Absorb

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You attempt to absorb some of a target’s health. Make a melee attack. On a hit, the creature takes 1d4 + MOVE grass damage. Half the damage done is restored by the user.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Accelerock

|Type: Rock | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You smash into a target at high speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 rock damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Acid

|Type: Poison | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Self (30ft cone)|

You create a stream of hot acid in a 30 foot cone, centered on you. Creatures caught in the cone must succeed on a DEX save, taking 1d6 + MOVE poison damage on a fail, and half as much on a success.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Acid Armor

|Type: Poison | Move Power: CON | Move Time: 1 action|

| PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You are surrounded by a shield of thick acid for the duration. During this time, your AC increases by 2, and any creature that hits you with a melee attack must succeed on a CON save or take 1d6 poison damage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 10

----🟊----

Acid Spray

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 30ft|

You spit a spray of acidic fluid that works to melt away a creature's defense. Make a ranged attack against a target, dealing 1d6 + MOVE poison damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target's AC is reduced by 1 for the duration. This decrease may be stacked on a creature, up to a maximum of -3 to its AC.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Acrobatics

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You nimbly attack a target with acrobatic prowess. Make a melee attack, dealing 3d6 + MOVE flying damage on a hit. If you are holding an item when you activate this move, the damage is halved.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Acupressure

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: Self|

You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends.

d6 Effect d6 Effect
1 +1 to attack rolls 4 +1 saving throws
2 +2 to damage rolls 5 Critical hit range +1
3 +10 temporary HP 6 +1 to Armor Class

----🟊----

Aerial Ace

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You dive at a creature with such speed that it is impossible for them to avoid. This move is guaranteed to hit for 1d6 + MOVE flying damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Aeroblast

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (50ft line)|

You shoot out a powerful vortex of air that shreds through creatures. Any creature caught in a 50 foot line, 5 feet wide, must make a DEX save against your Move DC, taking 3d10 + MOVE flying damage on a fail, and half as much on a save.

Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

----🟊----

After You

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

As a bonus action, choose a creature in range that has not yet taken its turn in the current round. The target must immediately take its turn now, and return to normal initiative order in the next round.

----🟊----

Agility

|Type: Psychic | Move Power: None | Move Time: 1 bonus action|

|PP: 15 | Duration: 1 minute, Concentration | Range: Self|

You hone your abilities and feel a surge of speed course through your veins. Increase your movement speed by 20 feet for the duration. Applicable to any movement type the creature has.

----🟊----

Air Cutter

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 30ft|

You create a gust of razor-like wind to slash a creature. Make a ranged attack against a creature, doing 1d10 + MOVE flying damage on a hit. This move scores a critical hit on 19 and 20.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Air Slash

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You slash at a creature with a blade of sharp air. Make a ranged attack on a creature, dealing 1d12 + MOVE flying damage on a hit. On a natural attack roll of 15 or higher, the target flinches if it has not taken a turn this round.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Alluring Voice

|Type: Fairy | Move Power: CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You lure in the target for an attack with your angelic voice. Make a ranged attack, dealing 2d6 + MOVE fairy damage on a hit. If the target has any active stat increases when this move hits, they become confused.

Higher Levels: The damge dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Ally Switch

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.

----🟊----

Amnesia

|Type: Psychic | Move Power: None | Move Time: 1 bonus action|

|PP: 10 | Duration: 1 minute | Range: Self|

Your mind elevates to a new level of focus. Add +2 to any saving throw you make for the duration, but select one of your moves that is not Amnesia. You forget that move and cannot use it for the duration.

----🟊----

Anchor Shot

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 20ft|

You attempt to entangle a target with your anchor chain while attacking. Choose a target within range and make a ranged attack on that creature, dealing 2d6 + MOVE steel damage on a hit. On a hit, the target becomes restrained and cannot flee or be switched out. The target may make a STR saving throw against your Move DC at the beginning of each of its turns to attempt to release themselves from the chain.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Ancient Power

|Type: Rock | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Apple Acid

|Type: Grass | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: 30ft|

You spit up an acidic liquid made from tart apples. Made a ranged attack on a target. On a hit, the target takes 2d6 + MOVE grass damage and must make a CON saving throw against your move DC. On a failure, the target's AC is reduced by 1 for the duration. This decrease may be stacked on a creature, up to a maximum of -3 to its AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Aqua Cutter

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 90ft|

You expel pressurized water to cut the target like a blade. Make a ranged attack, dealing 1d12 + MOVE water damage on a hit. On a natural roll of 18+, this attack is critical.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Aqua Jet

|Type: Water | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You lunge at a creature with incredible speed. Choose a target within 10 feet of you. A burst of water propels you towards that creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Aqua Ring

|Type: Water | Move Power: None | Move Time: 1 bonus action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You surround yourself with a veil of healing water. At the end of each of your turns, as long as you hold concentration, regain a number of hit points equal to your proficiency bonus.

----🟊----

Aqua Step

|Type: Water | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You blow out raging flames as if singing a song. Make a melee attack, dealing 2d6 + MOVE water damage on a hit. On a natural roll of 15 or higher, the user’s speed increases by 10ft for the remainder of battle.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Aqua Tail

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You lash out with your tail to strike a creature. Make a melee attack, dealing 2d8 + MOVE water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Arm Thrust

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You unleash a flurry of fists on a creature. Make a melee attack roll, doing 1d4 + MOVE fighting damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 fighting damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Armor Cannon

|Type: Fire | Move Power: STR/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 15ft|

You shoot our own armor out as blazing projectiles. Make a ranged attack, dealing 3d8 + MOVE fire damage on a hit. After activating this move, the user’s AC is reduced by -1 for the remainder of battle.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Aromatherapy

|Type: Grass | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (10ft circle)|

You release a pleasant aroma that empowers your allies. All allies within a ten foot circle, centered on you, are cured of all negative status ailments.

----🟊----

Aromatic Mist

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: 5ft|

You release an aroma that inspires your allies. When you activate this move, you and any ally within 5 feet of you may add a d4 to any saving throw they make for the duration.

Higher Levels: The bonus dice roll for this move changes to a 1d6 at level 10

----🟊----

Assist

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 10 | Duration: Varies | Range: Varies|

You call upon the help of another active creature in your party. When activating this Move, another player may immediately take an action in place of your own, if you have not already taken an action this turn.

----🟊----

Assurance

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike a creature where it already hurts. Make a melee attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target has already taken damage in the same round, double the damage dice.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Astonish

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You startle a creature with a loud shout. Make a ranged attack roll against a creature doing 1d6 + MOVE ghost damage on a hit. On a natural attack roll of 15 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Astral Barrage

|Type: Ghost | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (25ft)|

You summon a number of ghostly familiars to attack nearby opponents. All creatures in range must make a DEX save against your Move DC, taking 3d10 + MOVE ghost damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Attack Order

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You summon your underlings to attack a target. Make a ranged attack on a creature, dealing 2d8 + MOVE bug damage on a hit. This move scores a critical hit on rolls of 19 or 20.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Attract

|Type: Normal | Move Power: CHA | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: Self|

As a reaction, when dealt damage by an attack, you may force the attacker to make a CHA save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.

----🟊----

Aura Sphere

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You focus your aura into a concentrated blast that strikes a creature in range. This move is guaranteed to hit for 1d6 + MOVE fighting damage, except when targeting a creature in the invulnerable stages of Fly, Dig, Bounce, etc.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Aura Wheel

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

This move can only be used by Morpeko. Powerful electric energy courses through you. Make a ranged attack against an enemy, taking 3d6 + MOVE typed damage based on mode Morpeko is in. Electric damage for Full Belly Mode and dark damage for Hangry Mode.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Aurora Beam

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You send a concentrated beam of freezing ice at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE ice damage on a hit, and forcing the target to make a CON save against your Move DC or become frozen.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Aurora Veil

|Type: Ice | Move Power: None | Move Time: 1 bonus action|

|PP: 3 | Duration: Instantaneous | Range: Self|

You use the environment to create a shield of ice around your body. Only able to be activated while it is hailing, this move can be used as a bonus action to halve all damage dealt to you for three rounds.

----🟊----

Autotomize

|Type: Steel | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self|

You shed away part of your body to make yourself lighter and increase your speed. For the duration, your speed increases by 10 feet. This move may be stacked to a maximum speed increase of 30 feet.

----🟊----

Avalanche

|Type: Ice | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You send forth a heap of powerful snow to pummel a creature. Make a ranged attack on a target, dealing 1d10 + MOVE ice damage on a hit. If the target has dealt any damage to you since the end of your last turn, double the damage you deal.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Axe Kick

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You attack by kicking up into the air and slamming your heel down upon the target. Make a melee attack, dealing 2d10 + MOVE fighting damage on a hit. If the natural attack roll is 15 or more, the target becomes confused. If this user misses, the target is protected, or the target is immune to the move, than the user takes damage equal to 50% its maximum HP.

Higher Levels: The damage dice roll for this move chagnes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Baby-Doll Eyes

|Type: Fairy | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You quickly widen your eyes in an attempt to charm a creature, decreasing their will to fight. When you or an ally in range are targeted by a Move that requires an attack roll, you may use a reaction to impose disadvantage on the roll.

----🟊----

Baneful Bunker

|Type: Poison | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You sense incoming danger and are able to quickly create a barrier to avoid it. When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. If Baneful Bunker was successful in avoiding a melee attack, the attacker becomes poisoned. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Barb Barrage

|Type: Poison | Move Power: STR/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(30ft)|

The user launches countless toxic barbs to inflict damage. Make a melee attack, dealing 1d10 + MOVE poison damage. The target must make a CON save against your Move DC or be poisoned. If the target is already poisoned, double to damage done by this attack.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Barrage

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

Make a ranged attack on a creature, rolling 1d4 on a hit. You attack with a barrage of ranged strikes equal to the number shown. Each projectile deals 1d4 normal damage.

