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BONE CLUB = Con. type Tough = Physical attack formula (if +5, flinching )

Clubs the foe with a bone ..may cause flinching.

BONE RUSH = Con. type Tough = Physical attack formula with dmg/5

Strike the foe with a bone in hand 2 to 5 times. This attack if successful can only be dodged during the attack turns, and thus if the opponent is unable to avoid the attack they take damage during thier defensive & attack turn. A counterattack is not possible, while this attack is in use.

BONEMERANG = Con. type Tough = Physical attack formula with/2 dmg

Throws a bone boomerang that strike twice. A counter attack can not take place when this attack is in used. Dmg is split in half with one part being done during the attack phase, and the second being done during the defensive phase.

BULLDOZE = Physical attack formula [if +5 = -1 spd]

The user stomps down the ground and attacks everything in the area. If it hits the pokemon's speed is reduced. Hits all pokemon in the battle including allies

DIG = Con. type Smart = Physical Attack formula + Physical Attack formula.

Digs underground the first turn, and then strikes the next turn. This attack must be successfully in the accuracy roll twice to hit, and during the defensive turn the opponent can not hit the pokemon unless they use a move that can target a pokemon underground. Formula ((dmg from first attack phase + dmg from second attack phase = overall dmg for the attack))

DRILL RUN = Physical attack formula [rolls of 10, 11, & 20 are critical hits, and will do double dmg instead of increasing accuracy]

The user crashes into it's opponent while rotating it's body like a drill. critical land much more easier.

EARTH POWER = Con. type Smart = Sp attack formula (if+ 5, lowers Sp. Def by one )

An power that comes directly from the earth, and lowers the foe's Sp. Def one stage.

EARTHQUAKE = Con. type Tough = Physical attack formula

A powerful quake, but has no effect on flying foes. This attack hits everyone on the field, including allies if it's a two on two battle.

FISSURE = Con. type Tough = all of hp if it hits (if the roll is 18 or higher)

A one-hit KO move that drops the foe in a fissure. If this attack hits, the battle is over with, unless your pokemon is a flying type which can not be hit by Fissure. This attack can not kill any pokemon, but simply faints them.

HIGH HORSEPOWER = Con. Type Unknown = Physical Attack formula + 2 dmg

The user cries out fiercely and crashes into their opponent with the full force of their body. A galloping move.

LAND’S WRATH = Con. type Beautiful = Physical Attack formula +5

The user gathers the energy of the land and focuses that power on their opponent.

MAGNITUDE = Con. type Tough = Physical attack formula w/modifications

This attack can't hit flying types. A ground-shaking attack that random intensity. If the user rolls a 4 +7 to the dmg, if it's a 8 + 6 to the dmg, if it's a 10 + 5 to the dmg, if it's an 12 + 4 to the dmg, if it's 14 + 3 to the dmg, if it's a 18 + 2 to the dmg, if it's 20 + 1 dmg

MUD BOMB = Con. type Smart = Sp. attack formula. If the user rolls + 5 higher than foe, lower opponent's acc. by one.

The user condenses the mud into a bubble as the attack is launched with a much more messier results

MUD SHOT = Con. type Tough = Sp attack formula (if +5, reduce spd by 1)

Hurls mud at the foe and reduces Speed

MUD SPORT = Con. type Cute = 1/2 dmg electric type attacks

Covers the user in mud to raise electrical resistance

MUD-SLAP = Con. type Cute = Sp attack formula (if + 5, lowers acc. by 1 )

Hurls mud in the foe's face to reduce its accuracy

PRECIPICE BLADES = Con. type Cool = Physical Attack formula + 10

A power move known solely by Groudon in its most primal form. The power of land is summoned forth in furious blades.

ROTOTILLER = Con. type Tough = Grass type Special Attack +1

The Pokemon tills the soil, making it more habitable for Grass types. Fails is there’s no Grass types on the field, or the the Grass type is in the air.

SAND-TOMB = Con. type Smart = Sp attack formula - 2 dmg/5

Traps and hurts the foe in quicksand for 2 to 5 turns. IF a opponent is hit by this move, they are trapped & unable to switch until this attack is over. This attack can only be avoided during the user's attack phase, and will not allow for any counter-attacks during the attack.

SAND-ATTACK = Con. type Cute = -1 Acc.

Reduces the foe's accuracy by hurling sand in its face.

SHORE UP = Con Type Unknown = heals at least 1/2 user's max HP

This users steadies itself with the power of the earth around it, healing an amount equal to half their total HP. If this move is used during a sandstorm, raise amount healed to two-thirds their total HP.

SPIKES = Con. type Smart = same dmg as lvl

Sets spikes that hurt a foe switching out.This attack causes no dmg when used, but if the opponent tries to switches out pokemon the incoming pokemon will take dmg from this attack.

STOMPING TANTRUM = Con Type Unknown = Physical Attac