User:ThunderBrine/Personal

User Pokémonified

Pokédex

Durivistle
Exhauster Pokémon
Japanese
Romanisation
Gender ratio
Unknown
50% M, 50% F
Body13.png
Habitat
Cave
Pokédex color
Gray
Catch rate
72 (17%)
Base experience yield
Unknown
Gen. IV
Unknown
IV
203
Egg Groups
Fairy Monster
Hatch time
17 cycles
Base friendship
120
Leveling rate
Fluctuating
Types
Grass Steel
Abilities
Magic Guard, Friend Guard or Natural Cure
Height
3.8 m 12'5"
Weight
159.0 kg 350.6 lbs.
Base stats and EV yield
Base Stat Total: 570
95
Base HP
50
Base Atk
120
Base Def
50
Base Sp.Atk
120
Base Sp.Def
135
Base Speed
0
HP EVs
0
Atk EVs
1
Def EVs
0
Sp.Atk EVs
1
Sp.Def EVs
1
Speed EVs
Total EV Yield: 3
Pokédex Entries
Durivistle possesses four strong arms and four thick wings, which it uses to defend itself. Because of its silhouette, it is often confused for an insectoid when first encountering it.
Durivistle is usually found in lush and well-vegetated mountainous, cavernous, and rocky areas. If it encounters a rocky area that does not suit its needs, it will change the surrounding landscape to suit it.
Durivistle takes refuge in its den ever conscious of its appearance and size. It will often position its thick wings, arms and tail curled around itself like a ball, and will try either make itself smaller or blend into the environment.
This Pokémon defends and flees whenever possible, not because of fear, but because of its pacifistic disposition. When backed into a corner and desperate, it take much pleasure and jubilation in the aggression and violence it is forced to take.
When in combat, Durivistle battles with attrition. It fights by stealing the nutrients from the opponent's body through the traps it sets on the floor below them. If foes are not vulerable to the floor, it will fly after them and cripple them with toxins.
Durivistle's body, arms, and wings are covered in scales and nettles coated in hydrargynum, which it uses to their full effect in the form of powders and needles when necessary. Unfortunately, when there are deployed, Durivistle is forced to take a solitary role for the day, to prevent those close to it from getting physical irritation and sickness.
Because young Durivistle don't know their capabilities and are much easier prey than adults, they will often use their toxic nettles more often that not. However, this means they spend a majority of their childhood in isolation before they learn their other skills, if not around other Durivistle.
Durivistle is a mesoherbivore, consuming plant life a majority of the time. The only time it feeds on others is when it defends itself, draining the life of their hunter to the extent where no body is left except dust.
This Pokémon is a fairly intelligent megafauna. While this Pokémon's size and primary disposition make it prime prey, its endurance and secondary disposition make hunters wary. The only ones willing to go near it are similarily aloof or kind-natured Pokémon.

Learnset

Generation IX
Other generations:
 Level   Move   Type   Cat.   Pwr.   Acc.   PP
Base Moves
011 Hold Back Normal Physical 04040 100100% 40
011 Growl Normal Status 0000 100100% 35
011 Defense Curl Normal Status 0000 00——% 35
033 Tackle Normal Physical 04040 100100% 35
033 Pound Normal Physical 04040 100100% 35
033 Scratch Normal Physical 04040 100100% 35
055 Tail Whip Normal Status 0000 100100% 30
077 Quick Attack Normal Physical 04040 100100% 30
Moves based on Body Shape/Anatomy
011 Constrict Normal Physical 01010 100100% 35
055 Poison Sting Poison Physical 01515 100100% 35
055 Poison Powder Poison Status 0000 07575% 35
077 Gust Flying Special 04040 100100% 35
099 Metal Claw Steel Physical 05050 09595% 35
1313 Spike Cannon Normal Physical 02020 100100% 15
1313 Pin Missile Bug Physical 02525 09595% 20
1919 Barb Barrage Poison Physical 06060 100100% 10
2020 Wing Attack Flying Physical 06060 100100% 35
2323 Air Cutter Flying Special 06060 09595% 25
2626 Needle Arm Grass Physical 06060 100100% 15
3030 Steel Wing Steel Physical 07070 09090% 25
3232 Spiky Shield Grass Status 0000 00——% 10
3535 Quiver Dance Bug Status 0000 00——% 20
3535 Dual Wingbeat Flying Physical 04040 09090% 10
3636 X-Scissor Bug Physical 08080 100100% 15
3838 Air Slash Flying Special 07575 09595% 15
3939 Spikes Ground Status 0000 00——% 20
3939 Toxic Spikes Poison Status 0000 00——% 20
4646 Poison Jab Poison Physical 08080 100100% 20
4848 Iron Tail Steel Physical 100100 07575% 15
5050 Tailwind Flying Status 0000 00——% 15
5757 Fly Flying Physical 09090 09595% 15
Moves based on Behavior
088 Heal Block Psychic Status 0000 100100% 15
1515 Protect Normal Status 0000 00——% 10
1717 Poison Tail Poison Physical 05050 100100% 25
2626 Mega Drain Grass Special 07070 100100% 15
2929 Ingrain Grass Status 0000 00——% 20
3131 Cross Poison Poison Physical 07070 100100% 20
3333 Silver Wind Bug Special 06060 100100% 5
3535 Synthesis Grass Status 0000 00——% 5
4040 Giga Drain Grass Special 110110 100100% 10
4545 Snap Trap Grass Physical 03535 100100% 15
4848 Leech Seed Grass Status 0000 09090% 10
5050 Strength Sap Grass Status 0000 100100% 10
6060 Grassy Terrain Grass Status 0000 00——% 10
7474 Thrash Normal Physical 120120 100100% 10
Moves based on Egg Group
077 Fairy Wind Fairy Special 04040 100100% 30
1111 Baby-Doll Eyes Fairy Status 0000 100100% 30
1818 Charm Fairy Status 0000 100100% 20
9090 Spirit Break Fairy Physical 07575 100100% 15
Moves based on Type
099 Vine Whip Grass Physical 04545 100100% 25
1111 Absorb Grass Special 04040 100100% 25
1717 Magical Leaf Grass Special 06060 999999% 20
2020 Trailblaze Grass Physical 05050 100100% 20
2323 Iron Defense Steel Status 0000 00——% 15
2727 Metal Burst Steel Physical 0000 100100% 10
3535 Grassy Glide Grass Physical 05555 100100% 20
3636 Petal Blizzard Grass Physical 09090 100100% 15
5050 Aromatherapy Grass Status 0000 00——% 5
5454 Petal Dance Grass Special 120120 100100% 15
5858 Wood Hammer Grass Physical 120120 100100% 15
6262 Meteor Mash Steel Physical 09090 09090% 10
  • Bold indicates a move that gets STAB when used by Durivistle
  • Italic indicates a move that gets STAB only when used by an Evolution of Durivistle
  • Click on the generation numbers at the top to see level-up moves from other generations

