excitement
and then uses Shadow Force’s attack. Shadow Force Move: Trick-or-Treat
cannot be avoided by Moves with the Shield Keyword, Type: Ghost
the Dodge Ability, or similar effects, and Intercepts may Frequency: Daily
not be attempted in response. AC: 2
Contest Type: Smart Class: Status
Contest Effect: Seen Nothing Yet Range: 6, 1 Target
Move: Shadow Punch Effect: The target gains the Ghost Type in addition to its
Type: Ghost other Types for 5 turns.
Frequency: EOT Contest Type: Cute
AC: None Contest Effect: Good Show
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: 6, 1 Target
Effect: Shadow Punch cannot miss.
Contest Type: Smart
Contest Effect: Exhausting Act

Move: Shadow Sneak
Type: Ghost
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None.
Contest Type: Smart
Contest Effect: Saving Grace

379

Indices and Reference

Grass Moves

Move: Absorb Move: Cotton Spore
Type: Grass Type: Grass
Frequency: At-Will Frequency: EOT
AC: 2 AC: 2
Damage Base 2: 1d6+3 / 7 Class: Status
Class: Special Range: Burst 1, Powder
Range: 4, 1 Target Effect: All Legal Targets have their Speed lowered 2
Effect: After the target takes damage, the user gains Combat Stages.
Hit Points equal to half of the damage they dealt to the Contest Type: Beauty
target. Contest Effect: Saving Grace
Contest Type: Smart Move: Energy Ball
Contest Effect: Good Show! Type: Grass
Move: Aromatherapy Frequency: EOT
Type: Grass AC: 2
Frequency: Scene Damage Base 9: 2d10+10 / 21
AC: None Class: Special
Class: Status Range: 8, 1 Target
Range: Burst 1 Effect: Energy Ball lowers the foe’s Special Defense 1
Effect: All allies in the burst are cured of one status Combat Stage on 17+.
condition of their choice. Contest Type: Beauty
Contest Type: Smart Contest Effect: Exhausting Act
Contest Effect: Reflective Appeal Move: Forest’s Curse
Move: Bullet Seed Type: Grass
Type: Grass Frequency: Daily
Frequency: EOT AC: 2
AC: 4 Class: Status
Damage Base 3: 1d6+5 / 9 Range: 6, 1 Target
Class: Physical Effect: The target gains the Grass Type in addition to its
Range: 6, 1 Target, Five Strike other Types for 5 turns.
Effect: None Contest Type: Smart
Contest Type: Cool Contest Effect: Good Show
Contest Effect: Reliable Move: Frenzy Plant
Move: Cotton Guard Type: Grass
Type: Grass Frequency: Daily x2
Frequency: Scene AC: 4
AC: None Damage Base 15: 4d10+20 / 45
Class: Status Class: Special
Range: Self Range: 3, 5 Targets, Smite, Exhaust
Effect: Raise the user’s Defense 3 Combat Stages. Effect: None
Contest Type: Cute Contest Type: Cool
Contest Effect: Get Ready! Contest Effect: Seen Nothing Yet

380

Indices and Reference

Move: Giga Drain Move: Grass Whistle
Type: Grass Type: Grass
Frequency: Scene x2 Frequency: Scene x2
AC: 2 AC: 6
Damage Base 8: 2d8+10 / 19 Class: Status
Class: Special Range: 6, 1 Target, Sonic
Range: 6, 1 Target Effect: The target falls Asleep.
Effect: After the target takes damage, the user gains Contest Type: Smart
Hit Points equal to half of the damage they dealt to the Contest Effect: Excitement
target. Move: Grassy Terrain
Contest Type: Smart Type: Grass
Contest Effect: Good Show! Frequency: Daily x2
Move: Grass Knot AC: None
Type: Grass Class: Status
Frequency: EOT Range: Field
AC: 2 Effect: The area becomes Grassy for 5 rounds. While
Damage Base: See Effect Grassy, all Pokémon and Trainers standing on the
Class: Special ground recover a Tick of Hit Points at the start of every
Range: 5, 1 Target, Weight Class turn, and Grass-Type attacks performed by grounded
Effect: Grass Knot’s Damage Base is equal to twice the Pokémon and Trainers gain a +10 bonus to Damage
target’s Weight Class. Rolls.
Contest Type: Smart Contest Type: Beauty
Contest Effect: Incentives Contest Effect: Get Ready

Move: Grass Pledge Move: Horn Leech
Type: Grass Type: Grass
Frequency: Scene Frequency: Scene x2
AC: 2 AC: 2
Damage Base 8: 2d8+10 / 19 Damage Base 8: 2d8+10 / 19
Class: Special Class: Physical
Range: 6, 1 Target, Pledge Range: Melee, 1 Target, Dash
Effect: If an ally uses Fire Pledge or Water Pledge, Effect: After the target takes damage, the user gains
you may use Grass Pledge as Priority (Advanced) Hit Points equal to half of the damage they dealt to the
immediately after their turn to target the same foe. If target.
used in conjunction with Fire Pledge, Fire Hazards Contest Type: Smart
are created in a Burst 1 around the target. If used in Contest Effect: Good Show!
conjunction with Water Pledge, the target and all foes Move: Ingrain
adjacent to the target are slowed and have their Speed Type: Grass
reduced by 2 Combat Stages. Consult the Pledge Frequency: Scene
keyword for additional details. AC: None
Contest Type: Beauty Class: Status
Contest Effect: Safe Option Range: Self, Coat
Effect: Ingrain applies a Coat to the user, which has the
following effect; the user cannot be pushed or pulled,
and cannot be switched out. At the beginning of each of
the user’s turn, the user gains a Tick of Hit Points.
Contest Type: Smart
Contest Effect: Safe Option

381

Indices and Reference

Move: Leaf Blade Move: Magical Leaf
Type: Grass Type: Grass
Frequency: EOT Frequency: EOT
AC: 2 AC: None
Damage Base 9: 2d10+10 / 21 Damage Base 6: 2d6+8 / 15
Class: Physical Class: Special
Range: Melee, Pass Range: 8, 1 Target
Effect: Leaf Blade is a Critical Hit on 18+. Effect: Magical Leaf cannot miss.
Contest Type: Cool Contest Type: Beauty
Contest Effect: Exhausting Act Contest Effect: Exhausting Act

