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Normal Type Moves

280. ACUPRESSURE =Con. Type Cute = +2 to random pokemon's stats.

The user applies pressure to stress points, sharply boosting one of the it's stats. Depending on what is rolled, will determine which stats are boosted. 2-5 will boost attack, 6-10 will boost defense, 11 -15 will boost Sp. defense, 16 -20 will boost Sp attack.

281. ASSIST = Con. Type Cute = Randomly attack with partner’s move.

Attacks randomly with one of the partner’s moves. If one of your pokemon know this from this point on all your pokemon moves except for the users will be numbered in the profile. If used in battle, the player must do a random number starting with 1 through the number of moves in the profile, and then depending on the number the move that has the same will be used, and all rules of that attack must be followed

282. ATTRACT = Con. Type Cute = Attract if opposite gender

Makes the opposite gender less likely to attack

283. BARRAGE = Con. Type Tough = Sp attack formula/5

Hurls round objects at the foe 2 to 5 times. This attack can only be stopped on the user’s attack turn, and if the opponent is unable to avoid the attack they will take damage on the defensive turn, while this attack is going neither user & opponent is able to counterattack.

284. BATON PASS = Con. Type Cute = Switches out the user

Switches out the user, while keeping effects in play. For instances, if the user of this attack had raised their Accuracy by 2+ this move will make sure that the pokemon that is switches by Baton pass will also have 2+. Though this goes for decreases in status as well as increases.

285. BELLY DRUM = Con. Type Cute = Hp ½ & Attack raised equal to Hp lost.

Maximizes Attack while sacrificing Hp.

286. BIDE = Con. Type Tough = dmg for 2 defensive turns x 2

Endures attack for 2 turns to retaliate double on the third attack turn. Bide is an attack that gains power with each successful hit, and rewards a pokemon’s endurance. If an pokemon can endure for 3 turns, the dmg from the previous two turns will be added up, and doubled for the amount of damage that the opponent will take. All attacks whether or not they beat the pokemon’s defensive rolls will be added up to determine it’s attack, and only the last turn can the move be avoided after it starts

287. BIND = Con. Type Tough = ((Accuracy + attack =dmg/5))

Binds and squeezes the foe for 2 to 5 turns. Bind once in place prevents an opponent from escaping or being switches out, and only on it’s initial phase will it hit on both attack & defensive turn without the opponent being given the chance to get out of it. After that, if the opponent rolls higher than the starter acc. for Bind the move will broke, or if it manages to go 5 turns without being disturb.

288. BLOCK = Con. Type Cute = Prevents escape/switching

Blocks the foe’s way to prevent escape

289. BODY SLAM = Con. Type Tough = Attack formula + Paralyze

A full-body slam that may cause paralysis

290. CAMOUFLAGE = Con. Type Smart = Alters Pokemon type

Alters the Pokemon’s type depending on the location.

291. CAPTIVATE =Con. type Beauty = -2 Sp attack.

If it is the opposite gender of the user, the foe is charmed into sharply lowering it's Sp Def.

292. CHARM = Con. Type Cute = - 2 Attack

Charms the foe and sharply reduces its Attack

293. COMET PUNCH = Con. Type Tough = [Accuarcy roll + attack =dmg/5]

Repeatedly punches the foe up to 5 times. If the opponent rolls higher than the user in attack/defense turns the attack will be broken.

294. CONSTRICT = Con. Type Tough = regular attack formula + 5 lowers speed of opponent by one

Constricts to inflict pain, and may lower speed.

295. CONVERSION = Con. Type Beauty = user’s type changes with move the last used move’s type

Changes the user’s type into move’s type

296. CONVERSION 2 = Con. Type Beauty = user resistant to the last attack’s type

Makes the user resistant to the last attack’s type.

297. COPYCAT =Con. Type Cool = Copies the opponent's last attack

The user mimics the move used immediately before it. The move fails if no other move has been used yet.