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Arboliva
2022

Pokémon Cards

Ideal Balance Changes

Types

× Defending type
None Normal Fighting Flying Psychic Dark Light Bug Dragon Ghost Fairy Grass Fire Water Poison Electric Ice Earth Steel
Attacking type
None ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1
Normal ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×0 ×0 ×1 ×1 ×1 ×1 ×1 ×1 ×½ ×1
Fighting ×1 ×2 ×1 ×½ ×½ ×2 ×0 ×½ ×1 ×1 ×½ ×1 ×1 ×1 ×1 ×1 ×2 ×1 ×2
Flying ×1 ×1 ×2 ×1 ×1 ×1 ×1 ×2 ×1 ×1 ×1 ×2 ×1 ×1 ×1 ×½ ×½ ×1 ×½
Psychic ×1 ×2 ×2 ×1 ×½ ×0 ×2 ×½ ×1 ×½ ×1 ×1 ×1 ×1 ×2 ×1 ×1 ×1 ×½
Dark ×1 ×1 ×½ ×1 ×2 ×½ ×2 ×1 1 ×2 ×½ ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1
Light ×1 ×1 ×2 ×1 ×½ ×2 ×½ ×1 ×1 ×½ ×2 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1
Bug ×1 ×1 ×½ ×½ ×2 2 ×1 ×1 ×1 ×1 ×1 ×2 ×½ ×1 ×½ ×1 ×1 ×1 ×½
Dragon ×1 ×1 ×1 ×1 ×1 ×1 ×2 ×1 ×2 ×1 ×0 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×½
Ghost ×1 ×0 ×1 ×1 ×2 ×½ ×2 ×1 ×1 ×2 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1
Fairy ×1 ×0 ×2 ×1 ×1 ×2 ×½ ×1 ×2 1 ×1 ×1 ×½ ×1 ×½ ×1 ×1 ×1 ×½
Grass ×1 ×1 ×1 ×½ ×1 ×1 ×1 ×1 ×½ ×1 1 ×½ ×½ ×2 ×½ ×1 ×1 ×2 ×½
Fire ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×½ ×1 1 ×2 ×½ ×½ ×1 ×1 ×2 ×½ ×2
Water ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×½ ×1 ×1 ×½ ×2 ×½ ×1 ×1 ×½ ×2 ×1
Poison ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×2 ×2 ×½ ×2 ×2 ×1 ×1 ×½ ×1 ×1 ×½ ×0
Electric ×1 ×1 ×1 ×2 ×1 ×1 ×1 ×1 ×½ ×1 ×1 ×½ ×1 ×2 ×1 ×½ ×½ ×0 ×2
Ice ×1 ×1 ×1 ×2 ×1 ×1 ×1 ×1 ×2 ×1 ×1 ×2 ×2 ×½ ×1 ×1 ×½ ×1 ×½
Earth ×1 ×1 ×1 ×0 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×½ ×2 ×½ ×2 ×2 ×1 ×½ ×1
Steel ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×1 ×2 ×1 ×½ ×½ ×1 ×½ ×2 1 ×½

Status Conditions

Old Condition Old Description Old Effect
New Description New Effect
Reworked Conditions
Poisoned
Badly Poisoned
A poisoned Pokémon loses their health gradually, but quickly. Poison and Bad Poison are non-volatile status condition.
Any Pokémon can be poisoned, unless certain factors block it.
If a poisoned Pokémon is hit by a Move or Ability that has a non-volatile status condition, that status condition's rate is reduced by 100%.
A poisoned Pokémon loses HP equivalent to 1/8 of their maximum HP.

A badly poisoned Pokémon loses HP equivalent to .

A poisoned Pokémon loses their health gradually, but quickly. Poison and Bad Poison are non-volatile status condition.
Any Pokémon can be poisoned, unless certain factors block it.
If a poisoned Pokémon is hit by a Move or Ability that has a non-volatile status condition (except poison), that status condition's rate is reduced by 100% (poison is reduced by 66%).
A poisoned Pokémon loses HP equivalent to 1/8 of their maximum HP.

If a poisoned Pokémon is successfully afflicted with the poison condition again, Poison will be overwritten with Bad Poison.
A badly poisoned Pokémon instead loses HP equivalent to .