Higher Levels: Each projectile that hits deals 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.

----🟊----

Barrier

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self (5ft circle)|

You create a transparent shield of psychic energy. While active, the barrier grants +2 to AC for you and any companions within 5 feet of you for the duration.

----🟊----

Baton Pass

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 20 | Duration: Instantaneous | Range: Self|

As a bonus action, you may switch out, passing along all negative status effects or stat changes to the new creature. This includes existing substitutes, critical hit bonuses, AC increases, etc. Moves that require concentration may also be transferred, with concentration now dependent on the new creature.

----🟊----

Beak Blast

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You heat up your beak and strike out at a target. When you activate this move, you spend your action to charge up your beak. If you are hit with a melee attack before the action of your next turn, the target is burned. On your next turn, spend an action to make a melee attack on a creature, dealing 3d8 + MOVE flying damage on a hit.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Beat Up

|Type: Dark | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You use strength in numbers to attack a creature. Make a melee attack on a creature, and an additional attack for each conscious creature you are currently carrying, doing 1d6 + MOVE dark damage on each hit.

----🟊----

Behemoth Bash

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam into an enemy with a powerful shield. Make a melee attack, dealing 5d6 + MOVE steel damage on a hit. If the user is Dynamaxed, double the damage dice for the attack.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Behemoth Blade

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slash at an enemy with a razor-sharp sword. Make a melee attack, dealing 5d6 + MOVE steel damage on a hit. If the user is Dynamaxed, double the damage dice for the attack.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Belch

|Type: Poison | Move Power: STR/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft|

You let out a damaging belch at a creature in range. Force the creature to make a CON save against your Move DC, taking 2d10 + MOVE poison damage on a failure, or half as much on a success. If you are holding a berry when activating this move, you may consume it and force the target to automatically fail the saving throw.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Belly Drum

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: While in battle | Range: Self|

You sacrifice health for attack. When using this move, take damage equal to half your maximum, but increase your Strength score by 10 while you remain in battle. After activating this move, you are not affected by healing items for the remainder of the encounter.

----🟊----

Bestow

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

As a bonus action, you may pass your held item to a willing creature in range, if the target is not currently holding an item.

----🟊----

Bide

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: 2-3 rounds | Range: 50ft|

You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you use your action to lash out at a target with a normal ranged attack, striking them for double the amount of typeless damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.

Higher Levels: You may continue to stockpile damage for 2 turns at level 10 and above.

----🟊----

Bind

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is grappled, you may continue this move, as a bonus action, to do an automatic 1d4 normal damage without having to make an attack roll.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Bite

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You sink your teeth into a target creature. Make a melee attack roll, doing 1d10 + MOVE dark damage on a successful hit. On natural attack rolls of 19 or 20, the target flinches

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bitter Blade

|Type: Fire | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You focus your bitter feelings toward the world into a slashing attack. Make a melee attack, dealing 4d6 + MOVE fire damage on a hit. The user recovers half the damage dealt back to their HP.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Bitter Malice

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You attack with spine-chilling resentment. Make a ranged attack roll, dealing 2d6 + MOVE Ghost damage on a hit. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Blast Burn

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

Explosive projectiles rain down upon your creatures in a 10 foot radius, centered on a point within range. Any creature caught in the blast must succeed on a DEX save against your Move DC or take 3d8 + MOVE fire damage on a fail and half as much on a success. This move saps you of energy, and you may not make any attack until after the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Blaze Kick

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

Flames burst from your feet as you deliver a powerful kick. Make a melee attack on a creature, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Bleakwind Storm

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(30ft)|

The user attacks with savagely cold winds that cause both body and spirit to tremble. All creatures caught in this wind must make a CON saving throw against your Move DC, taking 4d4 + MOVE flying damage on a failure and half on a save, as well as their speed being reduced by 10ft.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Blizzard

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

Icy clouds form overhead and pelt the ground with hail and snow, centered on a point you choose within range. Each creature in a 30 ft radius, centered on a point within range, must make a DEX saving throw against your Move DC, taking 3d6 + MOVE ice damage on a failed save, or half as much on a successful one. Targets that fail the save by 5 or more become frozen.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Block

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

If a creature within range attempts to flee or switch out, you may use your reaction to stop it dead in its tracks, keeping this from happening.

----🟊----

Blood Moon

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 120ft|

You unleash the full brunt of your spirit from a full moon that shines red as blood. All creatures in range must make a WIS saving throw against your Move DC, taking 2d12 + MOVE normal damage on a failure and half as much on a success. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Blue Flare

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (50ft line)|

You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, they are burned.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Body Press

|Type: Fighting | Move Power: AC | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam your body onto an enemy, attacking them with your high defense. Make amelee attack, dealing 2d6 + MOVE fighting damage on a hit, calculating a score for your AC similar to Ability scores.

Higher Levels: The damge dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Body Slam

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You thrust yourself towards a creature in an attempt to crush them with your physical size. Make a melee attack on a target. On a hit, the target takes 2d6 + MOVE normal damage, and must succeed on a STR saving throw against your Move DC or be knocked prone.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Bolt Beak

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You stab at your enemy with an electrified beak. Make a melee attack on a creature, doing 2d6 + MOVE electric damage on a hit. If this move is used first in a round of combat, or if an enemy is switched in on the round this attack is used, double the damage roll.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Bolt Strike

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You send down a powerful strike of lightning from the heavens, surrounding an area of the battlefield with surging electricity. Any creature caught in a 20 foot radius, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE electric damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, it becomes paralyzed.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Bone Club

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike a creature with a club of bone, doing 1d10 + MOVE ground damage on a successful hit. If the natural attack roll is 18 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bone Rush

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You rush forward to deliver a series of hard hits against a target. Make a melee attack roll, doing 1d4 + MOVE ground damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ground damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Bonemerang

|Type: Ground | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You throw a boomerang and make two ranged attacks against a target. On each successful hit, do 1d4 + MOVE ground damage.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.

----🟊----

Boomburst

|Type: Normal | Move Power: STR/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You create a deafening, explosive sound that damages all creatures within 20 feet of you. Force any creature in range to make a CON save against your Move DC, taking 2d12 + MOVE normal damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Bounce

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

When you activate this move, you bounce high into the air, disappearing into the Ethereal plane. You may not be targeted by attacks in the Ethereal plane. On your next turn, as an action, you reappear and attempt to slam down on top of a creature. Make a melee attack roll on a creature in range, with advantage, doing 2d6 + MOVE flying damage on a hit. On a natural attack roll of 15 or more, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Branch Poke

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You attack the target with a strong branch. Make a ranged attack, doing 1d6 + MOVE grass damage on a hit.

Higher Levels: The damge dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Brave Bird

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You tuck in your wings and dive at a creature. Make a melee attack, dealing 2d10 + MOVE flying damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Breaking Swipe

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You swing your tail around in a wide arc to strike a target. Make a melee attack roll, doing 1d10 + MOVE dragon damage on a hit. On natural attack rolls of 19 or 20, the target adds -1 to any attack it makes for the remainder of combat.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Brick Break

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a powerful and focused punch. Make a melee attack roll on a creature, doing 1d12 + MOVE fighting damage on a hit. This move ignores the effects of moves that would reduce its damage (Harden, Reflect, etc.)

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Brine

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You send a harsh blast of salt water at a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE water damage on a hit. If the target has less that 50% of its max HP, double the damage dealt.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Brutal Swing

|Type: Dark | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (5ft circle)|

You swing your arms around violently, attacking anything within a 5 foot circle, centered on yourself. All creatures in range must make a DEX saving throw against your Move DC, taking 1d10 + MOVE dark damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bubble

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 60ft|

You shoot a series of quickly moving bubbles at a target. Make three ranged attacks, doing 1d4 water damage on each successful hit.

Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.

----🟊----

Bubble Beam

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You shoot a concentrated stream of bubbles at a single creature in range. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bug Bite

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out and bite a target. Make a melee attack against a creature, dealing 1d10 + MOVE bug damage on a hit. If the target is holding a berry when you hit, you immediately eat it and gain its effect.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bug Buzz

|Type: Bug | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (20ft circle)|

You vibrate your wings, creating a harsh sound that damages any creature in range. All creatures within 20 feet of you must make a CON save against your Move DC, taking 2d8 + MOVE bug damage on a fail. If a creature fails the save by 5 or more, they have disadvantage on their next attack.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Bulk Up

|Type: Fighting | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self|

You pump yourself up, increasing your adrenaline. For the next minute, choose to add +1 to your attack rolls OR +1 to AC. This move can be stacked to a maximum of +5 for either choice.

----🟊----

Bulldoze

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (15ft circle)|

You strike the ground so hard that it ripples out from you in a 15 foot circle. Any creature caught in the area must make a DEX save against your Move DC, taking 1d10 + MOVE ground damage on a failure.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Bullet Punch

|Type: Steel | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike with a punch that is quick as a bullet. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Bullet Seed

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 30ft|

Your fire a series of high-speed seeds at a creature. Make a ranged attack roll, doing 1d4 + MOVE grass damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 grass damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Burn Up

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft circle)|

You use up all the fire energy you have to inflict massive damage in a 5 foot radius, centered on a point in range. Creatures within the area must make a DEX save against your Move DC. On a failure, the creature take 5d4 + MOVE fire damage and become burned. On a success, they take half as much damage without being burned. After using this move, the user burns itself out and loses its fire-typing for the remainder of combat. Dual-type fire Pokemon change to their single other type, and single-type Pokemon become typeless, losing STAB and all vulnerabilites, resistances, and immunities.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Burning Bulwark

|Type: Fire | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

Your intensely hot fur protects you from attacks. You protect yourself from any damage for one turn. If the move that would have hit was melee, the user of that move is burned.