298. COVET =Con. Type Cute = Sp attack formula + hold items is stolen

Cutely bets to obtain an item held by the foe, but if it isn’t an item used up by the end of a trainer’s battle …the item is returned at the end.

299.CRUSH CLAW =Con. Type Cool = Regular attack formula + 5 lower opponent’s defense by 1

Tears at the foe with sharp claws, and has the possibility of lowering defense.

300. CRUSH GRIP = Con. Type Tough = dmg equal to difference between the foe's maximum and current hp.

The foe is crushed with great force. This attack is more powerful the more Hp the foe has left. IF there is no hp lost, this attack does half this user's level in dmg.

301. CUT = Con. Type Cool = Regular Attack formula

Cuts the foe with sharp scythes, claws, etc.

302. DEFENSE CURL = Con. Type Cool = + 1 defense

Curls up to conceal weak spots and raise defense.

303. DISABLE =Con. Type Smart = disables one foe’s move

Psychically disables one of the foe’s moves.

304. DIZZY PUNCH =Con. Type Cool = regular attack formula + Confusion

A rhythmic punch that may confuse the foe.

305. DOUBLE HIT = Con. type Smart= regular attack formula

The user slams the foe with a long tail, vines, ect. The target is hit twice in a row. For this attack, two dices are rolled instead of one, and the formula is done the same depending on whether it hits or miss. If used as a counter, the first dice is the only one that is used to attack, and the second dice roll will be used for defense. This move negates the 2x dmg for a counter even if it fails]

306. DOUBLE TEAM = Con. Type Cool = + 1 user’s defense acc. roll

Creates illusory copies to raise evasiveness.

307. DOUBLE-EDGE = Con. Type Tough = regular attack formula + 5 dmg/5 user’s recoil damage

A life-risking tackle that also hurts the user.

308. DOUBLESLAP =Con. Type Tough =[Accuarcy roll + attack =dmg/5]

Repeatedly slaps the foe up to 5 times. If the opponent rolls higher than the user in attack/defense turns the attack will be broken.

309.EGG BOMB = Con. Type Tough = Sp Attack formula + 2dmg

An egg is forcibly hurled at the foe

310. ENCORE = Con. Type Cute = makes the foe repeat 2-6 turns

Makes the foe repeat it’s last move over 2 to 6 turns. If the foe is able to roll a dice roll higher than the initial roll that started the move Encore will end.

311. ENDEAVOR =Con. Type Tough = Dmg equal to differences in Hp between user and foe.

Gains power if the user’s Hp is lower than the foe’s Hp. This attack only does damage if the user’s Hp is lower than that of the opponent.

312. ENDURE = Con. Type Tough = Can’t faint/die for one turn with 1 Hp remaining.

[size =11]Endures any attack for 1 turn, leaving at least 1 Hp to remain ..no matter how how much damage is done.


313. EXPLOSION = Con. Type Beauty = dmg equal to user’s total Hp stats

Inflicts severe damage, but makes the user faints.

314. EXTREMESPEED = Con. Type Cool = regular attack + 2

An extremely fast and powerful attack.

315. FAÇADE = Con. Type Cute = regular attack formula [x 2 attack if burned, paralyzed, or poisoned]

Boosts attack when burned, paralyzed, or poisoned.

316. FAKE OUT = Con. Type Cute = Sp attack formula

1st turn, 1st-strike move that causes flinching. Fake out can only be used once per battle, and that is at the start, in which, it will attack first no matter the Spd of the opponent & always causes flinching.

317. FALSE SWIPE = Con. Type Cool = regular attack formula

An attack that leaves the foe with at least 1 Hp. This attack for all it’s strength will never kill or end a battle as it always leaves the opponent with 1 hp remaining.

318. FEINT = Con. Type Beauty = regular attack formula

An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves. Feint is a move that only works against Protect or Detect otherwise, it doesn't work.