Frostbitten
Frozen
A frostbitten Pokémon loses their health gradually. Frostbite and Freeze are non-volatile status condition.
Any Pokémon can be frostbitten, unless certain factors block it.
If a frostbitten Pokémon is hit by a Move or Ability that has a non-volatile status condition, that status condition's rate is reduced by 100%.
A frostbitten Pokémon loses HP equivalent to 1/16 of their maximum HP.
When frostbitten Pokémon used special moves, their damage is halved.

A frozen Pokémon is unable to make a move for an indeterminate number of turns.
A frozen Pokémon will have a 20% chance to thaw out every turn; They can also be thawed out instantly with certain moves.

A frostbitten Pokémon loses their health gradually. Frostbite and Freeze are non-volatile status condition.
Any Pokémon can be frostbitten, unless certain factors block it.
If a frostbitten Pokémon is hit by a Move or Ability that has a non-volatile status condition (except frostbite), that status condition's rate is reduced by 100% (frostbite is reduced by 66%).
A frostbitten Pokémon loses HP equivalent to 1/16 of their maximum HP.
When frostbitten Pokémon used special moves, their damage is halved.

If a frostbitten Pokémon is successfully afflicted with the frostbitten condition again, Frostbite will be overwritten with Freeze.
A frozen Pokémon is unable to make a move for an indeterminate number of turns.
A frozen Pokémon will have a 20% chance to thaw out every turn; They can also be thawed out instantly with certain moves.
Once thawed, they will return to being frostbitten.

Drowsy
Asleep
A drowsy Pokémon cannot act sometimes. Drowsiness and Sleep are non-volatile status condition.
Any Pokémon can be drowsy, unless certain factors block it.
If a drowsy Pokémon is hit by a Move or Ability that has a non-volatile status condition, that status condition's rate is reduced by 100%.
A drowsy Pokémon will have a 50% chance to not act.

An asleep Pokémon is unable to make a move for an indeterminate number of turns.
An asleep Pokémon will have a 20% chance to awaken every turn; They can also be awoken instantly with certain moves.

A drowsy Pokémon cannot act sometimes. Drowsiness and Sleep are non-volatile status condition.
Any Pokémon can be drowsy, unless certain factors block it.
If a drowsy Pokémon is hit by a Move or Ability that has a non-volatile status condition (except drowsiness), that status condition's rate is reduced by 100% (drowsiness is reduced by 66%).
A drowsy Pokémon will have a 50% chance to not act.

If a drowsy Pokémon is successfully afflicted with the drowsy condition again, Drowsiness will be overwritten with Sleep.
An asleep Pokémon is unable to make a move for 1-3 turns.
An asleep Pokémon will recover HP equivalent to 1/16 of their maximum HP every turn they are asleep.
An asleep Pokémon can be awoken instantly with certain moves.
Once awoken, they will return to being drowsy.

Infatuation An infatuated Pokémon cannot act sometimes. Infatuation is a volatile status condition.
Any Pokémon can be infatuated, unless certain factors block it.
Moves or Abilities will have normal chances of infatuation when used on a Pokémon of the opposite gender, but will have their chances reduced by 100% of their normal rate when used on a Pokémon of the same gender.
An infatuated Pokémon will have a 50% chance to not act.
An infatuated Pokémon cannot act sometimes. Infatuation is a volatile status condition.
Any Pokémon can be infatuated, unless certain factors block it.
Moves or Abilities will have normal chances of infatuation when used on a Pokémon of the opposite gender, but will have their chances reduced by 50% of their normal rate when used on a Pokémon of the same gender.
An infatuated Pokémon will have a 50% chance to not act, unless it is using affectionate and friendly moves.
An infatuated Pokémon will have the damage dealt by their affectionate and friendly moves increased by 50%.
An infatuated Pokémon will have the damage received from an attacker's affectionate and friendly moves increased by 50%.