Move: Leaf Storm Move: Mega Drain
Type: Grass Type: Grass
Frequency: Scene Frequency: At-Will
AC: 4 AC: 2
Damage Base 13: 4d10+10 / 35 Damage Base 4: 1d8+6 / 11
Class: Special Class: Special
Range: 8, Ranged Blast 3, Smite Range: 6, 1 Target
Effect: Lower the user’s Special Attack 2 Combat Stages Effect: After the target takes damage, the user gains
after damage. Hit Points equal to half of the damage they dealt to the
Contest Type: Cute target.
Contest Effect: Seen Nothing Yet Contest Type: Smart
Move: Leaf Tornado Contest Effect: Good Show!
Type: Grass Move: Needle Arm
Frequency: EOT Type: Grass
AC: 4 Frequency: At-Will
Damage Base 7: 2d6+10 / 17 AC: 2
Class: Special Damage Base 6: 2d6+8 / 15
Range: 6, Ranged Blast 3 Class: Physical
Effect: Small or Medium targets in the central square of Range: Melee, 1 Target
the blast are not hit. On 15+, all legal targets have their Effect: Needle Arm Flinches the target on 15+.
Accuracy lowered by -1. Contest Type: Smart
Contest Type: Beauty Contest Effect: Steady Performance
Contest Effect: Good Show! Move: Petal Blizzard
Move: Leech Seed Type: Grass
Type: Grass Frequency: EOT
Frequency: Daily x2 AC: 2
AC: 4 Damage Base 9: 2d10+10 / 21
Class: Status Class: Physical
Range: 6, 1 Target Range: Burst 1
Effect: At the beginning of each of the target’s turns, Effect: None.
Leech Seed’s target loses a Tick of Hit Points. Leech Contest Type: Beauty
Seed’s user then gains Hit Points equal to the amount Contest Effect: Big Show
the target lost. Leech Seed lasts until the target faints
or is returned to a Poké Ball. Grass Types and targets
immune to Grass Attacks are immune to Leech Seed.
Contest Type: Smart
Contest Effect: Safe Option

382

Indices and Reference

Move: Petal Dance Move: Seed Flare
Type: Grass Type: Grass
Frequency: Scene x2 Frequency: Scene
AC: 3 AC: 5
Damage Base 12: 3d12+10 / 30 Damage Base 12: 3d12+10 / 30
Class: Special Class: Special
Range: Melee, all adjacent foes, Smite Range: 6, Ranged Blast 3
Effect: After damage is dealt, the user becomes Enraged Effect: All Legal Targets have their Special Defense
and Confused. lowered 1 Combat Stage.
Contest Type: Beauty Contest Type: Cool
Contest Effect: Safe Option Contest Effect: Seen Nothing Yet

Move: Power Whip Move: Sleep Powder
Type: Grass Type: Grass
Frequency: Scene x2 Frequency: Scene x2
AC: 5 AC: 6
Damage Base 12: 3d12+10 / 30 Class: Status
Class: Physical Range: 4, 1 Target, Powder
Range: 8, 1 Target, Smite Effect: The target falls asleep.
Effect: None Contest Type: Smart
Contest Type: Beauty Contest Effect: Inversed Appeal
Contest Effect: Steady Performance Move: Solar Beam
Special: Grants Threaded Type: Grass
Move: Razor Leaf Frequency: Scene x2
Type: Grass AC: 2
Frequency: At-Will Damage Base 12: 3d12+10 / 30
AC: 4 Class: Special
Damage Base 6: 2d6+8 / 15 Range: Line 6, 1 Target, Set-Up
Class: Physical Set-Up Effect: If the weather is not Sunny, the user’s
Range: Cone 2 turn ends. If the weather is Sunny, immediately proceed
Effect: Razor Leaf is a Critical Hit on 18+. to the Resolution Effect instead and this Move loses the
Contest Type: Cool Set-Up keyword.
Contest Effect: Steady Performance Resolution Effect: The user attacks with Solar Beam. If
Move: Seed Bomb the weather is Rainy, Sandstorming, or Hailing, Solar
Type: Grass Beam’s Damage Base is lowered to 6 (2d6+8 / 15).
Frequency: At-Will Contest Type: Cool
AC: 2 Contest Effect: Special Attention
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: 8, 1 Target
Effect: None
Contest Type: Smart
Contest Effect: Steady Performance

383

Indices and Reference

Move: Spiky Shield Move: Vine Whip
Type: Grass Type: Grass
Frequency: Scene Frequency: At-Will
AC: None AC: 2
Class: Status Damage Base 4: 1d8+6 / 11
Range: Self, Interrupt, Shield, Trigger Class: Physical
Effect: If the user is hit by an attack, the user may use Range: 4, 1 Target
Spiky Shield. The user is instead not hit by the Move. Effect: None
You do not take any damage nor are you affected by any Contest Type: Cool
of the Move’s effects. In addition, if the triggering attack Contest Effect: Steady Performance
was Melee ranged, the attacker loses a Tick of Hit Points. Special: Grants Threaded
Contest Type: Tough Move: Wood Hammer
Contest Effect: Inversed Appeal Type: Grass
Move: Spore Frequency: Scene x2
Type: Grass AC: 2
Frequency: Scene Damage Base 12: 3d12+10 / 30
AC: None Class: Physical
Class: Status Range: Melee, 1 Target, Dash, Recoil 1/3
Range: 4, 1 Target, Powder Effect: None
Effect: The target falls Asleep. Contest Type: Tough
Contest Type: Beauty Contest Effect: Desperation
Contest Effect: Get Ready! Move: Worry Seed
Move: Stun Spore Type: Grass
Type: Grass Frequency: Scene
Frequency: Scene x2 AC: 2
AC: 6 Class: Status
Class: Status Range: 8, 1 Target
Range: 6, 1 Target, Powder Effect: You choose one of the target’s Abilities. Worry
Effect: The target is Paralyzed. Seed changes that Ability to Insomnia for the remainder
Contest Type: Smart of the encounter.
Contest Effect: Excitement Contest Type: Beauty
Move: Synthesis Contest Effect: Excitement
Type: Grass
Frequency: Daily x2
AC: None
Class: Status
Range: Self
Effect: The user regains Hit Points equal to half of its
full Hit Point value. If it is Sunny, the user gains 2/3 of its
full Hit Point value instead. If it is Rainy, Sand Storming
or Hailing the user gains 1/4 of their full Hit Point value
instead.
Contest Type: Smart
Contest Effect: Reflective Appeal