319. FLAIL = Con. Type Cute =Dmg equal to differences in Maximum Hp of the user and current hp of the user.

Inflicts more damage when the user’s Hp is down. This attack only does 1 damage if the user’s Hp is higher than that of the opponent.

320. FLASH = Con. Type Beauty = - 1 Accuarcy roll

Looses a powerful blast of light that cuts accuaracy

321.FOCUS ENERGY =Con. Type Cool = Critical Hits

Focuses power to raise the critical-hit ratio. This move when uses gives critical hit to all attacks, in which, if the user rolls a 20 the dmg of the attack will double. Also, if the user already has a move with this ability roll a 18 will also cause a double dmg.

322. FOLLOW ME =Con. Type Cute = Foes only attack user

Draws attention to make foes attack only the user.

323. FORESIGHT = Con. Type Smart = negates all defense acc. heightening.

Negates all efforts to raise the evasiveness of the foe.

333. FRUSTRATION = Con. Type Cute = Regular Attack formula + 5 if disliked

An pokemon that is frustrated will never evolved by happiness, and will have a -2 attack/Sp attack for all attacks other than Frustration.

334. FURY ATTACK = Con. Type Cool = [Acc. roll + regular attack =dmg/5]

Jabs the foe 2 to 5 times with sharp horns. This attack hits during defensive & attack turns, and can only be dodged on the user’s attack turn. No counter-attacks can be used while this attack is in effect.

335. FURY SWIPES = Con. Type Tough = [Acc. roll + regular attack =dmg/5]

Rakes the foe 2 to 5 times with sharp claws, etc. This attack hits during defensive & attack turns, and can only be dodged on the user’s attack turn. No counter-attacks can be used while this attack is in effect.

336. GIGA IMPACT= Con. Type Beauty = Regular attack formula X2 dmg

The user charges at the foe using every bit of its power. The user must rest on the next turn. Thus, the user must defend twice in a row.

337. GLARE = Con. Type Tough = Paralyze

Intimidates and frightens the foe into paralysis with a powerful stare.

338. GROWL = Con. Type Cute = - 1 Attack

Growls cutely to reduce the foe’s attack

339. GROWTH = Con. Type Beauty = + 1 Sp attack (user)

Forces the body to grow and heightens Sp. Att.

340. GUILLOTINE = Con. Type Cool = All opponent's Hp.

A powerful pincer attack that may cause fainting. For this move, the accuracy of the user is reduced by 5

341. HARDEN = Con. Type Tough = + 1 defense

Stiffen the body’s muscles to raise defense.


342. HEADBUTT = Con. Type Tough = regular attack formula + flinching

A ramming attack that may cause flinching.

343.HEAL BELL = Con. Type Beauty = eliminates status abnormalities

Chimes soothingly to heal all status Abnormalities, which includes the party’s status problems.

344. HELPING HAND = Con. Type Smart = + 2 to all an allies stats

Helping hand is a move that is best uses in team battles, inwhich, an allies stats are raised by two. A sense of having someone in your corner cheering you on ...is always a good way to raise your friends focus in a match, and helping hand works the same way with a quick clap to make ones partner feel more confident about their moves.

345. HIDDEN POWER = Con. Type Smart = Pp equals dmg

The effectiveness varies with the user.

346. HORN ATTACK = Con. Type Cool = regular attack formula

Jabs the foe with sharp horns

347. HORN DRILL[/b[ = Con. Type Cool = - All of Opponent’s Hp if the roll is 10 or higher than their opponent.

A one-hit Ko attack that uses a horn like a drill. This attack if ineffective against all Ghost type pokemon.

348.HOWL = Con. Type Cool = + 2 Attack

Howls to raise the spirit and boosts Attack.

349. HYPERBEAM = Con. Type Cool = Sp attack + 10 dmg

Powerful, but leaves the user immobile the next turn.

350. HYPER FANG = Con. Type Cool = Normal Attack + 5dmg + Flinching

Attacks with sharp fangs that may cause flinching.