Abilities

Old Name
Ability Name
Old Description Old Effect
New Description New Effect
Reworked Abilities
Cacophony The Pokémon can endure loud cacophonous sounds. The user is immune to sound-based moves.
The Pokémon can create loud cacophonous sounds. The user's sound-based moves have their accuracy increased by ≈30%.
The user's offensive sound-based moves have their power increased by 50%.
Chlorophyll
Speeding Sun
The Pokémon gets faster when it's sunny. The user's Speed stat is multiplied by 2 when in harsh sunlight.
The Pokémon gets faster when it's sunny. The user's Speed stat is multiplied by 2 when in harsh sunlight.
Run Away Enables a sure getaway. In Wild battles, the user can run from wild Pokémon guarenteed, resulting in the end of the battle.
Enables a sure getaway. The user can switch out guarenteed, regardless of Moves or Abilities that may have trapped it.
In Wild battles, the user can run from wild Pokémon guarenteed, resulting in the end of the battle.
Plus Powers up with Plus or Minus. If the user's ally has the Ability Plus or Minus, the Special Attack of the user is increased by 50%.
Raises the user's offensive capabilities. Powers up with Plus or Minus. The user's Attack and Special Attack is increased by 25%.
If the user's ally has the Ability Plus or Minus, the Attack and Special Attack of all Pokémon on the user's field are increased by 50% instead of 25%.
Minus Powers up with Plus or Minus. If the user's ally has the Ability Plus or Minus, the Special Attack of the user is increased by 50%.
Lowers the target's defensive capabilities. Powers up with Plus or Minus. The Defense and Special Defense of the opposing field is decreased by 25%.
If the user's ally has the Ability Plus or Minus, the Defense and Special Defense of all Pokémon on the opposing field are decreased by 50% instead of 25%.
Forecast The Pokémon transforms with the weather. The user will change Forme depending on the weather: Harsh sunlight (Fire), Rain (Water), or Snow (Ice).
The Pokémon transforms with the weather. The user will change Forme depending on the weather: Harsh sunlight (Fire), Rain (Water), Snow (Ice), or Sandstorm (Rock).
Overgrow When in danger, damage from Grass-type moves is greater. If the user's HP is ≤33%, the user's offensive Grass-type moves have their power increased by 50%.
When in danger, Grass-type moves are empowered. If the user's HP is ≤33%, the user's Grass-type moves have their accuracy increased by ≈30%.
If the user's HP is ≤33%, the user's offensive Grass-type moves have their power increased by 50%.
If the user's HP is ≤33%, any additional effects (status conditions, stat changes, etc) on the user's Grass-type moves will have their chances of activating doubled by their base value; stat changes will have their effect doubled.
Blaze When in danger, damage from Fire-type moves is greater. If the user's HP is ≤33%, the user's offensive Fire-type moves have their power increased by 50%.
When in danger, Fire-type moves are empowered. If the user's HP is ≤33%, the user's Fire-type moves have their accuracy increased by ≈30%.
If the user's HP is ≤33%, the user's offensive Fire-type moves have their power increased by 50%.
If the user's HP is ≤33%, any additional effects (status conditions, stat changes, etc) on the user's Fire-type moves will have their chances of activating doubled by their base value; stat changes will have their effect doubled.
Torrent When in danger, damage from Water-type moves is greater. If the user's HP is ≤33%, the user's offensive Water-type moves have their power increased by 50%.
When in danger, Water-type moves are empowered. If the user's HP is ≤33%, the user's Water-type moves have their accuracy increased by ≈30%.
If the user's HP is ≤33%, the user's offensive Water-type moves have their power increased by 50%.
If the user's HP is ≤33%, any additional effects (status conditions, stat changes, etc) on the user's Water-type moves will have their chances of activating doubled by their base value; stat changes will have their effect doubled.
Swarm When in danger, damage from Bug-type moves is greater. If the user's HP is ≤33%, the user's offensive Bug-type moves have their power increased by 50%.
When in danger, Bug-type moves are empowered. If the user's HP is ≤33%, the user's Bug-type moves have their accuracy increased by ≈30%.
If the user's HP is ≤33%, the user's offensive Bug-type moves have their power increased by 50%.
If the user's HP is ≤33%, any additional effects (status conditions, stat changes, etc) on the user's Bug-type moves will have their chances of activating doubled by their base value; stat changes will have their effect doubled.
Heatproof The Pokémon has a heatproof body. The user takes halved damage from Fire-type moves and the burn status.
The Pokémon has a heatproof body. The user is immune to Fire-type moves and the burn status.
Gale Wings The Pokémon rides on the updraft, if they can bear it. If the user's current HP is 100%, the user's Flying-type moves gain an increased priority of 1.
The Pokémon rides on the updraft, if they can bear it. If the user's current HP is ≥50%, the user's Flying-type moves gain an increased priority of 1.
New Abilities
Health Boost The Pokémon's health is gradually healed. The user's current HP is recovered by 1/16 of its maximum HP every turn.
Attack Boost The Pokémon's attack is gradually boosted. The user's Attack stat is boosted by one stage every turn.
Defense Boost The Pokémon's defense is gradually boosted. The user's Defense stat is boosted by one stage every turn.
Special Attack Boost The Pokémon's special attack is gradually boosted. The user's Special Attack stat is boosted by one stage every turn.
Special Defense Boost The Pokémon's special defense is gradually boosted. The user's Special Defense stat is boosted by one stage every turn.
Semi-Transparent The Pokémon's body is ethereal and cannot be hit easily. The user's evasiveness is increased. The accuracy of moves being used against the user is reduced to ≈90% of their base value.
Sun Veil The Pokémon disappears from sight in the blindingly harsh sunlight. The user's evasiveness is increased when in harsh sunlight. The accuracy of moves being used against the user is reduced to ≈80% of their base value.
Rain Veil The Pokémon disappears from sight in the downpour. The user's evasiveness is increased when in rain. The accuracy of moves being used against the user is reduced to ≈80% of their base value.
Frosty Body The Pokémon's body is cold to the touch. When the user is attacked with a contact move, they have a 30% chance to frostbite the attacker.
Soft Body The Pokémon's body is soft and sleep-inducing. When the user is attacked with a contact move, they have a 30% chance to drowsy the attacker.
Flash Freeze The Pokémon absorbs the cold to enhance itself. When the user is attacked by a Ice-type move, the damage is nullified and the power of the user's Ice-type moves is increased.
Healing Sun The presence of the sun provides a healing glow. When the user is in harsh sunlight, their current HP is recovered by 1/8 of its maximum HP every turn.
Sandbed The user can lay on the ground and be comfortable as if it were soft sand. When the user is in a sandstorm, their current HP is recovered by 1/8 of its maximum HP every turn.
Composure The Pokémon keeps composure so that having a status condition boosts their performance. If the user has a non-volatile status condition, its Special Attack is increased by 50%.
The user does not lose Special Attack due to frostbite.
Grit & Grace The Pokémon so gritty that having a status condition boosts their performance. If the user has a non-volatile status condition, its Special Defense is increased by 50%.
Calm Point The Pokémon relaxes and composes themselves when it takes a hit to its sensitive spots. If the user takes a critical hit, the user's HP is restored to maximum.
Fearful Point The Pokémon panics when it takes a hit to its sensitive spots. If the user takes a critical hit, the user's Defense stat is boosted by twelve stages, resulting in the maximum amount of six stages no matter the previous amount of stages the user was currently at.
Hateful Point The Pokémon becomes spiteful and disgusted when it takes a hit to its sensitive spots. If the user takes a critical hit, the user's Special Attack stat is boosted by twelve stages, resulting in the maximum amount of six stages no matter the previous amount of stages the user was currently at.
Tearful Point The Pokémon winces and is saddened when it takes a hit to its sensitive spots. If the user takes a critical hit, the user's Special Defense stat is boosted by twelve stages, resulting in the maximum amount of six stages no matter the previous amount of stages the user was currently at.
Joyous Point The Pokémon gets excited when it takes a hit to its sensitive spots. If the user takes a critical hit, the user's Speed stat is boosted by twelve stages, resulting in the maximum amount of six stages no matter the previous amount of stages the user was currently at.