384

Indices and Reference

Ground Moves

Move: Bone Club Move: Dig
Type: Ground Type: Ground
Frequency: At-Will Frequency: EOT
AC: 5 AC: 2
Damage Base 7: 2d6+10 / 17 Damage Base 8: 2d8+10 / 19
Class: Physical Class: Physical
Range: Melee, 1 Target Range: Burst 1, Set-Up, Full Action, Groundsource
Effect: Bone Club Flinches the target on 18+. Set-Up Effect: The user shifts 25 meters underground
Contest Type: Tough and their turn ends.
Contest Effect: Steady Performance Resolution Effect: The user may shift horizontally
Move: Bone Rush using their burrow or overland speed, and then shifts
Type: Ground 25 meters straight up. Upon reaching the surface, the
Frequency: EOT user attacks with Dig, creating a Burst 1.
AC: 4 Contest Type: Smart
Damage Base 3: 1d6+5 / 9 Contest Effect: Special Attention
Class: Physical Special: Grants Burrow +3
Range: Melee, 1 Target, Five Strike Move: Drill Run
Effect: None Type: Ground
Contest Type: Tough Frequency: At-Will
Contest Effect: Reliable AC: 3
Move: Bonemerang Damage Base 8: 2d8+10 / 19
Type: Ground Class: Physical
Frequency: EOT Range: Melee, 1 Target
AC: 3 Effect: Drill Run is a Critical Hit on 18+.
Damage Base 5: 1d8+8 / 13 Contest Type: Cool
Class: Physical Contest Effect: Steady Performance
Range: 6, Double Strike Move: Earth Power
Effect: None Type: Ground
Contest Type: Tough Frequency: EOT
Contest Effect: Reliable AC: 2
Move: Bulldoze Damage Base 9: 2d10+10 / 21
Type: Ground Class: Special
Frequency: EOT Range: 6, 1 Target, Groundsource
AC: 2 Effect: Earth Power lowers the Special Defense of all
Damage Base 6: 2d6+8 / 15 Legal Targets 1 Combat Stage on 16+.
Class: Physical Contest Type: Smart
Range: Burst 1 Contest Effect: Desperation
Effect: All Legal Targets are lowered 1 Speed Combat
Stage.
Contest Type: Cool
Contest Effect: Steady Performance

385

Indices and Reference

Move: Earthquake Move: Mud Bomb
Type: Ground Type: Ground
Frequency: Scene Frequency: At-Will
AC: 2 AC: 4
Damage Base 10: 3d8+10 / 24 Damage Base 7: 2d6+10 / 17
Class: Physical Class: Special
Range: Burst 3, Groundsource Range: 6, 1 Target
Effect: Earthquake can hit targets that are underground, Effect: The target’s Accuracy is lowered by -1 on 16+.
including those using the Move Dig. Contest Type: Smart
Contest Type: Tough Contest Effect: Desperation
Contest Effect: Desperation Move: Mud Shot
Special: Grants Groundshaper Type: Ground
Move: Fissure Frequency: At-Will
Type: Ground AC: 3
Frequency: Daily Damage Base 6: 2d6+8 / 15
AC: None Class: Special
Class: Status Range: 3, 1 Target
Range: 5, 1 Target, Execute, Groundsource Effect: The target’s Speed is lowed by -1 Combat Stage.
Effect: Roll 1d100. This roll may not be modified in any Contest Type: Tough
way. If you roll X or lower, the target Faints. X is equal Contest Effect: Desperation
to 30 + The User’s Level - The Target’s Level. Move: Mud Sport
Contest Type: Tough Type: Ground
Contest Effect: Big Show Frequency: EOT
Special: Grants Groundshaper AC: None
Move: Land’s Wrath Class: Status
Type: Ground Range: Burst 2
Frequency: Scene x2 Effect: All targets in the burst, including the user, gain a
AC: 2 Coat which grants them 1 Step of Resistance to Electric
Damage Base 9: 2d10+10 / 21 Type Moves. After a target has been hit by a damaging
Class: Physical Electric Type Move, the coat is removed.
Range: Burst 5, Friendly, Groundsource Contest Type: Cute
Effect: None. Contest Effect: Sabotage
Contest Type: Tough Move: Mud-Slap
Contest Effect: Big Show Type: Ground
Special: Grants Groundshaper Frequency: At-Will
Move: Magnitude AC: 2
Type: Ground Damage Base 2: 1d6+3 / 7
Frequency: EOT Class: Special
Damage Base: See Effect Range: 3, 1 Target
Class: Physical Effect: The target’s Accuracy is lowered by -1.
Range: Burst 2, Groundsource Contest Type: Cute
Effect: When you use Magnitude, roll 1d6. Magnitude’s Contest Effect: Steady Performance
Damage Base is equal to 5+X, where X is the value of
the d6. Magnitude can hit targets that are underground,
including those using the Move Dig.
Contest Type: Tough
Contest Effect: Desperation
Special: Grants Groundshaper

386

Indices and Reference

Move: Precipice Blades Move: Spikes
Type: Ground Type: Ground
Frequency: Scene x2 Frequency: At-Will
AC: 5 AC: None
Damage Base 12: 3d12+10 / 30 Class: Status
Class: Physical Range: 6, Hazard
Range: Burst 1, Smite Effect: Set 8 square meters of Spikes within your range,
Effect: None. all 8 meters must be adjacent with at least one other
Contest Type: Cool space of Spikes. Spikes cause terrain to count as Slow
Contest Effect: Desperation Terrain, and a grounded foe that runs into the hazards
Move: Rototiller will lose a Tick of Hit Points and become Slowed until
Type: Ground the end of their next turn.
Frequency: Scene Contest Type: Smart
AC: None Contest Effect: Sabotage
Class: Status
Range: Burst 2
Effect: All Grass-type Pokémon in the area raise their
Attack and Special Attack 1 Combat Stage.
Contest Type: Tough
Contest Effect: Special Attention

Move: Sand Tomb
Type: Ground
Frequency: Scene x2
AC: 4
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: 5, 1 Target
Effect: The target is put in a Vortex.
Contest Type: Smart
Contest Effect: Safe Option

Move: Sand Attack
Type: Ground
Frequency: EOT
AC: 2
Class: Status
Range: 2, 1 Target
Effect: The target is Blinded until the end of their next
turn.
Contest Type: Cute
Contest Effect: Excitement