351. HYPER VOICE= Con. Type Cool = Sp Attack + 2 DMG

A loud attack that uses sound waves to injure as it hits more than one opponent on the opposite side of the field.

352. JUDGMENT =Con. Type Smart = Type changes to whatever plate the user is holding.

The user releases countless shots of light. Its type varies with the kind of Plate the user is holding.

353. LAST RESORT = Con. Type Cute = attack formula + 4dmg

This move can be used only after the users has used all the other moves it knows. This attack can only be used after the user has used all the other moves that it knows at least once.

354. LEER = Con. Type Cool = - 1 defense

Frightens the foe with a leer to lower Defense.


355. LOCK-ON = Con. Type Smart = next move hits

Locks on to the foe to ensure the next move hits ..no matter what. Thus, the formula for the next attack will followed the regular rules, except, that no matter what is rolled the attack will hit.

356. LOVELY KISS = Con. Type Beauty = Sleep

A new spin to the phrase “A kiss goodnight” as it demands a kiss with a scary face to induce your foe to pass out,or to fall asleep.

357. LUCKY CHANT = Con. type Cute = No critical hits for five turns.

The user chants an incantations toward the sky, preventing the foe from landing critical hits. For five turns, a critical hit roll will not enhance the opponent's accuracy nor do double damage.

358. ME FIRST = Con. Type Cute = Regular attack formula

The user tries to cut ahead of the foe to steal and use the foe's intended move with greater power. If uses as a counter attack and is successful, the user gains + dmg equal to the differences in their speed and that of their opponent. Though if their speed is less, they lose dmg equal to that differences.

359. MEAN LOOK = Con. Type Cute = prevents escape/switching

Fixes the foe with a mean look that prevents escape.

360. MEGA KICK = Con. Type Cool = regular attack formula + 2 dmg

An extremely powerful kick with intense force.

361. MEGA PUNCH = Con. Type Tough = regular attack formula

A strong punch thrown with incredible power.

362. METRONOME =Con.Type Cute = Use Random attack

Waggles a finger to use any Pokemon move at random. The user will use random number 1 -569, and using this list of moves whatever number matches the random number produced will be used in battle. All the attack rules apply to whatever attack is chosen.

363. MILK DRINK = Con. Type Cute = ½ Maximum Hp recovered

Recovers up to half the user’s maximum Hp.

364. MIMIC = Con. Type Cute = Copies attack

Mimic allows you to pick, and copy one move in the foe’s moveset, and for that battle it replaces Mimic as an attack for the user.

365. MIND READER = Con. Type Smart = next move hit.

Sense the foe’s action to ensure the next move hit.

366. MINIMIZE = Con. Type Cute = + 1 acc for user’s defensive turn

Minimizes the user’s size to raise evasiveness.

367. MOONLIGHT = Con. Type Beauty = Same amount of lvl.

Restore Hp. The amount varies with the weather. If done at night it restores all Hp, if done during raining days it restore half, and all other times it restores Hp exactly equal to lvl.

368. MORNING SUN = Con. Type Beauty = Same amount of lvl.

Restores Hp. The amount of varies with the weather. IF done during a Sunny day Hp is restored completely, if done during a raining days it restores half, and at all other times it restores Hp equal to lvl.

369. NATURE GIFT = Con. Type Cool = Effects are the opposite of what berry would normally do.

The user draws power to attack by using it's held Berry. The berry determines its type and power. Ex. IF the user is holding a Pecha berry, the move will try to poison the opponent.

370. NATURE POWER = Con. Type Beauty = random attack depending on area.

The type of attack varies depending on the location.

371. ODOR SLEUTH = Con. Type Smart = Negates any + to defensive rolls acc.

Negates the foe’s efforts to heighten evasiveness.

372. PAIN SPLIT = Con. Type Smart = Adds the user and foe’s Hp & then share it equally.

Adds, the user & foe’s Hp, and then divides by 2 to determine the health for both opponent and user.