----🟊----

Burning Jealousy

|Type: Fire | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self (60ft)|

You lash out in jealousy against your opponent. All creatures in range must make a CON saving throw, taking 1d6 + MOVE fire damage on a failure and half as much on a hit. If the target’s stats have been increased from their usual when this move is activated, the target is burned.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Calm Mind

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You clear your mind of all distractions. For the duration, double your STAB bonus when dealing damage of your type.

----🟊----

Camouflage

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You blend in with your surroundings, taking on a new type for resistances/vulnerabilities/immunities. The type is dependent on the terrain, and up to the DMs discretion. (Ex: Forest = Grass, Beach = Water, Desert = Ground/Fire, Mountain = Rock, etc.)

----🟊----

Captivate

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You attempt to charm a creature into pulling its punches. When hit by an attack from a creature of the opposite gender, you may use a reaction to force it to make a CHA save against your Move DC. On a failure, the attack does not hit.

----🟊----

Ceaseless Edge

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with a sharpened shell. Make a melee attack, dealing 1d10 + MOVE dark damage on a hit. This move sets up Spikes on the target’s side of the field.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Charge

|Type: Electric | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 round, Concentration | Range: Self|

Electricity surges through your body, charging up for your next attack. Until your next turn, boost your AC by 2. On your next turn, double your STAB bonus when dealing damage of your type.

----🟊----

Charge Beam

Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You send a beam of electric energy at a creature that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, add your proficiency bonus to the damage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Charm

|Type: Fairy | Move Power: CHA/WIS | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 80ft|

You attempt to charm a creature, sharply decreasing its attack. A target you choose in range must make a WIS save against your Move DC. On a fail, the target adds -2 to all attacks against you for the duration.

Higher Levels: The target adds -3 at level 5, -4 at level 10, and -5 at level 17.

----🟊----

Chatter

|Type: Flying | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You shout a series of disorienting words at a creature, scrambling their senses. Make a ranged attack. On a hit, deal 1d10 + MOVE flying damage and cause the target to become confused.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Chilling Water

|Type: Water | Move Power: STR/CON | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 30ft|

You attack a target with a shower of icey-old water. Make a ranged attack, dealing 1d8 + MOVE water damage on a hit. On a natural roll of 15 or more, the target has disadvantage against its next attack.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Chilly Reception

|Type: Ice | Move Power: None | Move Time: 1 Action|

|PP: 3 | Duration: 5 Rounds | Range: Self|

You tell a bad joke that summons a snowfall that covers the battlefield for 5 rounds. After this move is activated, a trainer must switch out the user as a free action.

----🟊----

Chip Away

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You wait for an opening, striking with speed when the moment is right. Ignoring any boosts to the AC of a target, make a melee attack, dealing 1d12 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Chloroblast

|Type: Grass | Move Power: DEX | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft circle)|

You gather up all your chlorophyll to blast at an opponent. Make a melee attack, dealing 3d8 + MOVE grass damage on a hit. When this move hits, the user takes half of their max HP in damage as well.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Circle Throw

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You swing the target around and throw it as hard as you can, away from the battlefield. Make a melee attack, dealing 1d10 + MOVE fighting damage on a hit. In wild battles, the target takes the damage and flees from battle if its level is lower than that of the user. In trainer battles, the target takes the damage and must be immediately switched out for another creature in the trainer's party, if any remain.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Clamp

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Melee|

You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d6 water damage.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Clanging Scales

|Type: Dragon | Move Power: STR/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (30ft cone)|

You slam your scaled hands together to create an intense, sound-based shockwave in a 30 foot cone in front of you. Any creature caught in the blast must make a CON save against your Move DC, taking 3d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more reduce their AC by 1 for the remainder of combat.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Clangorous Soul

|Type: Dragon | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

You let out a fierce cry, invigorating yourself for the battle. All of your ability scores go up by 1 while you remain in battle, at the cost of a third of your maximum HP. If the user has health that is less than a third their maximum HP, the move fails.

----🟊----

Clear Smog

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You throw a clump of special mud that has the power to remove all stat changes from a target. Make a ranged attack, dealing 1d8 + MOVE poison damage on a hit. On a hit, any stat changes affecting the target since the beginning of battle are reset.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Close Combat

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You get in close for a devastating strike, sacrificing your defenses. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. After activating this move, the target has advantage on any attack it makes against you before the beginning of your next turn.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Coaching

|Type: Fighting | Move Power: CHA/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You deliver supporting words to ally creatures, boosting their stats. All allies can add +1 to attack rolls and +1 to AC. If there are no allied pokemon on the field, this move fails.

----🟊----

Coil

|Type: Poison | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: Self|

You coil up and concentrate your power. For the duration, gain +1 to your attack rolls, damage rolls, and AC.

----🟊----

Collision Course

|Type: Fighting | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You transform and crash to the ground, causing a massive prehistoric explosion. Make a melee attack, dealing 5d6 + MOVE fighting damage on a hit. If this move would be super effective against a target, it deals 1/3rd extra damage on top of the super effective damage.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Comet Punch

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Comeuppance

|Type: Dark | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Reaction | Range: Melee|

You retaliate with greater force than the last foe to attack you. When hit by an attack, you may roll a melee attack, dealing back dark damage equal to 1.5 the damage you had taken.

----🟊----

Confide

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You whisper an untold secret into the mind of a creature in range. The target must make a WIS save against your Move DC, becoming confused on a failure.

----🟊----

Confuse Ray

|Type: Ghost | Move Power: INT/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You target a creature in range with a sinister ray of ghostly light. Make a ranged attack against a creature. On a hit, they become confused.

----🟊----

Confusion

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 50ft|

You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Constrict

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You wrap yourself around a creature, trying to squeeze the life from them. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.

Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Conversion

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 10 | Duration: 1 round | Range: Self|

Until the beginning of your next turn, take on a new type for resistances/vulnerabilities/immunities equal to one of the types of a move you currently know.

----🟊----

Conversion 2

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 10 | Duration: 1 round | Range: Self|

If you took damage from an attack since the end of your last turn, you may use a bonus action to change your type to any type that is resistant or immune to the type of move used against you. This effect lasts until the beginning of your next turn.

----🟊----

Copycat

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You mimic a target that you can see, in range. When you activate this move, fully execute the most recent move used by a Pokemon other than yourself, using your own ability scores, level, and typing for saving throw DC, attack, and damage.

----🟊----

Core Enforcer

|Type: Dragon | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 45ft|

You send a focused laser that scorches a 'Z' pattern on a target. Make a ranged attack, dealing 4d4 + MOVE dragon damage on a hit. On a hit, force the target to make a CON save against your Move DC, losing all effects of its abilities on a failure, until it is switched out.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Corrosive Gas

|Type: Poison | Move Power: WIS/INT | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: 90ft|

The user surrounds the area with a fog of gas, melting away opponents held items. These items cannot be recovered by Recycle or Harvest, however a creature with the Sticky Hold ability, or the creature is holding an item specific to them. (Ex. Griseous Orb held by Giratina.)

----🟊----

Cosmic Power

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You call upon a mystic force to come to your aid. For the duration, you have advantage on all saving throws.

----🟊----

Cotton Guard

|Type: Grass | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You protect yourself by wrapping your body up in thick, soft cotton. For the duration, boost your AC by +2.

----🟊----

Cotton Spore

|Type: Grass | Move Power: DEX/CON | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: 30ft|

You unleash spores of thick cotton that covers the target. Force a target in range to make a CON save against your Move DC. On a fail, the target’s speed is reduced by 10 for the duration. If this reduction in speed causes their speed to be 0, they are restrained for the duration.

----🟊----

Counter

|Type: Fighting | Move Power: DEX/STR | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: Melee|

When you are hit by a melee attack, you can use your reaction to make a melee attack of opportunity against the creature, doing 1d4 + MOVE fighting damage on a successful hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Court Change

|Type: Normal | Move Power: None | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You make the sides of the field swap. Any active field effects, including Reflect, Tailwind, Spikes, etc. swap the side of the field they effect. If both sides of the field are under the same effect, but have differing times remaining, the times swap. This move does not swap status conditions or stat changes. Entry hazards only activate once a pokemon switches onto the active field.

----🟊----

Covet

|Type: Normal | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike out with quick and sticky hands. Make a melee attack roll against a creature, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the creatures held item if you are not currently holding one.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Crabhammer

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam down onto a creature with a heavy claw. Make a melee attack roll on a target, dealing 2d8 + MOVE water damage on a hit. This move scores a critical hit on rolls of 19 or 20.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Crafty Shield

|Type: Fairy | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 5ft|

You summon forth a mysterious power that blocks an incoming status condition. When you or an ally within 5 feet of you are subject to a status condition from a move, you may use your reaction to nullify the condition.