387

Indices and Reference

Ice Moves

Move: Aurora Beam Move: Freeze-Dry
Type: Ice Type: Ice
Frequency: At-Will Frequency: EOT
AC: 2 AC: 2
Damage Base 7: 2d6+10 / 17 Damage Base 7: 2d6+10 / 17
Class: Special Class: Special
Range: 6, 1 Target Range: 6, 1 Target.
Effect: Aurora Beam lowers the target’s Attack 1 Combat Effect: When calculating Weakness and Resistance for
Stage on 18+. Freeze-Dry, Water-Typed targets calculate damage as if
Contest Type: Beauty Water was weak to Ice.
Contest Effect: Exhausting Act Contest Type: Tough
Special: Grants Freezer Contest Effect: Saving Grace

Move: Avalanche Move: Freeze Shock
Type: Ice Type: Ice
Frequency: EOT Frequency: Scene
AC: 2 AC: 4
Damage Base 6: 2d6+8 / 15 Damage Base 14: 4d10+15 / 40
Class: Physical Class: Physical
Range: Melee, 1 Target Range: 10, Single Target, Set-Up, Full Action
Effect: When declaring Avalanche, the user does Set-Up Effect: The user may shift, then ends their turn.
nothing and may not Shift. At the end of the round, the Resolution Effect: The user uses Freeze Shock. Freeze
user Shifts and uses Avalanche on any legal target. If the Shock paralyzes on 15+.
target damaged the user this round, Avalanche has a Contest Type: Beauty
Damage Base of 12 (4d10+15 / 40) instead. Contest Effect: Seen Nothing Yet
Contest Type: Cool Move: Frost Breath
Contest Effect: Double Time Type: Ice
Move: Blizzard Frequency: EOT
Type: Ice AC: 3
Frequency: Scene x2 Damage Base 6: 2d6+8 / 15
AC: 7 Class: Special
Damage Base 11: 3d10+10 / 27 Range: 4, 1 Target
Class: Special Effect: If Frost Breath hits, it is a Critical Hit.
Range: 4, Ranged Blast 2, Smite Contest Type: Beauty
Effect: Blizzard Freezes all legal target on 15+. If the Contest Effect: Steady Performance
target is in Hailing Weather, Blizzard cannot miss. Special: Grants Freezer
Contest Type: Beauty
Contest Effect: Exhausting Act

388

Indices and Reference

Move: Glaciate Move: Ice Beam
Type: Ice Type: Ice
Frequency: EOT Frequency: EOT
AC: 3 AC: 2
Damage Base 7: 2d6+10 / 17 Damage Base 9: 2d10+10 / 21
Class: Special Class: Special
Range: Burst 2 Range: 4, 1 Target
Effect: All Legal Targets have their Speed lowered 1 Effect: Ice Beam Freezes on 19+ during Accuracy
Combat Stage. On an Even-Numbered Roll, all Legal Check.
Targets on the ground are Slowed. Contest Type: Beauty
Contest Type: Beauty Contest Effect: Exhausting Act
Contest Effect: Steady Performance Move: Ice Burn
Move: Hail Type: Ice
Type: Ice Frequency: Scene
Frequency: Daily x2 AC: 4
AC: None Damage Base 14: 4d10+15 / 40
Class: Status Class: Special
Range: Field, Weather Range: 10, Single Target, Set-Up, Full Action
Effect: The weather changes to Hail for 5 rounds. While Set-Up Effect: The user may shift, then ends their turn.
it is Hailing, all non-Ice Type Pokémon lose a Tick of Resolution Effect: The user uses Ice Burn. Ice Burn
Hit Points at the beginning of their turn. Burns on 15+.
Contest Type: Beauty Contest Type: Beauty
Contest Effect: Sabotage Contest Effect: Seen Nothing Yet

Move: Haze Move: Ice Fang
Type: Ice Type: Ice
Frequency: Scene x2 Frequency: At-Will
AC: None AC: 3
Class: Status Damage Base 7: 2d6+10 / 17
Range: Field Class: Physical
Effect: The Combat Stages of the user and all Pokémon Range: Melee, 1 Target
and Trainers in the encounter are set to their default Effect: Ice Fang Freezes or Flinches on 18+ during
state (usually 0). Accuracy Check; flip a coin to determine whether the
Contest Type: Beauty foe gets Frozen or Flinches. On 20 during Accuracy
Contest Effect: Sabotage Check, the foe is Frozen and Flinches.
Move: Ice Ball Contest Type: Cool
Type: Ice Contest Effect: Steady Performance
Frequency: At-Will Move: Ice Punch
AC: 4 Type: Ice
Damage Base 3: 1d6+5 / 9 Frequency: At-Will
Class: Physical AC: 2
Range: Melee, 1 Target Damage Base 8: 2d8+10 / 19
Effect: The user continues to use Ice Ball on each of Class: Physical
its turns until they miss any target with Ice Ball, or Range: Melee, 1 Target
are not able to hit any target with Ice Ball during their Effect: Ice Punch Freezes the target on 19+ during
turn. Each successive use of Ice Ball increases Ice Ball’s Accuracy Check.
Damage Base by +3 to a maximum of DB 15. Contest Type: Beauty
Contest Type: Beauty Contest Effect: Exhausting Act
Contest Effect: Reliable

389

Indices and Reference

Move: Ice Shard Move: Mist
Type: Ice Type: Ice
Frequency: At-Will Frequency: Scene x2
AC: 2 AC: None
Damage Base 4: 1d8+6 / 11 Class: Status
Class: Physical Range: Blessing
Range: 4, 1 Target, Priority Effect: Blessing – Any user affected by Mist may activate
Effect: None it when having Combat Stages lowered by any effect; if
Contest Type: Beauty they do, those Combat Stages are instead not lowered.
Contest Effect: Saving Grace Mist may be activated 3 times, and then disappears.
Move: Icicle Crash Contest Type: Beauty
Type: Ice Contest Effect: Sabotage
Frequency: EOT Move: Powder Snow
AC: 4 Type: Ice
Damage Base 8: 2d8+10 / 19 Frequency: At-Will
Class: Physical AC: 2
Range: 6, 1 Target Damage Base 4: 1d8+6 / 11
Effect: Icicle Crash Flinches the target on 15+. Class: Special
Contest Type: Tough Range: Line 4
Contest Effect: Steady Performance Effect: Powder Snow Freezes all Legal Targets on 19+.
Move: Icicle Spear Contest Type: Beauty
Type: Ice Contest Effect: Steady Performance
Frequency: EOT Special: Grants Freezer
AC: 4 Move: Sheer Cold
Damage Base 3: 1d6+5 / 9 Type: Ice
Class: Physical Frequency: Daily
Range: 6, 1 Target, Five Strike AC: None
Effect: None Class: Status
Contest Type: Beauty Range: 4, 1 Target, Execute
Contest Effect: Reliable Effect: Roll 1d100. This roll may not be modified in any
Move: Icy Wind way. If you roll X or lower, the target Faints. X is equal
Type: Ice to 30 + The User’s Level - The Target’s Level.
Frequency: EOT Contest Type: Beauty
AC: 3 Contest Effect: Big Show
Damage Base 6: 2d6+8 / 15 Special: Grants Freezer
Class: Special
Range: Cone 2
Effect: All Legal Targets have their Speed lowered 1
Combat Stage.
Contest Type: Beauty
Contest Effect: Desperation