373. PAY DAY = Con. Type Smart = regular Sp attack

Throws coins at the foe only to recover the money afterwards. Money recovered is equal to the amount of dmg taken by the opponent.

374. PERISH SONG = Con. Type Beauty = 3 attack turns all pokemon faints [user included]

Any Pokemon hearing this song faints in 3 turns, because this move effects all pokemon on the field.

375. POUND = Con. Type Tough = regular attack formula

Pounds the foe with forelegs or tail.

376. PRESENT = Con. Type Cute = Sp attack formula

The move Present is an unpredictable move. The user throws a present in the form of a bomb. It can either restore hp or take them away. If you roll an even number, the present will heal the opponent. If you roll an odd number, the present will damage the opponent.

377. PROTECT = Con. Type Cute = + Five to accuracy rolls until the next attack phase [– 3 acc the next time it's used after the +5,and, -6 acc after that.]

Evades attack, but may fail if used in succession. This move actually drops acc for this move down by – 3 each time it is used in succession after the first time.

378. PSYCH UP = Con. Type Smart = Copies any stat’s changes by the opponent, including increasing of acc. due to 20 dice rolls

Copies the foe’s effect(s) and gives to the user.

379. QUICK ATTACK = Con. Type Cool = Attack Formula + first attack

An extremely fast attack that always strikes first. Quick attack, when used as a counter because of its speed negates the double damage if the user’s counter fail.

380. RAGE = Con. Type Cool = basic stats vs. [Attack stats – Defense stats]

An attack that works off the fury of the pokemon …as it grows slowly over time as the user gets more and more angry. Rage grows by 1 each time it’s used & x2 if user attack is successful after previously being hit.

381. RAPID SPIN = Con. Type Cool = Attack Formula

The user spins the body at high speed to strike the foe. The user becomes free from moves like Wrap, Bind, and Leech Seed when they use this attack.

382. RAZOR WIND = Con. Type Cool = Sp. Attack formula + 5 = critical hit

A 2-turn move that strikes the foe on the 2nd turn as the user actually charges up. This attack doesn’t need a dice roll for the first term, but on the release turn the user must roll a 1d20. Though, there is no noticeable boost in power, if the user manages to roll +5 higher than the opponent the dmg will be doubled.

383. RECOVER = Con. Type Smart = Sp recovery =1/2 max Hp

A move that recovers hp equal to half of the users maximum Hp. This is a very useful move in a pinch, and though it’s not a psychic type it’s very well-known amongst their circle.

384. RECYCLE = Con. Type Smart = recycles a used item/held item for one more use

A move that makes the most out of wasted items. It takes a crafty pokemon to take trash, and turn it into a treasure.

385. REFRESH = Con. Type Cute = Heals Poisoning, Paralysis, or Burn

A move that heals three main types of status damage, and it helps a trainer to cut down on having to pay for potions over the counter.

386. RETURN = Con. Type Cute = Regular attack stats + Cuteness added to dmg

A attack that increases in power with friendship, and thus, the happier the user, the stronger the attack. This attack actually uses a pokemon’s cuteness to bring their opponent to their knees as the love of the pokemon is returned in force towards the opponent.

387. ROAR = Con. Type Cool = Ends wild battles or Switches the opponent in trainer battles.

An ear splitting roar, that can make any pokemon turn and run for the hills at its force. Roar doesn’t do any damage, but causes fear in the heart of it’s opponent. Thus, only a higher roll is necessary for this attack to be successful.

388. ROCK CLIMB = Con. Type Cool = regular attack + 5 confusion

A confusing attack, in which, the opponent will actually climb as though up a mountain onto its opponent piercing them with either shape claws or a crushing grip.

389. SAFEGUARD = Con. Type Beauty = Prevents all status problems for 5 turns

A mystical force, that prevents all status problems, for example, burn & frozen. This attack protects the entire party, and successful use is decided only by the higher dice roll.

390. SCARY FACE = Con. Type Tough = - 2 speed

This attack frightens an opponent with a scary face to sharply reduce SPEED.