----🟊----

Cross Chop

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Cross Poison

|Type: Poison | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You slash at a creature with a poisonous strike. Make a melee attack, dealing 1d12 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the attack is treated as a critical hit and the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Crunch

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You unleash a powerful blow that has a chance to temporarily lower a target’s defense. Make a melee attack against a target, doing 2d6 + MOVE dark damage on a hit. On a natural attack roll of 18 or higher, the target’s AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Crush Claw

Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out with powerful claws. Make a melee attack roll against a creature, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 15 or more, your next attack on the same target gets an additional +1 to hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Crush Grip

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You clasp your hands around a creature for a crushing blow. Make a melee attack against a target, dealing 3d8 + MOVE normal damage and grappling the target on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Curse

|Type: Ghost | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 10ft|

This Move has a different effect based on your creature type. If you are ghost-type: You attempt to put a curse on a creature. Force a target in range to make a WIS saving throw against your Move DC. On a fail, the target is cursed. You take 1d6 damage initially and the target takes 1d6 ghost damage at the end of each of its turns for the duration. If you are any other type: You place a curse on yourself. For the duration, your STR and CON scores increase by 2, but your DEX score decreases by 4.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Cut

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You lash out at a target with vine or claw or blade. Make a melee roll on a target, doing 1d8 + MOVE on a successful hit.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Dark Pulse

|Type: Dark | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You target a creature with a dark aura filled with horrible thoughts. Make a ranged attack on a creature, dealing 2d6 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dark Void

|Type: Dark | Move Power: WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (30ft circle)|

You send the minds of your creatures into a world of darkness, damaging them before putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, taking 2d10 + MOVE dark damage and falling asleep on a failure, or half as much without falling asleep on a success.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Darkest Lariat

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You dangerously swing both arms at a creature in range, ignoring any positive stat changes the target is affected with. Make a melee attack, dealing 2d6 + MOVE dark damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dazzling Gleam

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You emit a powerful flash that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE fairy damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Decorate

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self|

You spend a moment to decorate your enemy, making them easier for you to hit. For one minute, add +2 to all attack rolls against the decorated target. If the target is switched out of battle, this move ends.

----🟊----

Defend Order

|Type: Bug | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You summon forth your underlings to form a natural shield in front of you. For the duration, as long as you keep your concentration, gain +1 to your AC.

Higher Levels: The AC boost for this move changes to +2 at level 5, +3 at level 10, and +4 at level 17.

----🟊----

Defense Curl

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Self|

You curl up into a tight ball, increasing your defensive stance. Until your next turn, you gain + 4 to your AC and have resistance to normal attacks.

----🟊----

Defog

|Type: Flying | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (50ft circle)|

You summon a swift, magical breeze in a 50 foot radius, centered on you, that sweeps away foggy weather and obstacles. When activating this move, any area of effect moves that are still active end immediately (Examples: Misty Terrain, Fog Cloud, Smog, etc.).

----🟊----

Destiny Bond

|Type: Ghost | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 3 | Duration: Rest of encounter | Range: 100ft|

You create a dark, internal bond with a creature. Select a target in range, who must make a WIS save against your Move DC. On a fail, if you faint during the combat, the target must take damage equal to twice the damage of the same type that caused you to faint.

----🟊----

Detect

|Type: Fighting | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You sense incoming danger and are able to quickly avoid it. hen targeted by a move, or forced to make a saving throw, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Diamond Storm

|Type: Rock | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds, Concentration | Range: 50ft|

You stir up a massive storm of sharp diamonds in a 30 foot radius, centered on a point in range. When a creature enters the area for the first time on their turn, or begins their turn inside the area, they take 4d4 rock damage. The Diamond Storm lasts for 3 rounds. When you activate this move, roll a d4. On a result of 3 or 4, your AC is increased by 2 while the Diamond Storm is active.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Dig

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You burrow underground, disappearing from view before striking from underneath a target. When you activate this move, you burrow underground and remain there until your next turn. During this time, you cannot be the target of any attack. On your next turn, you emerge from the ground and make a melee attack on a creature in range, with advantage, doing 2d6 + MOVE ground damage on a successful hit. If the target has Tremorsense, the attack is not rolled with advantage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dire Claw

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

With poison-soaked claws, you strike your opponent. Make a melee attack on a creature, doing 2d6 + MOVE poison damage. On a successful attack, the targeted creature must make a CON save against your Move DC. On a fail, roll a D6 to determine the status effect the target receives.

d6 1-2 3-4 5-6
Effect Poisoned Paralyzed Sleep

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Disable

|Type: Normal | Move Power: CHA/WIS | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: 60ft|

You attempt to disable a target, hindering its abilities. Choose a target in range. The target must succeed on a WIS saving throw against your Move DC. On a fail, roll a d4. Each of the target’s moves is numbered 1 – 4 in alphabetical order. The move corresponding to the number rolled is unable to be activated for one minute. If the target has less than 4 moves, reroll until you get a lower result. If the target has the Extra Move feat, use a d6 and reroll on 6s.

----🟊----

Disarming Voice

|Type: Fairy | Move Power: CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (20ft circle)|

You let out a charming cry, dealing emotional damage to any creature in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Discharge

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (10ft circle)|

You let loose a flare of electricity in a 10 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dive

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

When you activate this move, you dive down and disappear into the Ethereal plane. You may not be targeted by attacks in the Ethereal plane. On your next turn, as an action, you reappear and attempt to strike a creature from below. Make a melee attack roll on a creature in range, with advantage, doing 2d6 + MOVE water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dizzy Punch

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Doodle

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self(20ft)|

You make a sketch of an opposing pokemon, capturing their essence. The user now takes on the target's ability, forgetting its own for the duration of battle.

----🟊----

Doom Desire

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: 2 turns, Concentration | Range: 30ft|

You promise doom upon a creature. When you activate this move, select a target and make an attack roll. On a hit, at the beginning of the third round after you activate this move, the target takes 2d12 + MOVE damage of no specific type. If the target is switched out, the damage is done to the trainer's current active Pokémon.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Double Hit

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out quickly with two strikes. Make two melee attacks, dealing 1d6 + MOVE on each hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Double Iron Bash

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike twice with two devastating slams of your fist. Make two melee attack rolls, doing 1d6 + MOVE steel damage on each successful hit. If any natural attack roll is 16 or higher, the target flinches.

Higher Levels: The damage dice rolls for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Double Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike twice with two devastating kicks. Make two melee attack rolls, doing 1d6 + MOVE fighting damage on each successful hit.

Higher Levels: The damage dice rolls for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Double Shock

|Type: Electric | Move Power: STR/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You discharge all the electricity in your body to perform a high=damage attack. Make a melee attack, dealing 3d8 + MOVE electric damage on a hit. After activating this move, the user loses its electric typing until it is able to gain it back. [By abilities, moves, or being switched out.] If the user has no secondary typing, it becomes Typeless until it regains its electric typing.

Higher Levels: The damge dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Double Slap

|Type: Normal | Move Power: STR/DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You reach out to slap a creature with quick strikes. Make a melee attack roll, doing 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Double Team

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 3 | Duration: 1 minute, Concentration | Range: Self|

You create a duplicate image of yourself, 5 feet beside you. The image copies every move you make. When subject to a damaging melee or ranged move with an area of effect of 5 feet wide or less, roll a d4. On a 3 or 4, the image absorbs the damage and/or effects of the attack and disappears. Creatures with Truesight bypass the effect of this move.

----🟊----

Double-Edge

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You commit a massive attack against a creature. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit, but taking a quarter of the total damage (rounded down) in typeless recoil.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Draco Meteor

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You summon forth a meteor shower that rains down on your creatures. All creatures in a 10 foot circle, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE dragon damage on a hit, or half as much on a save. After activating this move, your next attack is rolled at disadvantage. If that attack requires a saving throw, the target has advantage.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Dragon Ascent

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You soar upward and come crashing down towards a creature in range at tremendous speed. Make a melee attack roll, dealing 5d6 + MOVE flying damage on a hit. Any creature within 10 feet of the target must make a DEX save against your Move DC and take the same amount of damage on a success, or half as much on a fail. After activating this move, any attack roll that targets you until the beginning of your next turn is rolled with advantage.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Dragon Breath

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (40ft cone)|

You release a powerful breath of energy in a 40 foot cone. All targets caught in the blast must make a DEX save against your Move DC, taking 1d10 + MOVE dragon damage on a fail, and half as much on a save. If a creature fails the save by 5 or more, it is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Dragon Cheer

|Type: Dragon | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 Minute | Range: Self(60ft)|

You let out a resounding cry, bolstering your allies morale. Any ally in range will gain +1 to all attack rolls for the next minute. If that ally is a dragon type, they gain +2 to all attack rolls for the next minute.

----🟊----

Dragon Claw

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a powerful claw attack. Make a melee attack on a creature, doing 2d6 + MOVE dragon damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dragon Dance

|Type: Dragon | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You perform a mystical dance, pumping yourself up. For the duration, double your proficiency bonus when making an attack.

----🟊----

Dragon Darts

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 Action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You aim and fire both Dreepy from your horns at target(s) in range. Make two ranged attack rolls, dealing 1d8 + MOVE dragon damage on a hit. If there are two target creatures on the field, both are hit once, unless a target has immunity for any reason.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Dragon Energy

|Type: Dragon | Move Power: STR/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (20ft)|

You put all your being into attacking your opponent. Make a melee attack, dealing 5d6 + MOVE dragon damage. If the user’s HP is below its max HP, reduce the damage that the move does by the same percent. (ex. 25% damage after losing 25% HP, etc. Do not reduce until they cross the next quarter range.)