390

Indices and Reference

Normal Moves

Move: Acupressure Move: Attract
Type: Normal Type: Normal
Frequency: EOT Frequency: Scene x2
AC: 2 AC: 2
Class: Status Class: Status
Range: Melee, 1 Target or Self Range: 3, 1 Target, Social
Effect: Roll 1d6. On a result of 1, raise the target’s Attack Effect: Attract Infatuates the target if its gender is the
2 Combat Stages. On a result of 2, raise the target’s opposite of the user’s. Attract fails when used by or
Defense 2 Combat Stages. On a result of 3, raise the against Genderless targets.
target’s Special Attack 2 Combat Stages. On a result of 4, Contest Type: Cute
raise the target’s Special Defense 2 Combat Stages. On a Contest Effect: Excitement
result of 5, raise the target’s Speed 2 Combat Stages. On Move: Barrage
a result of 6, raise the target’s Accuracy by +2. Type: Normal
Contest Type: Cool Frequency: At-Will
Contest Effect: Get Ready! AC: 4
Move: After You Damage Base 2: 1d6+3 / 7
Type: Normal Class: Physical
Frequency: Scene x2 Range: 6, 1 Target, Five Strike
AC: None Effect: None
Class: Status Contest Type: Tough
Range: 6, 1 Target Contest Effect: Reliable
Effect: After You is a Swift Action. The target takes their Move: Baton Pass
turn for the round immediately after the user finishes Type: Normal
their turn, ignoring Initiative. After You may only affect Frequency: At-Will
a target that has not yet acted that round and can only AC: None
affect willing targets. Class: Status
Contest Type: Smart Range: Self
Contest Effect: Desperation Effect: The user is replaced with another Pokémon
Move: Assist from their trainer’s roster. All Combat Stage, Coats, and
Type: Normal [Stratagems] on Baton Pass’ user are transferred to the
Frequency: Scene x2 replacement. Baton Pass may be used to switch even if
AC: None the user is Trapped.
Class: Status Contest Type: Cute
Range: Self Contest Effect: Inversed Appeal
Effect: Randomly select another Pokémon on the user’s Move: Belly Drum
roster and then randomly select a Move that Pokémon Type: Normal
knows. Assist’s user uses that Move immediately. Frequency: Scene
Contest Type: Cute AC: None
Contest Effect: Tease Class: Status
Range: Self
Effect: The user gains +6 Attack Combat Stages, and
loses Hit Points equal to ½ of their Max Hit Points.
Contest Type: Cute
Contest Effect: Get Ready!

391

Indices and Reference

Move: Bestow Move: Body Slam
Type: Normal Type: Normal
Frequency: At-Will Frequency: Scene x2
AC: -- AC: 2
Class: Status Damage Base 9: 2d10+10 / 21
Range: Melee, 1 Target Class: Physical
Effect: The user gives its held item to the target, unless Range: Melee, 1 Target
the target is already holding an item. Using Bestow is a Effect: Body Slam Paralyzes the target on 15+.
Swift Action. Contest Type: Tough
Contest Type: Cute Contest Effect: Steady Performance
Contest Effect: Attention Grabber Move: Boomburst
Move: Bide Type: Normal
Type: Normal Frequency: Scene
Frequency: Scene AC: 2
AC: None Damage Base 14: 4d10+15 / 40
Class: Physical Class: Special
Range: Burst 1, Friendly Range: Burst 1, Sonic
Effect: The user may use Bide as a Reaction Move Effect: None
upon being Hit by a Damaging Move. During their Contest Type: Cool
next available turn, the user may Shift and then use Contest Effect: Seen Nothing Yet
Bide, causing all Adjacent foes to lose X HP, where X Move: Camouflage
is the amount of Damage taken since declaring use of Type: Normal
Bide (Loss of life through effects such as Poison is not Frequency: EOT
‘Damage’). AC: None
Contest Type: Tough Class: Status
Contest Effect: Double Time Range: Self
Move: Bind Effect: The user changes their Type to match the field.
Type: Normal Forests and grassy areas change the user into Grass-
Frequency: Static Type. Watery areas change the user into Water-Type.
Class: Static Caves and Mountains could change the user into Rock-
Effect: The user gains a +1 Bonus to Accuracy Rolls Type or Ground-Type. An icy terrain would turn the
made to initiate Grapple Maneuvers, and +2 to Skill user into Ice-Type. A building may change the user into
Checks made to initiate Grapple Maneuvers or gain Steel-Type or Normal-Type. Weather affects what Type
Dominance. Whenever the user gains Dominance in a the user becomes. Use common sense, if you are having
Grapple, the target of the Grapple loses a Tick of Hit difficult determining what type the user should become,
Points. consult the GM.
Contest Type: Tough Contest Type: Smart
Contest Effect: Safe Option Contest Effect: Sabotage
Move: Block Special: Grants Blender
Type: Normal
Frequency: At-Will
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: The target is Stuck and Trapped until the
beginning of your next turn.
Contest Type: Cute
Contest Effect: Sabotage