391. SCRATCH = Con. Type Tough = regular attack

The user scratches the foe with sharp claws.

392. SCREECH = Con. Type Smart = - 2 Defense

Emits a screech to sharply reduce the foe’s defense in the heat of battle as the opponents leaves itself open to attacks as it tries to protect it’s ears.

393. SECRET POWER = Con. Type Smart = regular attack w/ type change to match location

An attack with effects that vary by location as the attack itself actually can become the same type as the area around it.

394. SELFDESTRUCT = Con. Type Beauty = same dmg as user max Hp.

This attack inflicts severe damage on both the user and opponent as the pokemon release all its life force to try and take down the enemy. The user of this attack faints.

395. SHARPEN = Con. Type Cute = + 1 Attack

Reduces the polygon count and raises attack. This is an exclusive move to Porygon & can’t be learn by any other pokemon even through the usage of a Tm.

396. SING = Con. Type Cute = Sleep

A soothing song that lulls the foe into a deep sleep.

397. SKETCH = Con. Type Smart = Copies the foe’s last move permanently

Smeargle’s exclusive move that allows the pokemon to permanently learn an opponent’s move.

398. SKULL BASH = Con. Type Tough = regular attack + 1 def each time used

The pokemon tucks in it’s head, and then attacks on the next turn. Skull Bash raises the user defense by one during the first stage, and then attacks during the second one. The dice is only rolled during the second stage.

399. SLACK OFF = Con. Type Cute = recover ½ users max Hp

Even laziness has it’s advantages as Slack off restores half of the users max Hp.

400. SLAM = Con. Type Tough = Regular attack

Slams the foe with a long tail, vine, etc.

401. SLASH = Con. Type Cool = Regular attack + 5 critical

Slash is a pokemon move that uses sharp claws, etc. to cut through an opponent’s pokemon defense. A wick move, it can some times cause x2 the dmg if the user is lucky.

402. SLEEP TALK = Con. Type Cute = Random Move

It is know that pokemon sleep walk, but sometimes they sleep talk as well as they use their moves in their sleep as well. Because, the move is done in the pokemon’s sleep is random, and thus, the user must roll a random number 1 thru 4 to decide what move is used. That attack in question will always hit during sleep talk, and thus, no accuracy is added into the equation when using this move.

403. SMELLINGSALT = Con. Type Smart = regular attack x 2 if opponent is paralyzed.

Powerful against paralyzed foes, but also heals them, so this attack is a double edged sword.

404. SMOKESCREEN = Con. Type Smart = - 1 Acc.

The user releases a thick cloud of smoke to hide it’s presences as well to hinder the opponent’s ability to see.

405. SNORE = Con. Type Cute = Sp. Attack Formula

A loud attack that can be used only while asleep.

406. SOFTBOILED = Con. Type Beauty = recovers ½ user’s max Hp

This is a move that heals the user, but can also be used to heal others. Though if it is used to heal others it comes at the cost of ¼ of the user’s life in exchange for recovering half of the allies hp. This is a move that can only be used by Chansey & Blissey as it requires the usage of the special eggs stones on their bellies.

407. SONICBOOM = Con. Type Cool = 20 dmg

Sonic boom launches shock waves that always inflict 20 hp of damage.

408. SPIKE CANNON = Con. Type Cool = Regular attack/ 5

Spike Cannon launches a continues rain of sharp spikes that strikes hard against a opponent 2 to 5 times. This attack hits during both the attack & defense stages of the opponent, and can only be stopped during user’s attack phase with a higher defense roll. Also, during this attack, the user can not use any counters.

409. SPIT UP = Con. Type Tough = [lvl x no of stockpiles = dmg ]

A very powerful attack, Spit Up, releases stockpiled power, and thus, the more one stock piles the stronger this attack becomes.