Higher Levels: The damge dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Dragon Hammer

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (25ft line)|

You slam your head down like a hammer to attack a creature in range. Make a melee attack roll against the target, dealing 2d8 + MOVE dragon damage on a hit. Hit or miss, any creatures within the line created by the attack (5 feet wide) must make a DEX save against your Move DC, taking the same damage on a failure.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Dragon Pulse

|Type: Dragon | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You open your mouth and send a shockwave of draconic energy at a target in range. Make a ranged attack, dealing 2d6 + MOVE dragon damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dragon Rage

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (100ft line)|

You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Dragon Rush

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You rush at a creature with overwhelming menace. Make a melee attack, dealing 4d4 + MOVE dragon damage on a hit. On natural attack rolls of 17 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Dragon Tail

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You whip your dragon tail at a creature in an attempt to send them away. Force a target to make a CON save against your Move DC. On a failure, they take 1d10 + MOVE dragon damage and are too frightened by you to remain in battle. In trainer battles, the target must be switched out if another creature is available. In wild battles, the target only flees if it a lower level than the user.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Drain Punch

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

Your strike a target with an energy-draining punch. Make a melee attack, dealing 1d12 + MOVE fighting damage on a hit, gaining half the damage dealt (rounded down) in HP.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Draining Kiss

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You attempt to zap the target's energy with a kiss. Make a melee attack roll on a creature, dealing 1d8 + MOVE fairy damage on a hit. The user is then healed for half the damage dealt.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Dream Eater

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You tap into a sleeping creature’s dreams, sucking from its energy pool. Instantly inflict 4d4 + MOVE psychic damage on a sleeping target in range, regaining half as many hitpoints to yourself. This move does not wake a sleeping creature.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Drill Peck

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 2d6 + MOVE flying damage on a successful hit. Drill Peck scores a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Drill Run

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You crash into a creature, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Drum Beating

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You beat on a drum, rattling your enemy. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit. When hit, the target must make a CON save against your Move DC. On a fail, the target’s speed is reduced by 10 for the duration for the next three turns.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Dual Chop

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out at a creature(s) with two quick strikes. Make two melee attack rolls, dealing 1d6 + MOVE dragon damage with each hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Dual Wingbeat

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike twice with two flaps of your wings. Make two melee attack rolls, doing 1d6 + MOVE flying damage on each successful hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Dynamic Punch

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Earth Power

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You cause the ground beneath a creature to erupt with power. Make a ranged attack, dealing 2d8 + MOVE ground damage on a hit. If the natural attack roll is 19 or 20, the next attack against the target is rolled at advantage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Earthquake

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You create a tremor in the ground in a 20 foot radius, centered on you. Each creature in the area must succeed on a DEX save against your Move DC, taking 4d4 + MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. After the move is activated, the area becomes difficult terrain.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Echoed Voice

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You release a shout that echoes across the battlefield towards a creature. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Eerie Impulse

|Type: Electric | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (30ft circle)|

Your body generates a strange pulsating sound that can disrupt the target's ability to attack. When you activate this move, any creature within 30 feet of you must make a CON saving throw against your Move DC. On a failure, the target flinches for 1d4 rounds.

----🟊----

Eerie Spell

|Type: Psychic | Move Power: WIS | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You recite a spell to attack your target. Make a ranged attack roll against a creature in range, doing 2d6 + MOVE psychic damage on a hit. This also removes 3PP from the target’s last used move.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Egg Bomb

|Type: Normal | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You hurl a hard egg at a creature that explodes on impact. Make a ranged attack on a creature, doing 4d4 + MOVE normal damage on a successful hit.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Electric Terrain

|Type: Electric | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: Self (40ft circle)|

You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area

----🟊----

Electrify

|Type: Electric | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You suddenly surge with electric energy that transfers to your attacker. When hit by a melee attack, you may instantly use your reaction to force the attacker to make a CON save against your Move DC. On a failure, the attacking move's type is changed to electric.

----🟊----

Electro Ball

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You hurl an electric orb at a target in range. Make a ranged attack roll, dealing 1d6 + MOVE electric damage on a hit. Compare the target and user's highest speed type (walking, flying, etc.). If the user's speed is higher, roll the next tier's damage dice for this move. In the case of level 17 or higher, double the damage dice.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Electro Drift

|Type: Electric | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You race forward at ultrafast speeds, piercing its target with futuristic electricity. Make a melee attack, dealing 5d6 + MOVE electric damage on a hit. If this move would be super effective against a target, it deals 1/3rd extra damage on top of the super effective damage.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Electro Shot

|Type: Electric | Move Power: STR | Move Time: 1 action, charge|

|PP: 3 | Duration: 1 round, Concentration | Range: 90ft|

You spend a turn gathering electricity to strike a target in range, boosting your STR by +1. On your next turn’s action, if you keep your concentration, you fire a high-voltage beam towards a target. Make a ranged attack roll, doing 5d4 + MOVE electric damage on a hit. If it is raining, the user gather electricity and fires it off in the same turn.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at leve 17.

----🟊----

Electroweb

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You unleash an electric net of web upon a creature. Make a ranged attack roll, dealing 1d8 + MOVE electric damage on a hit, and reducing the target's speed by 5 feet. The target can use an action on its turn remove any web from its body. A target whose speed is reduced to 0 is restrained.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Embargo

|Type: Dark | Move Power: WIS | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 30ft|

You surround a creature in range with a dark aura. Force a creature to make a WIS save against your Move DC. On a failure, the target cannot gain the effect of any held item or trainer item given to it for the duration.

----🟊----

Ember

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 60ft|

You hurl a ball of flame at a target within range. Make a ranged attack, doing 1d6 + Move fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Encore

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

After being targeted by a move, force a creature to make a WIS save against your Move DC as a reaction. On a fail, the target can only use the move that targeted you for its next turn.

Higher Levels: The number of turns the creature must use the move increases to 2 turns at level 10 and 3 turns at level 17.

----🟊----

Endeavor

|Type: Normal | Move Power: WIS/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

When you activate this move, select a creature in range. the target must make a WIS saving throw against your Move DC. On a failure, the target’s current HP reduced to be equal to your own. This move can not be used in the first round of combat.

----🟊----

Endure

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

When damaged by an attack that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Energy Ball

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You draw in power from nature in a concentrated ball that you send towards a creature. Make a ranged attack, dealing 2d8 + MOVE grass damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Entrainment

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 60ft|

You dance with a strange rhythm that causes a creature to mimic you. Choose a target in range and force them to make a WIS save against your Move DC. On a failure, choose one of their abilities to replace with one of your own for the duration.

----🟊----

Eruption

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft cone)|

You spew hot magma in a 15 foot cone. Any creature caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success. If you are at full health when activating this move, double your STAB bonus when dealing damage.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Esper Wing

|Type: Psychic | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(50ft)|

The user slashes the target with aura-enriched wings. Make a melee attack, dealing 2d6 + MOVE psychic damage on a hit. On a natural roll of 19 or 20, this move is considered critical. The user’s speed is increased by 10 feet for one minute.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Eternabeam

|Type: Dragon | Move Power: STR | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (60ft line)|

You charge a beam at a creature with every ounce of your power. Make a melee attack, dealing 4d6 + MOVE fighting damage on a hit. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

----🟊----

Expanding Force

|Type: Psychic | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You emit a powerful psychic blast that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE psychic damage on a failure, or half as much on a Success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Explosion

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

You create a sphere of energy that packs a concentrated and devastating explosion. Choose a target within range and roll a d20. On a 20, the explosion goes off and all creature within 5 feet of that point faint On any other roll, the explosion fails to go off and this move has no effect. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Extrasensory

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You create an irritating, damaging sound in the mind of a creature. Make a ranged attack roll against a creature in range, doing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 19 or 20, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Extreme Speed

|Type: Normal | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You rush to attack with incredible speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d6 normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Facade

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out at a creature with revenge. Make a melee attack roll against a target, dealing 1d12 + MOVE normal damage on a hit. If you are poisoned, paralyzed, or burned, double the dice for the damage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Fairy Lock

|Type: Fairy | Move Power: None | Move Time: 1 bonus action|

|PP: 5 | Duration: 1 round | Range: Self (40ft circle)|

You summon forth a mystical power that locks down the battlefield. Creatures within a 40 foot circle, centered on you, may not flee or be switched out on their next turn.

----🟊----

Fairy Wind

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 30ft|

You stir up a series of vicious fairy winds that fly towards a creature in range. Make a ranged attack roll against a target, dealing 1d6 + MOVE fairy damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Fake Out

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

This move is only usable in the first round of combat. Make a melee attack on a creature, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Fake Tears

|Type: Dark | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You fake a creature out with superficial tears, lowering their defenses. When activating this move, a target must make a WIS saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.

----🟊----

False Surrender

|Type: Dark | Move Power: CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You bow your head in surrender, only to attack your opponent by surprise. This move hits automatically for 1d10 + move dark damage. Any creature in the invulnerable stages of Dig and Fly are unaffected by this attack. This attack will never miss otherwise.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

False Swipe

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You swipe at a creature but hold back power slightly. Make a melee attack against a creature, doing 1d6 + MOVE normal damage on a hit. If this attack would normally cause a creature to faint, it is reduced to 1HP instead.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Feather Dance

|Type: Flying | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: 50ft|

You distract a creature in range with a beautiful dance. The target must make a WIS saving throw against your Move DC. On a fail, the target cannot add proficiency to its attack rolls for the duration.

----🟊----

Feint

|Type: Normal | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You fake out a creature before you strike. Make a melee attack against a target, dealing 1d6 + MOVE normal damage on a hit. If a creature attempts to use a Protect or Detect reaction against the damage, it fails.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Feint Attack

|Type: Dark | Move Power: STR/DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You bring a creature close and hit it with a sucker punch. Make a melee attack on a creature, always with advantage, doing 1d10 + MOVE dark damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Fell Stinger

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lunge at a creature with a devastating sting attack. Make a melee attack on a creature, dealing 1d8 + MOVE bug damage on a hit. If this attack causes the target to faint, double your ability modifier for attack rolls and damage on your next turn.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Fickle Beam

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You shoot a beam of light to inflict damage. Make a ranged attack, dealing 2d6 + MOVE dragon damage on a hit. On a natural roll of 18 or higher, the damage is doubled.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Fiery Dance

|Type: Fire | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (15ft circle)|

You dance and flap your wings, sending flames in a 15 foot circle, centered on you. Anyone caught in the blaze must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by 5 or more, double the MOVE modifier when adding damage

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Fiery Wrath

|Type: Dark | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (25ft line)|

You turn your wrath into a fiery aura. All creatures in range must make a DEX save against your DC, taking 2d8 + MOVE dark damage on a failure. If the target fails by 5 or more, they flinch.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Fillet Away

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self(20ft)|

At the cost of half your maximum HP, the user gains +2 to all ability scores while they remain in battle. This move can be stacked for a maximum of +6 to all ability scores. If the user does not have enough health to be deducted for this move without knocking the user out, it automatically fails.