392

Indices and Reference

Move: Captivate Move: Constrict
Type: Normal Type: Normal
Frequency: Scene Frequency: At-Will
AC: 2 AC: 2
Class: Status Damage Base 1: 1d6+1 / 4
Range: Cone 2, Friendly, Social Class: Physical
Effect: Captivate lowers the target’s Special Attack 2 Range: Melee, 1 Target
Combat Stages. Captivate may not affect something Effect: Constrict lowers the target’s Speed 1 Combat
that is the same gender as the user or something that is Stage. Constrict may be used as a Swift Action against
genderless. targets the user is Grappling, and automatically hits
Contest Type: Beauty when performed this way.
Contest Effect: Excitement Contest Type: Tough
Move: Chip Away Contest Effect: Safe Option
Type: Normal Move: Conversion
Frequency: EOT Type: Normal
AC: 2 Frequency: At-Will
Damage Base 7: 2d6+10 / 17 AC: None
Class: Physical Class: Status
Range: Melee, 1 Target Range: Self
Effect: Ignore any Armor, Damage Reduction, or Effect: The user becomes the elemental Type of their
changes in the target’s Defense or Special Defense (such choice as long as they have a Move that is the same
as from Combat Stages) when calculating damage. elemental Type until the end of the encounter. Replace
Contest Type: Tough all other Types.
Contest Effect: Reliable Contest Type: Beauty
Move: Comet Punch Contest Effect: Catching Up
Type: Normal Move: Conversion2
Frequency: At-Will Type: Normal
AC: 4 Frequency: At-Will
Damage Base 2: 1d6+3 / 7 AC: None
Class: Physical Class: Status
Range: Melee, 1 Target, Five Strike Range: Self
Effect: None Effect: The user becomes the elemental Type of their
Contest Type: Tough choice as long as the Type resists the elemental Type of
Contest Effect: Reliable the Move it last took damage from until the end of the
Move: Confide encounter. Replace all other Types.
Type: Normal Contest Type: Beauty
Frequency: At-Will Contest Effect: Catching Up
AC: 2 Move: Copycat
Class: Status Type: Normal
Range: 4, 1 Target, Social Frequency: Scene x2
Effect: The target’s Special Attack is lowered 1 Combat AC: None
Stage. Class: Status
Contest Type: Cute Range: 4, 1 Target
Contest Effect: Excitement Effect: Use the Move the target has used on their last
turn. You may choose new targets for the Move. Copycat
cannot miss.
Contest Type: Cool
Contest Effect: Attention Grabber

393

Indices and Reference

Move: Covet Move: Defense Curl
Type: Normal Type: Normal
Frequency: At-Will Frequency: At-Will
AC: 2 AC: None
Damage Base 6: 2d6+8 / 15 Class: Status
Class: Physical Range: Self
Range: Melee, 1 Target Effect: The user becomes Curled Up. While Curled Up,
Effect: Covet takes the target’s Held Item or Accessory the user becomes immune to Critical Hits and gains 10
Slot Item and attaches it to Covet’s user, if the user is not Damage Reduction. However, while Curled Up, the user
holding anything. is Slowed and their Accuracy is lowered by -4. The user
Contest Type: Cute may stop being Curled Up as a Swift Action. If the user
Contest Effect: Attention Grabber has Rollout or Ice Ball in their Move List, they do not
Move: Crush Claw become Slowed while Curled Up. Furthermore, when
Type: Normal using the Moves Rollout or Ice Ball while Curled Up,
Frequency: EOT the user gains a +10 bonus to the damage rolls of those
AC: 3 Moves and does not suffer Accuracy Penalties from
Damage Base 7: 2d6+10 / 17 being Curled Up.
Class: Physical Contest Type: Cute
Range: Melee, 1 Target, Dash Contest Effect: Sabotage
Effect: Crush Claw lowers the target’s Defense 1 Combat Move: Disable
Stage on Even-Numbered Rolls. Type: Normal
Contest Type: Cool Frequency: Scene
Contest Effect: Steady Performance AC: None
Move: Crush Grip Class: Status
Type: Normal Range: 1 Target, Trigger
Frequency: Scene Effect: Disable may be used as a Free Action that does
AC: 2 not take up a Command whenever the user is hit by a
Damage Base 12: 3d12+10 / 30 Move. That Move becomes Disabled for the attacker.
Class: Physical Contest Type: Smart
Range: Melee, 1 Target Contest Effect: Excitement
Effect: For every 10% the target is below their full Hit Move: Dizzy Punch
Points, Crush Grip’s Damage Base is reduced by 1. Type: Normal
Contest Type: Tough Frequency: At-Will
Contest Effect: Double Time AC: 2
Move: Cut Damage Base 7: 2d6+10 / 17
Type: Normal Class: Physical
Frequency: At-Will Range: Melee, 1 Target
AC: 3 Effect: Dizzy Punch Confuses the target on 17+
Damage Base 5: 1d8+8 / 13 Contest Type: Cool
Class: Physical Contest Effect: Inversed Appeal
Range: Melee, Pass
Effect: Cut ignores up to 5 Damage Reduction (Defenses
are not Damage Reduction).
Contest Type: Cool
Contest Effect: Steady Performance

394

Indices and Reference

Move: Double Hit Move: Echoed Voice
Type: Normal Type: Normal
Frequency: EOT Frequency: EOT
AC: 3 AC: 2
Damage Base 4: 1d8+6 / 11 Damage Base 4: 1d8+6 / 11
Class: Physical Class: Special
Range: Melee, 1 Target, Double Strike Range: 3, 1 Target, Sonic
Effect: None Effect: If Echoed Voice was used by any Pokémon or
Contest Type: Smart Trainer in the Encounter on the previous round, increase
Contest Effect: Reliable its Damage Base by +4. If Echoed Voice was used by
Move: Double Team any Pokémon or Trainers during both the previous two
Type: Normal rounds, increase its Damage Base by +8.
Frequency: Scene Contest Type: Smart
AC: None Contest Effect: Reliable
Class: Status Move: Egg Bomb
Range: Self, Illusion, Coat Type: Normal
Effect: The user gains 3 activations of Double Team. Frequency: Scene x2
The user may either activate Double Team when being AC: 6
targeted by an attack to increase their Evasion by +2 Damage Base 10: 3d8+10 / 24
against that attack; or when making an attack to increase Class: Physical
their Accuracy by +2 for that attack. Range: 5, Blast 2
Contest Type: Cool Effect: None.
Contest Effect: Reliable Contest Type: Tough
Move: Double-Edge Contest Effect: Steady Performance
Type: Normal Move: Encore
Frequency: Scene x2 Type: Normal
AC: 2 Frequency: Scene x2
Damage Base 12: 3d12+10 / 30 AC: 2
Class: Physical Class: Status
Range: Melee, 1 Target, Dash, Recoil 1/3 Range: 4, 1 Target, Social
Effect: None Effect: Roll 1d6. On a result of 1 or 2, the target becomes
Contest Type: Tough Confused; on a result of 3 or 4 the target becomes
Contest Effect: Big Show Suppressed; on a result of 5 or 6 the target becomes
Move: Double Slap Enraged.
Type: Normal Contest Type: Cute
Frequency: At-Will Contest Effect: Good Show!
AC: 4 Move: Endeavor
Damage Base 2: 1d6+3 / 7 Type: Normal
Class: Physical Frequency: Scene
Range: Melee, 1 Target, Five Strike AC: 2
Effect: None Damage Base: See Effect
Contest Type: Tough Class: Physical
Contest Effect: Reliable Range: Melee, 1 Target, Dash
Effect: The target loses a Tick of Hit Points for each
Injury the user has.
Contest Type: Tough
Contest Effect: Double Time