Moves

Move Categories

Tackling and Headbutting moves
Move Type Cat.
Behemoth Bash  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Body Press  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Bolt Strike  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Brave Bird  Flying  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Double-Edge  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Extreme Speed  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Flame Charge  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Flare Blitz  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Giga Impact  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Glaive Rush  Dragon  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Head Charge  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Head Smash  Rock  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Headbutt  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Headlong Rush  Ground  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
High Horsepower  Ground  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Iron Head  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Liquidation  Water  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Psyshield Bash  Psychic  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Raging Bull  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Skull Bash  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Spark  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Tackle  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Take Down  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
V-Create  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Volt Tackle  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Waterfall  Water  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Wave Crash  Water  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Wild Charge  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Wood Hammer  Grass  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Zen Headbutt  Psychic  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Diving moves
Move Type Cat.
Dragon Rush  Dragon  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Body Slam  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Flying Press  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Heat Crash  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Heavy Slam  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Sunsteel Strike  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Supercell Slam  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Spinning and rotational moves
Move Type Cat.
Nondescript spinning
Fire Spin  Fire  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Rapid Spin  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Vertical axis rotation (Yawing)
Example: Spinning like a Top
Double Iron Bash  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Gyro Ball  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Ice Spinner  Ice  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Mortal Spin  Poison  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Rolling Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Spin Out  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Lateral axis rotation (Pitching)
Example: Spinning like a Wheel
Flame Wheel  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Rollout  Rock  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Steamroller  Bug  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Steel Roller  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Longitudinal axis rotation (Rolling)
Example: Spinning like a Drill
Drill Peck  Flying  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Drill Run  Ground  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Hyper Drill  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Horn Drill  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Tail and whipping moves
Move Type Cat.
Lick  Ghost  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Vine Whip  Grass  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Power Whip  Grass  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Fire Lash  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Aqua Tail  Water  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Breaking Swipe  Dragon  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Dragon Tail  Dragon  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Iron Tail  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Poison Tail  Poison  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Slam  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Tail Slap  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Beam moves
Move Type Cat.
Aurora Beam  Ice  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Bubble Beam  Water  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Charge Beam  Electric  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Fickle Beam  Dragon  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Hyper Beam  Normal  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Ice Beam  Ice  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Meteor Beam  Rock  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Moongeist Beam  Ghost  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Psybeam  Psychic  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Signal Beam  Bug  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Simple Beam  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Solar Beam  Grass  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Steel Beam  Steel  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Twin Beam  Psychic  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Affectionate and Friendly moves
Move Type Cat.
Attract  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Captivate  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Charm  Fairy  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Draining Kiss  Fairy  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Frustration  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
G-Max Cuddle  Normal  ??? {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Hold Hands  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Lovely Kiss  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Pika Papow  Electric  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Play Nice  Normal  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Return  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Sweet Kiss  Fairy  Status {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Veevee Volley  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Kicking moves
Move Type Cat.
Aqua Step  Water  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Axe Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Blaze Kick  Fire  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Double Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
High Jump Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Jump Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Low Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Low Sweep  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Mega Kick  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Rolling Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Stomp  Normal  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Thunderous Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Triple Axel  Ice  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Triple Kick  Fighting  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Trop Kick  Grass  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Wing moves
Move Type Cat.
Dual Wingbeat  Flying  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Esper Wing  Psychic  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Oblivion Wing  Flying  Special {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Sky Attack  Flying  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Steel Wing  Steel  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}
Wing Attack  Flying  Physical {{{3}}} {{{4}}} {{{5}}} {{{6}}}