----🟊----

Final Gambit

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You risk everything and use your own life force to damage a creature in range. When you activate this move, you faint, and force a target in range to make a CON save against your Move DC. The target takes an amount of fighting damage equal to your remaining HP on a failure, or half as much on a success

----🟊----

Fire Blast

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

Two pillars of raging hot flames explode out from you and leap towards up to two creature in range. The creature(s) targeted must succeed on a DEX save against your Move DC, taking 3d6 + MOVE fire damage on a failure, or half as much on a success. Creatures that fail the save by 5 or more become burned.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Fire Fang

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with flame-cloaked fangs. Make a melee attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned and flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Fire Lash

|Type: Fire | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 10ft|

You strike out at a target in range with a burning lash, Make a melee attack on a creature, doing 2d6 + MOVE fire damage. On a successful attack, the targeted creature must make a CON save against your Move DC. On a fail, allies add +1 to any attack targeted at the creature for the duration. This modifier can be stacked if it fails multiple Fire Lash saves, up to a maximum of +5.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Fire Pledge

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You send a plume of flame towards a creature. Make a ranged attack, dealing 2d6 + MOVE fire damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Fire Punch

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with fire-infused fists. Make a melee attack roll, doing 1d12 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Fire Spin

|Type: Fire | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: 3 turns, Concentration | Range: 40ft|

You release a series of moving flames that dance around a target. Make a ranged attack roll, doing 1d6 + MOVE fire damage on a hit. As long as you maintain concentration, the target takes an additional 1d6 fire damage at the end of each of its next three turns.

Higher Levels: The damage dice rolls for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

First Impression

|Type: Bug | Move Power: DEX | Move Time: 1 bonus action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You make quite the entrance, quickly attacking a creature. This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 2d8 + MOVE bug damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Fishious Rend

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slash at your enemy with sharp teeth. Make a melee attack on a creature, doing 2d6 + MOVE water damage on a hit. If this move is used first in a round of combat, or if an enemy is switched in on the round this attack is used, double the damage roll.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Fissure

|Type: Ground | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

You crack open the ground with devastating force. Choose a target in range and roll a d20. On a 20, the target falls into the crack and vanished into the abyss. On any other roll, or if targeting a flying creature, this move has no effect. The area in a 20 foot radius around the target becomes difficult terrain. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Flail

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You flail about with a wild strike that increases in power the more injured you are. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Flame Burst

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You release a fireball that explodes on contact. Choose a point in range. Any creature within 5 feet of that point must make a DEX save against your Move DC, taking 1d12 + MOVE fire damage on a hit, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Flame Charge

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You cloak yourself with flame and lash out at a creature. Make a melee attack, dealing 1d8 + MOVE fire damage on a hit. With each successful hit from this move, increase your movement speed by 5 until you are incapacitated, are switched out, or the combat ends. (Maximum of +30 to movement speed)

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Flame Wheel

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Self (10ft circle)|

A wheel of flame explodes out from you in a 10 foot radius. All creature in the area must succeed on a DEX save against your Move DC, taking 1d10 + MOVE fire damage on a fail and half as much on a save. If the user is frozen, this move can still be used, thawing out the creature during the attack

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Flamethrower

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (40ft cone)|

You shoot a concentrated gout of flame in an 40 foot cone. Any creature caught in the cone must succeed on a DEX save against your Move DC, taking 2d8 + MOVE fire damage on a failure, or half damage on a success. Any creature that fails the save by 5 or more becomes burned.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Flare Blitz

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You cloak yourself in fire and charge at a creature with serious damage. Make a melee attack against a creature, dealing 2d10 + MOVE fire damage on a hit. On a hit, you take a quarter of the damage dealt in typeless recoil damage. On a natural attack roll of 19 or 20, the target is burned. If the user is frozen, this move can still be used, thawing out the creature during the attack

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Flash

|Type: Normal | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (20ft circle)|

You emit an immense flash of light in a 20 foot radius circle, centered on you. Creatures in the area must make a CON save against your Move DC. On a fail, they are blinded until the end of their next turn. Outside of combat, this move can be used to light a dim area, much like the Light cantrip.

----🟊----

Flash Cannon

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You gather energy from the light around you and send a concentrated beam towards a creature in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Flatter

|Type: Dark | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You send mixed signals to a creature. Select a target in range. They become confused, but during this confusion, they double their proficiency bonus when making attack rolls.

----🟊----

Fleur Cannon

|Type: Fairy | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (80ft line)|

You unleash a beam of energy in a 80 foot line, 5 feet wide. All creatures in its path must make a DEX save against your Move DC, taking 5d4 + MOVE fairy damage on a hit, or half as much on a save. After activating this move, your next attack is rolled at disadvantage. If the next attack requires a saving throw, the target(s) has advantage.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Fling

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You sacrifice your held item to throw it a creature. Make a ranged attack. On a hit, the amount of dark damage dealt is equal to the price of the item in the manual, divided by 100 (rounded down), plus STAB (if applicable). After activating this move, on a hit or miss, the item disappears.

----🟊----

Flip Turn

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You rush in to attack a creature before drawing back. Make a melee attack, dealing 1d10 + MOVE water damage on a hit. After this move is activated, a trainer must switch out the user as a free action.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Floral Healing

|Type: Fairy | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You extend a healing energy to recover the hit points of a creature in range. The target gains 2d8 + MOVE hit points. If the terrain is grassy, double your MOVE modifier.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Flower Shield

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self (15ft circle)|

Large flowers sprout from any grass-type allies in range, boosting their defense. For one minute, as long as you keep your concentration, grass-type allies in a 15 foot circle, centered on you, gain +2 to their AC.

----🟊----

Flower Trick

|Type: Grass | Move Power: STR/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 90ft|

You throw a rigged bouquet of flowers at a target. This move hits automatically, dealing 1d12 + MOVE grass damage on a hit. This move will always be a critical hit, unless the target has an ability preventing a critical hit from landing such as Battle Armor or Shell Armor.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Fly

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You fly high into the air to prepare for a dive bomb attack. When you activate this move, you flap your wings and disappear into the Ethereal plane above you. You cannot be targeted by attacks while you are in the Ethereal plane. On your next turn, you use your action to reappear and make a diving melee attack on a creature in range, with advantage, dealing 2d8 + MOVE flying damage on a successful hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Flying Press

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You dive at a creature with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only added to this move if its type is fighting.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Focus Blast

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

You heighten your focus and unleash it upon a creature. Make a ranged attack, dealing 2d10 + MOVE fighting damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Focus Energy

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 1 minute | Range: Self|

You sacrifice your action to focus in on the energy inside you. For the duration, increase your critical range by 1 (From 20 to 19+ , from 19+ to 18+, etc.). This move is stackable up to a maximum of +5 to the critical hit range (15+).

----🟊----

Focus Punch

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: 1 round, Concentration | Range: Melee|

When activating this move, you spend your action focusing your next attack. If you keep concentration, as an action on your next turn, make an attack roll against a creature, doing 3d8 + MOVE fighting damage on a hit.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Follow Me

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 round | Range: 50ft|

You entice all enemies to attack you. All ranged and melee attacks by any opponent in range must target you until the beginning of your next turn.

----🟊----

Force Palm

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged attack, dealing 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Foresight

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Self|

You grant yourself a brief but incredible sixth sense. On the next ghost-, normal-, or fighting-type move you activate, ignore any immunities of the target creature(s) granted by their Pokémon type. If the target’s secondary type gives it vulnerability or resistance to the attack, it follows the secondary type for that effect.

----🟊----

Forest's Curse

|Type: Grass | Move Power: CON/WIS | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: 30ft|

You summon the energy of the forest to change the type of another creature. Force a creature in range to make a CON save against your Move DC. On a failure, its type is changed to Grass for the duration.

----🟊----

Foul Play

|Type: Dark | Move Power: STR/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You turn a creature's own power against it. Make a melee attack roll using your MOVE power. On a hit, the target takes 2d8 + MOVE dark damage using their own MOVE power.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Freeze Shock

|Type: Ice | Move Power: DEX | Move Time: 1 action, charge|

|PP: 3 | Duration: 1 round, Concentration | Range: 50ft|

When you use this move, you charge up a ball of rock-hard ice. On your next turn’s action, if you keep your concentration, you fire your electrically charged ice at a creature. Make a ranged attack roll, dealing 3d8 + MOVE ice damage on a hit. On natural attack rolls of 15 or more, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Freeze-Dry

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You unleash a freezing cold air that rapidly chills a creature in range. Make a ranged attack on a creature, dealing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen. This move deals super effective damage to water-type creatures. If the target’s secondary type is resistant to ice damage, this move deals standard damage instead.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Freezing Glare

|Type: Psychic | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (25ft line)|

You shoot a blast of psychic energy from your eyes. Make a ranged attack on a target, dealing 2d8 + MOVE psychic damage on a hit. On a natural attack roll of 19 or 20, the target is frozen.