395

Indices and Reference

Move: Endure Move: Façade
Type: Normal Type: Normal
Frequency: Daily Frequency: EOT
AC: None AC: 2
Class: Status Damage Base 7: 2d6+10 / 17
Range: Self, Reaction, Trigger Class: Physical
Effect: If the user is hit by a damaging Move, you may Range: Melee, 1 Target
use Endure as a Free Action. If the Move would bring Effect: If the user is afflicted with a Persistent Status
Endure’s user down to 0 Hit Points or less, Endure’s user Affliction, Façade’s Damage Base is doubled to DB 14
instead is set to 1 Hit Point. (4d10+15 / 40).
Contest Type: Tough Contest Type: Cute
Contest Effect: Sabotage Contest Effect: Double Time

Move: Entrainment Move: Fake Out
Type: Normal Type: Normal
Frequency: Scene Frequency: At-Will
AC: 2 AC: 2
Class: Status Damage Base 4: 1d8+6 / 11
Range: 4, 1 Target Class: Physical
Effect: The target gains one of the user’s Abilities for 3 Range: Melee, 1 Target, Priority
turns. Effect: You may only use Fake Out with Priority upon
Contest Type: Cute joining an encounter; if you do, Fake Out Flinches the
Contest Effect: Catching Up target. Switching out resets the requirement of joining
Move: Explosion an encounter.
Type: Normal Contest Type: Cute
Frequency: Daily Contest Effect: Exhausting Act
AC: 2 Move: False Swipe
Damage Base 25: 6d12+60 / 100 Type: Normal
Class: Physical Frequency: At-Will
Range: Burst 2 AC: 2
Effect: The user’s Hit Points are set to -50% of their full Damage Base 4: 1d8+6 / 11
Hit Point value. This Hit Point loss cannot be prevented Class: Physical
or reduced in any way. The user’s loyalty toward its Range: Melee, Pass
trainer may be lowered. Effect: False Swipe’s damage cannot bring a target lower
Contest Type: Beauty than 1 Hit Point.
Contest Effect: Big Show Contest Type: Cool
Move: Extreme Speed Contest Effect: Inversed Appeal
Type: Normal Move: Feint
Frequency: EOT Type: Normal
AC: 2 Frequency: Scene
Damage Base 8: 2d8+10 / 19 Class: Status
Class: Physical Range: Trigger
Range: Melee, 1 Target, Dash, Priority Effect: If a foe uses a Move with the Shield Keyword in
Effect: None response to one of your actions, you may activate Feint
Contest Type: Cool to cause the triggering Move to Fail. Feint is activated as
Contest Effect: Saving Grace a Free Action.
Contest Type: Beauty
Contest Effect: Inversed Appeal

396

Indices and Reference

Move: Flail Move: Foresight
Type: Normal Type: Normal
Frequency: EOT Frequency: Scene x2
AC: 2 AC: None
Damage Base 7: 2d6+10 / 17 Class: Status
Class: Physical Range: Self, Swift Action
Range: Melee, 1 Target Effect: Foresight may be activated as a Swift Action
Effect: For each Injury the user has, Flail’s Damage Base on the user’s turn. For the rest of the turn, the user’s
is increased by +1. Normal-Type and Fighting-Type Moves can hit and
Contest Type: Cute affect Ghost-Type targets, and the user can see through
Contest Effect: Double Time the Illusion Ability, Moves with the Illusion keyword,
Move: Flash and effects created by the Illusionist Capability, ignoring
Type: Normal all effects from those.
Frequency: EOT Contest Type: Smart
AC: 2 Contest Effect: Good Show!
Class: Status Move: Frustration
Range: Cone 2 Type: Normal
Effect: The Accuracy of all Legal Targets is lowered by Frequency: At-Will
-1. AC: 2
Contest Type: Beauty Damage Base X: See Effect
Contest Effect: Unsettling Class: Physical
Special: Grants Glow Range: Melee, 1 Target
Move: Focus Energy Effect: Frustration’s Damage Base is equal to 9 minus
Type: Normal the user’s Loyalty Value. Using Frustration may make
Frequency: At-Will your Pokémon dislike you.
AC: None Contest Type: Cute
Class: Status Contest Effect: Desperation
Range: Self Move: Fury Attack
Effect: The user becomes Pumped. While Pumped, Type: Normal
the user’s Critical Range is extended by 2, or 18+ if Frequency: At-Will
the Critical Range is not otherwise extended. Being AC: 4
switched will cause this effect to end. Damage Base 2: 1d6+3 / 7
Contest Type: Cool Class: Physical
Contest Effect: Get Ready! Range: Melee, 1 Target, Five Strike
Move: Follow Me Effect: None
Type: Normal Contest Type: Cool
Frequency: Scene Contest Effect: Reliable
AC: None Move: Fury Swipes
Class: Status Type: Normal
Range: Burst 5, Social Frequency: EOT
Effect: Until the end of the user’s next turn, all Foes AC: 5
must target the user when using a Move that targets Damage Base 3: 1d6+5 / 9
their opponents. This effect ends if the user is Fainted Class: Physical
or Switched out. Range: Melee, 1 Target, Five Strike
Contest Type: Cute Effect: None
Contest Effect: Tease Contest Type: Tough
Contest Effect: Reliable