Individual Moves

Normal Stuff

Old Name
Move Name
Old Type Old Cat. Old PP Old Accu. Old Pow. Old Description Old Effect
New Type New Cat. New PP New Accu. New Pow. New Description New Effect
Reworked Moves
Bite
Cheap Bite
Dark Physical 25 100% 60 The target is bitten with viciously sharp fangs. The move does damage.
This move has a 30% chance to make the target flinch.
Dark Physical 25 100% 60 The target is bitten with viciously sharp fangs. The move does damage.
This move has a 30% chance to make the target flinch.
Barrage Normal Physical 20 85% 15 Round objects are hurled at the target. The move does damage.
This move strikes two to five times in a row.
Normal Special 20 100% 15 Round projectiles are hurled at the target. The move does damage.
This move strikes two to five times in a row.
Cut Normal Physical 30 95% 50 The target is cut with a scythe, a claw, or the like. The move does damage.
Normal Physical 10 100% 60 The target is cut with a scythe, a claw, or the like. The move does damage.
This move's chance to land a critical hit is heightened by three stages, from ≈4% to 100%.
Absorb Grass Special 25 100% 20 A nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Grass Special 15 100% 40 A weak nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Mega Drain Grass Special 15 100% 40 A nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Grass Special 10 100% 75 An effective nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Giga Drain Grass Special 10 100% 75 A nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Grass Special 5 100% 110 A strong nutrient-draining attack. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Lick Ghost Physical 30 100% 30 The user licks the target with a long tongue to inflict damage. The move does damage.
This move has a 30% chance to leave the target with a non-volatile status condition (paralysis).
Water Physical 30 100% 30 The user licks the target with a long tongue to inflict damage. The move does damage.
This move has a 50% chance to lower the target's Defense by one stage.
This move has a 50% chance to lower the target's Special Defense by one stage.
Gigaton Hammer Steel Physical 5 100% 160 The user swings its whole body around to attack with its huge hammer. The move does damage.
This move can't be used twice in a row.
Steel Physical 5 90% 150 The user swings its whole body around to attack with its huge hammer. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Giga Impact Normal Physical 5 90% 150 The user charges at the target using every bit of its power. The move does damage.
The user can't move on the next turn.
Normal Physical 5 90% 150 The user charges at the target using every bit of its power. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Rock Wrecker Rock Physical 5 90% 150 The user launches a huge boulder at the target to attack. The move does damage.
The user can't move on the next turn.
Rock Physical 5 90% 150 The user launches a huge boulder at the target to attack. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Meteor Assault Fighting Physical 5 100% 150 The user attacks wildly with its thick leek, but the force of this move makes it stagger. The move does damage.
The user can't move on the next turn.
Fighting Physical 5 90% 150 The user attacks wildly, but the force of this move makes it stagger. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Hyper Beam Normal Special 5 90% 150 The target is attacked with a powerful beam. The move does damage.
The user can't move on the next turn.
Normal Special 5 90% 150 The target is attacked with a powerful beam. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Frenzy Plant Grass Special 5 90% 150 The user slams the target with the roots of an enormous tree. The move does damage.
The user can't move on the next turn.
Grass Special 5 90% 150 The user slams the target with the roots of an enormous tree. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Blast Burn Fire Special 5 90% 150 The target is razed by a fiery explosion. The move does damage.
The user can't move on the next turn.
Fire Special 5 90% 150 The target is razed by a fiery explosion. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Hydro Cannon Water Special 5 90% 150 The target is hit with a watery blast. The move does damage.
The user can't move on the next turn.
Water Special 5 90% 150 The target is hit with a watery blast. The move does damage.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Roar of Time Dragon Special 5 90% 150 The user blasts the target with power that distorts even time. The move does damage.
The user can't move on the next turn.
Dragon Special 5 100% 160 The user blasts the target with power that distorts even time. The move does damage.
This move has an increased priority of 1.
The target is suppressed and moves last.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Prismatic Laser Psychic Special 5 100% 160 The user shoots powerful lasers using the power of a prism. The move does damage.
The user can't move on the next turn.
Psychic Special 5 100% 160 The user shoots powerful lasers using the power of a prism. The move does damage based on either the user's Attack or Special Attack stat���whichever is higher.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Eternabeam Dragon Special 5 90% 160 This is Eternatus's most powerful attack in its original form. The move does damage.
The user can't move on the next turn.
Dragon Special 5 100% 160 This is Eternatus's most powerful attack in its original form. The move does damage.
This move can hit a target using a move such as Protect or Detect.
This move can't be used twice in a row, or else the user can't move on the next turn after.
Bounce Flying Physical 5 85% 85 The user bounces up high, then drops onto the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
This move has a 30% chance to leave the target with a non-volatile status condition (paralysis).
Flying Physical 5 85% 120 The user bounces up high, then drops onto the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
This move has a 30% chance to leave the target with a non-volatile status condition (paralysis).
Fly Flying Physical 15 95% 90 The user flies up into the sky, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Flying Physical 15 95% 130 The user flies up into the sky, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Dig Ground Physical 10 100% 80 The user burrows into the ground, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Ground Physical 10 100% 115 The user burrows into the ground, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Dive Water Physical 10 100% 80 The user dives, then floats up and attacks The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Water Physical 10 100% 115 The user dives, then floats up and attacks The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
Razor Wind Normal Special 10 100% 80 The user whips up blades of wind, and then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Normal Special 10 100% 115 The user whips up blades of wind, and then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Solar Beam Grass Special 10 100% 120 The user gathers light, then blasts a bundled beam. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, if the weather is harsh sunlight, this move skips the charging phase and executes immediately.
This move will have its power halved if used during rain, fog, snow, or sandstorm.