410. SPLASH = Con. Type Cute = no effect

It’s just a splash, and has no effects whatsoever

411. STOCKPILE = Con. Types Tough = +1 to Def & Sp. Def

Charges up power for up to 3 turns

412. STOMP = Con. Type Tough = regular attack + flinching

Stomps the enemy with a big food that may cause flinching

413. STRENGTH = Con. Type Tough = Regular attack

Builds enormous power, and then slams the foe.


414. STRUGGLE = Con. Type n/a = Dmg equal to lost PP + 1/2 dmg to user

This is a last ditched effort of the pokemon after all of it’s moves are completely tapped out. This move is as dangerous to the opponent as the user

415. SUBSTITUE = Con. Type Smart = dmg ¼ user’s max Hp

A move that creates a decoy using ¼ of the user’s maximum Hp. The double will take the place of all hits against the user until the ¼ of Hp sacrificed by the user is depleted from the decoy.

416. SUPERFANG = Con. Type Tough = ½ opponent’s Hp

It is true that you never want to corner a Rattatta, and with a move like Superfang it doesn’t take much to wonder why. This attack cuts an opponent’s Hp in half no matter what type of defense they try to put up.

417. SUPERSONIC = Con. Type Smart = Confusion

Emits bizarre sound waves that may confuse the opponent.

418. SWAGGER = Con. Type Cute = +2 attack opponent & confusion

A move that both offend and confuses opponent as it raises their attack by 2 in the hopes that the foe will take itself out.

419. SWALLOW = Con. Type Tough = [lvl x no of stockpile = recover Hp]

420. SWEET KISS = Con. Type Cute = confusion

An attack that confuses an opponent as the conflicting emotions of wanting to kiss & hit the opponent fights it out within the effected pokemon.

421. SWEET SCENT = Con. Type Cute = -1 acc on all defensive rolls

Allures the foe to reduce evasiveness

422. SWIFT = Con. Type Cool = Sp. attack formula

Swift is a never miss attack that spray stars all over the field to hit all foe in the area. Swift if a move that can only be canceled out in counter-attack otherwise it always hits.

423. SWORDS DANCE = Con. Type Beauty = + 2 Attack

A fighting dance that boost morale of the user.

424. TACKLE = Con. Type Tough = regular attack

Charges the foe with a full- body tackle

425. TAIL WHIP = Con. Type Cute = = 1 defense

A pokemon wags its tail in a sign of friendship to help lower the defenses of its opponent.

426. TAKE DOWN = Con. Type Tough = regular attack + 2 dmg + 1/5 dmg to user

A reckless charge attack that also hurts the user

427. TEETHER DANCE = Con. Type Cute = Confusion

Teether dance is a wacky move that confuses all pokemon on the scene except the user.

428. THRASH = Con. Type Tough = Regular attack + user confusion

Opponent is hit with the same amount of dmg for two to three turns during both attack and defensive phase of the user. This attack continues full term, or if the opponent can dodge the accuracy roll of the user duing the user’s attack phase. At the end of the attack, the user will become confuse.

429. TICKLE = Con. Type Cute = - 1 to both Attack & Defense

Tickle makes an opponent laugh to lower both the Attack and Defense of the one being tickled.

430. TRANSFORM = Con. Type Smart = Alter appearance

Transform alters the user’s cells to become a copy of the foe.

431. TRI ATTACK = Con. Type Beauty = Sp attack

Tri attack is three different types of attacks rolled into one …as it 1/3 of the dmg for this attack is split between the elements of ice, electric, & fire. If an opponent is weak to any of these three elements they will suffer the status effect [burning, freezing, or burn] as well as the x2 dmg for 1/3 of the attack for each type that the opponent is weak against.


432. TRUMP CARD = Con. Type Cool = Attack + Sp Attack goes up the same amount that Pp went down.

Power increases equal to the lost of Pp from it’s max, but because of the nature of this attack, it can only be used one per battle.