Higher Levels: The damge dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Frenzy Plant

|Type: Grass | Move Power: DEX | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft circle)|

You summon a whirlwind of jagged branches and razor sharp leaves that batter all creatures in a 15 foot circle, centered on you. All creature caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy, and may not make any attack until after the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Frost Breath

|Type: Ice | Move Power: CON/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft|

You blow a gust of freezing cold air at a creature in range. Make a ranged attack roll, dealing 1d12 + MOVE ice damage on a hit. This move scores a critical hit on natural attack rolls of 16 and higher.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Frustration

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out at a creature, venting your frustration at your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE normal damage on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are below zero on the Loyalty Chart.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Fury Attack

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Fury Cutter

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You unleash series of cuts against a creature that increase in strength. When you activate this move, make a melee attack on a target in range, doing 1d4 + MOVE bug damage on a hit. If you continue to use this move on consecutive turns, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Fury Swipes

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You reach out and unleash relentless claw attacks against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Fusion Bolt

|Type: Electric | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

You summon a gigantic lightning bolt that strikes down from the heavens in a 30 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE electric damage on a failure, or half as much on a success. If Fusion Bolt was already used this round, double the damage dealt.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Fusion Flare

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

You summon a gigantic fireball that strikes down from the heavens in a 30 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE fire damage on a failure, or half as much on a success. If Fusion Flare was already used this round, double the damage dealt. Fusion Flare may be used to thaw out the user from the frozen status before attacking.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Future Sight

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: 3 rounds, Concentration | Range: 30ft|

You save an attack to unleash at a later time. When you activate this move, you may choose to attack on this turn, or delay the attack. You may use the attack as a free action at any time during the next three rounds. When you make the attack, make a ranged attack roll, dealing 2d10 + MOVE psychic damage on a hit.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Gastro Acid

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: 20ft|

You hurl stomach acid towards a target. Make a ranged attack. On a hit, the target is covered in the disgusting substance and cannot benefit from the effect of any of its abilities for the duration.

----🟊----

Gear Grind

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You send a pair of steel gears at a target(s) in range. Make two ranged attacks, dealing 1d8 + MOVE steel damage with each hit.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Gear Up

|Type: Steel | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 1 minute, Concentration | Range: 30ft|

You engage your gears to raise the attack of ally creatures in range with the Plus or Minus ability. While you maintain your concentration, Pokémon under the affects of Gear Up have advantage on all attack rolls.

----🟊----

Geomancy

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds, Concentration | Range: Self|

You spend time to absorb the natural energy around you, sharply increasing your effect in battle. When you activate this move, your speed increases by 10 feet and all of your attacks and saving throws are rolled with advantage for three rounds.

----🟊----

Giga Drain

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You attempt to drain the life force of a target. Make a ranged attack on a target, doing 2d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Giga Impact

|Type: Normal | Move Power: STR | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You charge at a creature with every ounce of your power. Make a melee attack, dealing 3d8 + MOVE normal damage on a hit. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Gigaton Hammer

|Type: Steel | Move Power: STR | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (60ft line)|

You swing your whole body to attack with a huge hammer. Make a ranged attack, dealing 4d6 + MOVE steel damage on a hit. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damge dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

----🟊----

Glacial Lance

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (25ft)|

Cloaked by a blizzard, you hurl icicles like a lance at your opponents. All creatures in range must make a DEX save against your Move DC, taking 3d10 + MOVE ice damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Glaciate

|Type: Ice | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 20ft|

You blow a wind of freezing cold air at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE ice damage on a hit. On a hit, reduce the target's speed by 5 feet. A target reduced to a speed of 0 in this manner becomes frozen. The target may use an action at any time (before becoming frozen) to warm its body, resetting its speed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Glaive Rush

|Type: Dragon | Move Power: STR/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You throw your entire body into a reckless charge. Make a melee attack, dealing 3d8 + MOVE dragon damage on a hit. After this move has been activated, until the user’s next turn, all attacks made against the user have advantage and will double the damage roll on a hit.

Higher Levels: The damage dice roll for this attack changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Glare

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 100ft|

You stare into the depths of a creature’s eyes with intense ferocity. The creature must make a WIS saving throw against your Move DC or become paralyzed. A creature that succeeds on this saving throw is unaffected by future attempts during this combat.

----🟊----

Grass Knot

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You attempt to ensnare a creature with vines that sprout from the ground, causing it to trip. Make a ranged attack, dealing 1d10 + MOVE grass damage on a hit. If the targets size is Large or bigger, double the dice roll for the damage. On a natural attack roll of 19 or 20, the target falls prone.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Grass Pledge

|Type: Grass | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You send a column of thick grass towards a creature. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Grass Whistle

|Type: Grass | Move Power: CON/CHA | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 30ft|

You make a shrill sound that has the chance to put a creature to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.

----🟊----

Grassy Glide

|Type: Grass | Move Power| DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You nimbly glide across the ground to attack. Make a melee attack, dealing 3d6 + MOVE grass damage on a hit. If Grassy Terrain is active, this move will always go first.

Higher Level: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Grassy Terrain

|Type: Grass | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: Self (40ft circle)|

Grass sprouts from the ground in a circle around you, coating the earth with healing energy. For 3 turns, all creatures in the affected area heal for 1d4 hit points at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area.

----🟊----

Grav Apple

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 120ft|

You drop an apple at a creature from a high height. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On a natural attack roll of 18 or higher, the target’s AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC. If used while the move Gravity is in effect, the double the damage done by this move.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Gravity

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: 40 foot sphere|

You strengthen gravity in a 40 foot sphere, centered on you. Any creature in the area cannot use moves like Fly or Bounce, flying types lose their ground immunity, and the Levitate ability is suppressed.

----🟊----

Growl

|Type: Normal | Move Power: CHA/STR | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: 100ft|

You target a creature with an intimidating growl. The creature must make a WIS save against your Move DC. On a fail, it adds -1 to any attack it makes for the duration. This modifier can be stacked if it fails multiple growl saves, up to a maximum of -5.

----🟊----

Growth

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: 1 minute, Concentration | Range: 30ft|

You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration.

Higher Levels: The dice to add increases to 1d6 at level 10.

----🟊----

Grudge

|Type: Ghost | Move Power: WIS/CHA | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

When you take damage from a move that reduces you to zero hit points, you may use your reaction to force the attacker to make a WIS saving throw against your Move DC. On a failure, all PP from the move that caused you to faint is depleted.

----🟊----

Guard Split

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 30ft|

You use your psychic power to change your defense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, for the duration, your AC changes to become an average of your current AC and the target's, rounded down.

----🟊----

Guard Swap

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 40ft|

You use your psychic power to swap defenses with a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, switch armor class with the target for the duration.

----🟊----

Guillotine

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You are filled with an incredible rage, grabbing the head of a target creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the creature to faint. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Gunk Shot

|Type: Poison | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You fire a wad of icky gunk at a creature. Make a ranged attack, dealing 1d10 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Gust

|Type: Flying | Move Power: DEX Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: 40ft|

You create a strong wind that batters a target in range. Make a ranged attack, doing 1d6 + MOVE flying damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Gyro Ball

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You tackle a creature with a high-speed spin. Make a melee attack against a creature, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the target's, double the dice roll for damage.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Hail

|Type: Ice | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 5 rounds, Concentration | Range: 100ft|

You stir up a massive hail storm in a 50 foot radius, centered on a point in range. When a non ice-type creature enters the area for the first time on their turn, or begins their turn inside the area, they take an amount of ice damage equal to half your level, rounded up. The hail storm lasts for 5 rounds.

----🟊----

Hammer Arm

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You put all your power into a strong and heavy fist attack. Make a melee attack, dealing 4d4 + MOVE fighting damage on a hit. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Happy Hour

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.

----🟊----

Hard Press

[Come back to this one, gotta do wild math here]

----🟊----

Harden

|Type: Normal | Move Power: CON | Move Time: 1 bonus action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You increase your defense, able to reduce incoming damage. After activating this move, reduce any damage dealt to you by 1d4 + MOVE until the beginning of your next turn.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Haze

|Type: Ice | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Self (30ft circle)|

You create a haze of light snow that washes over the creature in a 30ft circle, centered on you. Any stat bonuses or modifiers, status effects, shields or other outside forces affecting the stats or abilities of a creature are removed. This includes things like Leech Seed, Focus Energy, Iron Defense, Disable, etc.

----🟊----

Head Charge

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lower your head and charge at a creature. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Head Smash

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lower your head to deliver a dangerous headbutt. Make a melee attack, dealing 3d8 + MOVE rock damage on a hit. On a hit, the user takes 1/2 the damage dealt in typeless recoil.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Headbutt

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You really know how to use your head. Make a melee attack roll, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target falls prone.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Headlong Rush

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

The user smashes into the target in a full-body tackle. Make a melee attack, dealing 1d10 + MOVE ground damage on a hit and the target’s AC is lowered by 1 for the remainder of battle.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Heal Bell

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (60ft circle)|

You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 60ft circle, centered on you, are healed of their negative status effects.

----🟊----

Heal Block

|Type: Psychic | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

When a creature within range attempts to use an HP recovery move, item, or ability, you may use your reaction to send psychic waves into the mind of the target, preventing the recovery of health.

----🟊----

Heal Order

|Type: Bug | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.

----🟊----

Heal Pulse

|Type: Psychic | Move Power: CON/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You emit a healing pulse that restores a target's HP. Choose a target in range (cannot be yourself). The target regains 4d4 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Healing Wish

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next conscious creature released by its trainer is healed of all status effects and recovers an amount of HP equal to what the user lost by fainting.

----🟊----

Heart Stamp

|Type: Psychic | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You unleash a vicious blow after acting cute. Make a melee attack against a creature, dealing 1d10 + MOVE psychic damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Heart Swap

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

Force a creature in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in affect on you or the target.

