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).
|