433. UPROAR = Con. Type Cute = Sp Attack formula + dmg/5

Uproar is a move that causes damage through noise. The attack goes one for 2 to 5 turns, and attacks an opponent during both defense and attacking phases. This move can not be stopped until it either reaches full term, or the opponent manages to dodge successfully during the user’s attack phase. Also, wakes up an opponent during attack as well as prevent sleep for the user.

434. VICEGRIP = Con. Type Tough = Regular Attack

Vicegrip holds the foe firmly with large and powerful pincers, and then slowly crushes them in the user’s grasp.

435. WEATHER BALL = Con. Type Smart = Sp Attack formula

This move’s type and power change with the weather.

436. WHIRLWIND = Con. Type Smart = Switch opponents in trainer battles/end Wild ones

Whirlwind blows the opponent into the air, and only the quick acts of a trainer will save the pokemon from flying away, literally.

437. WISH = Con. Type Cute = ¼ Hp recovery

A wish will come true someday if one works hard enough at it, and for the move wish it only takes one attack turn later for a wish to realized and the pokemon’s Hp restored.

438. WRAP = Con. Type Tough = attack + dice roll = dmg 1/5

A pokemon wraps and squeezes a foe for 2 to 5 turns. A pokemon can not counter during these turns, and it attacks on both the defense and attack phase. Only if this attack is out roll can it be broken ...defense or attack phase.

439. WRING OUT = Con. Type Smart = dmg equal to opponent’s Max Hp – Opponent’s Current Hp

An attack that takes advantages of any injuries to make them worst as the user tries to weaken it’s foe with their pain.

440. YAWN = Con. Type Cute = Sleep

Lulls the foe into yawning, and then puts them to sleep on the next turn. Yawn is a lazy sort of a move that takes a full turn for the pokemon to release the effects. Yawn puts the opponent to sleep after the user’s next attack turn.

441. After you =User moves last, and target moves first

The user helps the target and makes its move right after the user

442. Chip away = attack formula [The opponent's stats changes are ignored when using this move]

Looking for an opening, the user strikes continuously. The target's stat changes don't affect this attack's damage.

443. Echoed Voice = [Sp. attack - Sp. Defense] + 1 dmg if used consecutively

The user attacks the target with an echoing voice.

444.Entertainment =[Target gains the same ability as the user]

The user dances an odd rhythm that compels the target to mimic it, making the target's ability the same as user's.

445.Head charge =attack formula + 5 dmg [/5 =recoil damage]

The user charges it's target, using its powerful guard hair. It also damages the user a little

446.Reflect Type = [user changes to the same type as opponent]

The user reflects it's target type, making it the same type as it's opponent.

447.Relic Song =Sp. attack formula[+5 =sleep]

The user sings an ancient song and attack by appealing to the heart of those listening. It may also induce sleep

448.Retaliate = attack formula [ x2 dmg when using this move, and if killed x4]

The user gets revenge for a fainted ally. If the ally fainted the pervious turn or match, this attack damage increases.

449.Round =Sp attack formula

The user attacks the target with a song. Others can join the round and make the attack do greater damage. In team battle, the move's damage is times the number of pokemon that have that attack. Also, if round is used, the other pokemon in the party that has round as a move can not attack that turn.

450. Shell Smash = -1 to defense and Sp. defense and + 2 to attack, Sp. attack, and Speed

The user breaks it's shell lower it's defense and Sp. defense, but sharply raises it's attack, Sp. attack, and Speed.

451. Simple Beam = Changes target's ability to simple

The user's mysterious psychic power changes the target's ability to simple. It also makes the opponent to simple to escape.

452. Tail Slap = Accuracy roll + attack/5 =dmg

The user attacks it's opponent by striking the target with its hard tail. It hits the target 2 to 5 times in a row.

453. Techno Blast =Sp. attack formula [Changes type depending on the disc being held]

The user fires a beam of light at it's opponent. The type of the attack changes depending on the diver being held.

454.Work Up =+ 1 attack and Sp. attack

The user is roused, and it's attack and sp. attack increases