Grass Special 10 100% 170 The user gathers light, then blasts a bundled beam. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, if the weather is harsh sunlight, this move skips the charging phase and executes immediately.
This move will have its power halved if used during rain, fog, snow, or sandstorm.
Solar Blade Grass Special 10 100% 125 The user gathers light, then fills a blade with the light's energy and attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, if the weather is harsh sunlight, this move skips the charging phase and executes immediately.
This move will have its power halved if used during rain, fog, snow, or sandstorm.
Grass Special 10 100% 180 The user gathers light, then fills a blade with the light's energy and attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, if the weather is harsh sunlight, this move skips the charging phase and executes immediately.
This move will have its power halved if used during rain, fog, snow, or sandstorm.
Skull Bash Normal Physical 10 100% 130 The user tucks in its head, then rams the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Defense by one stage.
Normal Physical 10 100% 185 The user tucks in its head, then rams the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Defense by one stage.
Sky Attack Flying Physical 5 90% 140 The user is cloaked in energy and glows a harsh light, and then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
This move has a 30% chance to make the target flinch.
Flying Physical 5 90% 200 The user is cloaked in energy and glows a harsh light, and then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
This move has a 30% chance to make the target flinch.
Phantom Force Ghost Physical 10 100% 90 The user vanishes somewhere, then strikes the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
This move can hit a target using a move such as Protect or Detect.
Ghost Physical 10 100% 130 The user vanishes somewhere, then strikes the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
This move can hit a target using a move such as Protect or Detect.
Shadow Force Ghost Physical 10 100% 120 The user cloaks itself in darkness and disappears, then strikes the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
This move can hit a target using a move such as Protect or Detect.
Ghost Physical 10 100% 170 The user cloaks itself in darkness and disappears, then strikes the target. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user is semi-invulnerable.
On the first turn, this move has a 100% chance to raise the user's Evasiveness by one stage.
This move can hit a target using a move such as Protect or Detect.
Sky Drop Flying Physical 10 100% 60 The user takes the target into the sky, then drops it. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user and the target are semi-invulnerable.
On the first turn, the target cannot attack while in the sky.
Flying Physical 10 100% 85 The user takes the target into the sky, then drops it. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, the user and the target are semi-invulnerable.
On the first turn, the target cannot attack while in the sky.
Freeze Shock Ice Physical 5 90% 140 The user hits the target with electrically charged ice to inflict damage. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move has a 30% chance to leave the target with a non-volatile status condition (paralysis).
Ice Physical 10 100% 200 The user hits the target with electrically charged ice to inflict damage. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move has a 30% chance to leave the target with a non-volatile status condition (15% for paralysis or frostbite, each).
Ice Burn Ice Special 5 90% 140 The user surrounds the target with an ultracold, freezing wind to inflict damage. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move has a 30% chance to leave the target with a non-volatile status condition (burn).
Ice Special 10 100% 200 The user surrounds the target with an ultracold, freezing wind to inflict damage. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
This move has a 30% chance to leave the target with a non-volatile status condition (15% for burn or frostbite, each).
Geomancy Fairy Status 5 —% The user absorbs energy on the first turn, then sharply boosts its stats on the next turn. This move is a two-turn attack; It charges on the first turn, and then executes on the second turn.
Upon executing, this move has a 100% chance to raise multiple stats at once by two stages (Special Attack, Special Defense, Speed).
Fairy Status 5 —% The user absorbs energy on the first turn, then sharply boosts its stats on the next turn. This move is a two-turn attack; It charges on the first turn, and then executes on the second turn.
Upon executing, this move has a 100% chance to raise multiple stats at once by two stages (Attack, Defense, Special Attack, Special Defense, Speed).
Meteor Beam Rock Special 10 90% 120 The user gathers energy from space, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Special Attack by one stage.
Rock Special 10 90% 170 The user gathers energy from space, then attacks. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Special Attack by one stage.
Electro Shot Electric Special 10 100% 130 The user gathers electricity, then fires a high-voltage shot. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Special Attack by one stage.
On the first turn, if the weather is rainy, this move skips the charging phase and executes immediately.
Electric Special 10 100% 185 The user gathers electricity, then fires a high-voltage shot. The move does damage.
This move is a two-turn attack; It charges on the first turn, and then attacks on the second turn.
On the first turn, this move has a 100% chance to raise the user's Special Attack by one stage.
On the first turn, if the weather is rainy, this move skips the charging phase and executes immediately.
Wild Charge Electric Physical 15 100% 80 The user shrouds itself in electricity and smashes into its target. The move does damage.
This move damages the user equal to 25% of the damage done to the target.
Electric Physical 15 100% 120 The user shrouds itself in electricity and smashes into its target. The move does damage.
This move damages the user equal to 33% of the damage done to the target.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
Volt Tackle Electric Physical 15 100% 120 The user electrifies itself and charges the target to inflict damage. The move does damage.
This move damages the user equal to 33% of the damage done to the target.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
Electric Physical 5 100% 150 The user electrifies itself and charges the target to inflict damage. The move does damage.
This move damages the user equal to 50% of the damage done to the target.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
Submission Fighting Physical 20 80% 80 The user grabs the target and recklessly dives for the ground. The move does damage.
This move damages the user equal to 25% of the damage done to the target.
Fighting Physical 5 100% 150 The user grabs the target and recklessly dives for the ground. The move does damage.
This move damages the user equal to 50% of the damage done to the target.
Rage Normal Physical 20 100% 20 As long as this move is in use, the power of rage raises each time the user is hit in battle. The move does damage.
This move's damage increases by an additive 50% every time the user is hit (for a maximum of 999 base power).