397

Indices and Reference

Move: Giga Impact Move: Guillotine
Type: Normal Type: Normal
Frequency: Daily x2 Frequency: Daily
AC: 4 AC: None
Damage Base 15: 4d10+20 / 45 Class: Status
Class: Physical Range: Melee, 1 Target, Execute
Range: Melee, 1 Target, Dash, Exhaust, Smite Effect: Roll 1d100. This roll may not be modified in any
Effect: None way. If you roll X or lower, the target Faints. X is equal
Contest Type: Beauty to 30 + The User’s Level - The Target’s Level.
Contest Effect: Seen Nothing Yet Contest Type: Cool
Move: Glare Contest Effect: Big Show
Type: Normal Move: Harden
Frequency: Scene x2 Type: Normal
AC: 2 Frequency: At-Will
Class: Status AC: None
Range: 4, 1 Target, Social Class: Status
Effect: Glare Paralyzes the target. Range: Self
Contest Type: Tough Effect: Raise the user’s Defense 1 Combat Stage.
Contest Effect: Excitement Contest Type: Tough
Move: Growl Contest Effect: Sabotage
Type: Normal Move: Headbutt
Frequency: At-Will Type: Normal
AC: 2 Frequency: EOT
Class: Status AC: 2
Range: Burst 1, Friendly, Sonic, Social Damage Base 7: 2d6+10 / 17
Effect: Growl lowers all Legal Targets Attack 1 Combat Class: Physical
Stage. Range: Melee, 1 Target
Contest Type: Cute Effect: Headbutt Flinches the target on 15+.
Contest Effect: Excitement Contest Type: Tough
Move: Growth Contest Effect: Steady Performance
Type: Normal Move: Head Charge
Frequency: EOT Type: Normal
AC: None Frequency: Scene x2
Class: Status AC: 2
Range: Self Damage Base 12: 3d12+10 / 30
Effect: Raise the user’s Attack 1 Combat Stage and raise Class: Physical
the user’s Special Attack 1 Combat Stage. If it is Sunny, Range: Melee, 1 Target, Push, Recoil 1/3
double the amount of Combat Stages gained. Effect: The target is Pushed back 2 meters.
Contest Type: Beauty Contest Type: Tough
Contest Effect: Get Ready! Contest Effect: Steady Performance
Special: Grants Inflatable

398

Indices and Reference

Move: Heal Bell Move: Hold Hands
Type: Normal Type: Normal
Frequency: Scene Frequency: Scene x2
AC: None AC: None
Class: Status Class: Status
Range: Burst 3, Sonic Range: Melee, 1 Target
Effect: All targets are cured of any Persistent Status Effect: Both the user and the target become Cheered.
ailments. They may give up the Cheered condition when making
Contest Type: Beauty a Save Check to roll twice and take the best result.
Contest Effect: Reflective Appeal Contest Type:
Move: Helping Hand Contest Effect:
Type: Normal Move: Horn Attack
Frequency: EOT Type: Normal
AC: None Frequency: At-Will
Class: Status AC: 2
Range: 4, 1 Target, Priority Damage Base 7: 2d6+10 / 17
Effect: Helping Hand grants the target +2 on their next Class: Physical
Accuracy Roll this round, and +10 to the next Damage Range: Melee, 1 Target, Dash
Roll this round. Effect: None
Contest Type: Smart Contest Type: Cool
Contest Effect: Good Show! Contest Effect: Steady Performance

Move: Hidden Power Move: Horn Drill
Type: Normal Type: Normal
Frequency: EOT Frequency: Daily
AC: 2 AC: None
Damage Base 6: 2d6+8 / 15 Class: Status
Class: Special Range: Melee, 1 Target, Execute
Range: Burst 1 Effect: Roll 1d100. This roll may not be modified in any
Effect: When a Pokémon first obtains the Move Hidden way. If you roll X or lower, the target Faints. X is equal
Power, roll 1d20. Hidden Power’s Elemental Type will to 30 + The User’s Level - The Target’s Level.
be changed from Normal to Bug on a result of 1; Dark Contest Type: Cool
on 2; Dragon on 3; Electric on 4; Fairy on 5; Fighting Contest Effect: Big Show
on 6; Fire on 7; Flying on 8; Ghost on 9; Grass on 10; Move: Howl
Ground on 11; Ice on 12; Normal on 13; Poison on 14; Type: Normal
Psychic on 15; Rock on 16; Steel on 17; Water on 18; and Frequency: At-Will
on 19 or 20, reroll until you roll another number. This AC: None
effect is permanent –if Hidden Power is forgotten and Class: Status
relearned, the chosen Type remains the same. Range: Self
Contest Type: Smart Effect: Raise the user’s Attack 1 Combat stage.
Contest Effect: Catching Up Contest Type: Cool
Contest Effect: Get Ready!

399

Indices and Reference

Move: Hyper Beam Move: Last Resort
Type: Normal Type: Normal
Frequency: Daily x2 Frequency: At-Will
AC: 4 AC: 2
Damage Base 15: 4d10+20 / 45 Damage Base 14: 4d10+15 / 40
Class: Special Class: Physical
Range: 10, 1 Target, Exhaust, Smite Range: Melee, 1 Target, Dash
Effect: None Effect: Last Resort can only be used after the user has
Contest Type: Cool performed 5 other different Moves in its Move List
Contest Effect: Seen Nothing Yet during a single fight, without being switched out.
Move: Hyper Fang Contest Type: Cute
Type: Normal Contest Effect: Safe Option
Frequency: At-Will Move: Leer
AC: 4 Type: Normal
Damage Base 8: 2d8+10 / 19 Frequency: At-Will
Class: Physical AC: 2
Range: Melee, 1 Target Class: Status
Effect: Hyper Fang Flinches the target on 19+ Range: Cone 2, Friendly, Social
Contest Type: Cool Effect: All legal targets have their Defense lowered by 1
Contest Effect: Desperation Combat Stage.
Move: Hyper Voice Contest Type: Cool
Type: Normal Contest Effect: Excitement
Frequency: Scene x2 Move: Lock-On
AC: 2 Type: Normal
Damage Base 9: 2d10+10 / 21 Frequency: At-Will
Class: Special AC: None
Range: Close Blast 3, Sonic, Smite Class: Status
Effect: All Legal Targets are pushed back to the squares Range: 10, 1 Target
immediately outside the blast, away from the user. Effect: The target is Locked-On. The next Move that the
Contest Type: Cool user uses against the Target that requires an Accuracy
Contest Effect: Steady Performance Check cannot miss. Lock-On’s effect, on both the User
Move: Judgment and Target, is passed on by Baton Pass.
Type: Normal Contest Type: Smart
Frequency: Daily Contest Effect: Good Show!
AC: 2 Move: Lovely Kiss
Damage Base 10: 3d8+10 / 24 Type: Normal
Class: Special Frequency: Scene x2
Range: 6, Ranged Blast 3, Smite AC: 6
Effect: Judgment’s Type can be whatever Elemental Class: Status
Type the user wants it to be. Range: 6, 1 Target, Social
Contest Type: Smart Effect: The target falls Asleep.
Contest Effect: Tease Contest Type: Beauty
Contest Effect: Excitement

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