Normal Physical 20 100% 50 As long as this move is in use, the power of rage raises each time the user is hit in battle. The move does damage.
This move's damage increases by an additive 100% every time the user is hit (for a maximum of 6 times, or 350 base power).
Rage Fist Ghost Physical 20 100% 50 The user converts its rage into energy to attack. The move does damage.
This move's damage increases by an additive 100% every time the user is hit (for a maximum of 6 times, or 350 base power).
Fighting Physical 20 100% 50 The user uses its rage and turns it into fighting spirit to attack. The move does damage.
This move's damage increases by an additive 100% every time the user is hit, for a maximum of 6 times (or 350 base power).
Triple Kick Fighting Physical 10 90% 10 A consecutive three-kick attack. The move does damage.
This move's damage increases by an additive 100% after every successful consecutive hit, for a maximum of 3 hits (10, 20, and 30, respectively, for a total of 60).
Fighting Physical 10 90% 20 A consecutive three-kick attack. The move does damage.
This move's damage increases by an additive 100% after every successful consecutive hit, for a maximum of 3 hits (20, 40, and 60, respectively, for a total of 120).
X-Scissor Bug Physical 15 100% 80 The user slashes at the target by crossing its scythes, claws, or the like as if they were a pair of scissors. The move does damage.
Bug Physical 15 100% 80 The user slashes at the target by crossing its scythes, claws, or the like as if they were a pair of scissors. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Octazooka Water Special 10 85% 65 The user attacks by spraying ink in the target's face. The move does damage.
This move has a 50% chance to lower the target's Accuracy by one stage.
Water Special 5 85% 120 The user attacks by spraying ink in the target's face. The move does damage.
This move has a 100% chance to lower the target's Accuracy by one stage.
Water Gun Water Special 25 100% 40 The target is blasted with a forceful shot of water. The move does damage.
Water Special 15 100% 90 The target is blasted with a forceful shot of water. The move does damage.
Hydro Pump Water Special 5 85% 110 The target is blasted by a huge volume of water launched under great pressure. The move does damage.
Water Special 5 85% 150 The target is blasted by a huge volume of water launched under great pressure. The move does damage.
Scald Water Special 15 100% 80 The user attacks by shooting boiling hot water at the target. The move does damage.
This move has a 30% chance to leave the target with a non-volatile status condition (burn).
Water Special 15 100% 65 The user attacks by shooting boiling hot water at the target. The move does damage.
This move has a 30% chance to leave the target with a non-volatile status condition (burn).
New Moves
Bite Normal Physical 35 100% 40 The target is bitten with the user's teeth. The move does damage.
Projectile Normal Special 35 100% 40 The user fires a non-descript mass of energy. The move does damage.
Ghostly Lick Ghost Physical 10 100% 65 The user licks the target with a long tongue that disturbs them on a deep level. The move does damage.
The user's HP is restored by up to 25% of the damage taken by the target.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
This move has a 10% chance to leave the target with a curse.
Reckless Brawling Normal Physical 5 100% 120 The user fights the target up close, inflicting damage without guarding itself. The move does damage.
This move has a 100% chance to lower the user's Defense by one stage.
This move has a 100% chance to lower the user's Special Defense by one stage.
Divebomb Flying Physical 5 100% 120 The user flies upward and then recklessly crashes down onto the target. The move does damage.
This move has a 100% chance to lower the user's Defense by one stage.
This move has a 100% chance to lower the user's Special Defense by one stage.
Hit-and-Run Normal Physical 20 100% 65 The user attacks, then flees. The move does damage.
After attacking, the user switches places with a party Pokémon in waiting.
Swoop Dash Flying Physical 20 100% 65 The user attacks, then flees. The move does damage.
After attacking, the user switches places with a party Pokémon in waiting.
Shield Bash Steel Physical 10 100% 80 The user attacks by slamming its hardened body into the target. The move does damage based on the user's Defense stat.
Fire Cutter Fire Physical 20 100% 70 The target is slashed with a red-hot blade. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Ice Cutter Ice Physical 20 100% 70 The target is incisioned with blades as sharp as cold winds. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Thunder Cutter Electric Physical 20 100% 70 The target is chopped down with a blade that come down as quick as a thunderbolt. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Fire Wing Fire Physical 25 90% 70 The target is hit with wings cloaked in fire. The move does damage.
This move has a 10% chance to leave the target with a non-volatile status condition (burn).
Ice Wing Ice Physical 25 90% 70 The target is hit with frozen wings. The move does damage.
This move has a 10% chance to leave the target with a non-volatile status condition (frostbite).
Thunder Wing Electric Physical 25 90% 70 The target is hit with wings that exude electricity. The move does damage.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
Frost Kick Ice Physical 10 90% 85 The user launches a freezing kick. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
This move has a 10% chance to leave the target with a non-volatile status condition (frostbite).
Shock Kick Electric Physical 10 90% 85 The user launches a shocking kick. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
This move has a 10% chance to leave the target with a non-volatile status condition (paralysis).
Grave Rage Ghost Physical 10 100% 50 The user imbues its rage with that of spirits from beyond. The move does damage.
This move's damage increases by an additive 100% every time the user is hit (for a maximum of 6 times, or 350 base power).
Sword Slash Steel Physical 15 100% 70 The user slashes the target cleanly with a razor-sharp blade or claws. The move does damage.
This move's chance to land a critical hit is heightened by one stage, from ≈4% to 16%.
Spirit World Ghost Special 5 30% The user opens up an eerie rift which pulls on the target's spirit. The move does damage.
The target faints instantly if this attack hits.
Soul Fuel Ghost Special 10 100% 75 The user saps the target's life energy. The move does damage.
The user's HP is restored by up to 50% of the damage taken by the target.
Ground Lightning Ground Physical 15 100% 65 The user attacks by barraging the target with upheaved earth laced with lightning. The move does damage.
This move has a 30% chance to leave the target with a non-volatile status condition (paralysis).
Mind Pollution Psychic Special 15 100% 65 The user attacks by barraging the target with delusions, polluting their system with placebos. The move does damage.
This move has a 30% chance to leave the target with a non-volatile status condition (poison).

Shenanigans

Present
Effect Probability
Hitting a foe
Damages the foe with 40 base power 40%
Damages the foe with 80 base power 30%
Damages the foe with 120 base power 20%
Damages the foe with 160 base power 10%
Hitting an ally
Heals 1/4 of the ally's max HP 40%
Heals 1/3 of the ally's max HP 30%
Heals 1/2 of the ally's max HP 20%
Heals 2/3 of the ally's max HP 10%