----🟊----

Heat Crash

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam into a creature with your flaming body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE fire damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Heat Wave

|Type: Fire | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (15ft cone)|

You exhale a wave of hot breath in a 15ft. cone. Creatures caught in the area must make a DEX save against your Move DC, taking 2d8 + MOVE fire damage on failure, or half as much on a success. If the creature fails the save by 5 or more, it is burned.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Heavy Slam

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam into a creature with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above a creature. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Helping Hand

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 5 | Duration: 10 minutes | Range: 60ft|

You can use a bonus action on your turn to choose one ally other than yourself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.

Higher Levels: The helping dice for this move changes to d8 at level 5, d10 at level 10, and d12 at level 17.

----🟊----

Hex

|Type: Ghost | Move Power: WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You send a ghostly energy at a creature that does additional damage to those affected by status conditions. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. If the target is affected by a status condition, double your MOVE modifier when adding damage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Hidden Power

|Type: Normal | Move Power: Any | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You unleash a wave of force of unknown power at a creature in range. Make a ranged attack on a creature, doing 1d10 + MOVE damage of a random type. Roll a d20 to determine which type of damage is dealt.

d20 1 2 3 4 5 6 7 8 9 10
Type Normal Fire Water Electric Grass Ice Fighting Poison Ground Flying
d20 11 12 13 14 15 16 17 18 19 20
Type Psychic Bug Rock Ghost Dragon Dark Steel Fairy Roll Again Roll Again

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

High Horsepower

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You fiercely attack the target using your entire body. Make a melee attack, dealing 2d8 + MOVE ground damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

High Jump Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You leap into the air to deliver a strong kick to a target. Make a melee attack, doing 2d8 + MOVE fighting damage on a hit. On a miss, you take 1 damage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Hold Back

|Type: Normal | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out with force, but contain your strike to a glancing blow, leaving a creature conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Hold Hands

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 20 | Duration: Instantaneous | Range: Melee|

If you are within melee range of an ally, you grasp its hand to spread happiness. Use this reaction when an ally is attacking to add +1 to its attack rolls, or when it is targeted by an attack to add +1 to its AC. This reaction can be used only before the result of either attack roll (by ally or creature) is called.

----🟊----

Hone Claws

|Type: Dark | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self|

You sharpen your claws to increase the power of your attacks. For the duration, add an additional +1 to your attack and damage rolls. This move may be stacked to a maximum of +3 to attack and damage rolls.

----🟊----

Horn Attack

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike at a target with your horn. Make a melee attack, doing 1d10 + MOVE normal damage on a hit. If you moved 20 feet or more towards a target on this turn, force a creature to make a STR save against your Move DC or be knocked prone.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Horn Drill

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You attempt to drill your horn through a target creature with tremendous strength. Roll a d20. On a 20, the creature is impaled and immediately faints. On any other roll, you miss and this move fails. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Horn Leech

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You sink your horns into a creature, draining some of their power. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. Half the damage dealt is recovered by the user (rounded down).

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Howl

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: Self|

You increase your adrenaline with a menacing howl. For the duration, add +1 to any attack roll you make. This move can be stacked for a maximum of +5.

----🟊----

Hurricane

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You wrap a creature in a fierce wind. Make a ranged attack against a target, dealing 3d6 + MOVE flying damage on a hit. If this attack is activated during rain, roll the attack with advantage. If used during harsh sunlight, roll the attack with disadvantage. If the natural attack roll is 15 or higher, the target becomes confused.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Hydro Cannon

|Type: Water | Move Power: STR/DEX | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (80ft line)|

You fire a powerful stream of high-speed water at creatures in a 80 foot line, 5 feet wide. Any creature caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE water damage on a failure, and half as much on a success.. Creatures that fail the save also are pushed back 10 feet and fall prone. This move saps you of energy, and you may not make any attack until after the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Hydro Pump

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (80ft line)|

You send a surge of powerful water towards creatures in a 80 foot line, 5 feet wide. Creatures caught in the blast must succeed on a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failed save, and half as much on a success.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Hydro Steam

|Type: Water | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You blast the target with boiling-hot water. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. If this move is activated in Harsh Sunlight, the user has advantage on damage rolls.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Hyper Beam

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (80ft line)|

You unleash a concentrated beam of pure energy in a 80 foot line, 5ft wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Hyper Drill

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You spin the pointed part of your body at high speeds to pierce a target. Make a melee attack against a target, dealing 4d4 + MOVE normal damage on a hit. This move pierces through any moves that protect the target, but does not remove them from the field.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Hyper Fang

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out at a creature with a quick fang attack. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. Hyper Fang scores a critical hit on 19 and 20. If the natural attack roll is 18 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Hyper Voice

|Type: Normal | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You release a loud and startling, high-pitched sound that only a creature can hear. Make a ranged attack roll against a creature in range, doing 2d8 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Hyperspace Fury

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

Using your many arms, you send a barrage of three balls of furious energy at any creature(s) in range. Each ball automatically deals 1d6 dark damage to any creature(s) you choose. Reactions that negate damage such as Protect or Detect cannot be used. After activating this move, any attacks against you, until the beginning of your next turn, are rolled at advantage.

Higher Levels: You can fire 4 projectiles at level 5, 5 projectiles at level 10, and 6 projectiles at level 17.

----🟊----

Hyperspace Hole

|Type: Psychic | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You create a hyperspace portal that allows you to instantly teleport to a creature in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Hypnosis

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.

----🟊----

Ice Ball

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You summon a rock-hard ball of ice that continues to pummel a creature. When you activate this move, make a ranged attack on a target in range, doing 1d4 + MOVE ice damage on a hit. If you continue to use this move on consecutive turns, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.

----🟊----

Ice Beam

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (80ft line)|

You create a 80 foot line of freezing ice, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 2d8 + MOVE ice damage and be frozen on a failure, or half as much without being frozen on a success.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Ice Burn

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: 1 round, Concentration | Range: Self (30ft circle)|

When you use this move, you charge up an intense power within your body. On your next turn’s action, if you keep your concentration, you unleash an ultracold, freezing wind in a 30 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Ice Fang

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with ice-infused fangs. Make a melee attack, dealing 1d10 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen and flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Ice Hammer

|Type: Ice | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You swing and hit with your strong, heavy fist. Make a melee attack dealing 4d4 + MOVE ice damage. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Ice Punch

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with ice-infused fists. Make a melee attack roll, doing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Ice Shard

|Type: Ice | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: 50ft|

You flash freeze chunks of ice and quickly hurl them at a creature. As a bonus action, you fire a shard of ice at a creature in range. Make a ranged attack roll, dealing 1d4 ice damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Ice Spinner

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You coat your feet in ice, and twirl around, slamming into your target. Make a melee attack, dealing 2d6 + MOVE ice damage on a hit. This move destroys any terrain that has been set up prior.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Icicle Crash

|Type: Ice | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You generate a row of icicles that crash down on top of a creature in range. Make a ranged attack, dealing 2d6 + MOVE ice damage on a hit. If the natural attack roll is 15 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Icicle Spear

|Type: Ice | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 20ft|

Your pummel a creature in range with multiple sharp shards of ice. Make a ranged attack roll, doing 1d4 + MOVE ice damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ice damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Icy Wind

|Type: Ice | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You create an icy wind that gusts towards a creature in range. Make a ranged attack against a creature, doing 1d8 + MOVE ice damage on a hit. On a natural attack roll of 18 or more, the target falls prone.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Imprison

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 30ft|

You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.

----🟊----

Incinerate

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You summon forth a burning hot flame that surrounds a creature. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a hit, if the target is holding a berry, it is immediately burned to ash, becoming unusable.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Infernal Parade

|Type: Ghost | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You summon forth a myriad of fireballs that surround a creature. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned. If the target already has a status condition, the damage is doubled.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Inferno

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 15ft|

You engulf a target in intense flames. Make a ranged attack against a target, dealing 4d4 + MOVE fire damage on a hit, burning the target in the process.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Infestation

|Type: Bug | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: 1d4 rounds | Range: 30ft|

You summon an infestation of tiny insects to attack a creature for multiple turns. Make a ranged attack on a target. On a hit, the target takes 1d4 + MOVE bug damage and becomes infested for 1d4 rounds. An infested creature must make a CON save against your Move DC at the beginning of each of its turns, taking 1d4 + MOVE bug damage on a failed save.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Ingrain

|Type: Grass | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: 3 rounds | Range: Self|

You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points as a free action. During this time, you may not flee or be switched out.

Higher Levels: The healing dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Instruct

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You instruct a creature to act again. As an action, choose a target in range. The target must immediately repeat the move they used in their last action or bonus action, without spending the PP.

----🟊----

Ion Deluge

|Type: Electric | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Self (50ft circle)|

You disperse electric particles that charge the battlefield. Until the beginning of your next turn, any normal-type move activated within 50 feet of you is considered electric-type.

----🟊----

Iron Defense

|Type: Steel | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 round | Range: Self|

Your body temporarily becomes solid as steel plate. Until your next turn, you gain + 6 to your AC and have resistance to all types of damage. If you were vulnerable, you now take regular damage. If you were already resistant, you become immune.

----🟊----

Iron Head

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You slam into the target with your hard head. Make a melee attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 16 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Iron Tail

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You swing your tail out, attempting to crush a creature. Make an attack roll on a creature in range, doing 4d4 + MOVE steel damage on a hit. If the natural attack roll is a 19 or 20, the target’s AC is decreased by 1 for the rest of combat.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Ivy Cudgel

|Type: Grass | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 90ft|

You strike a foe with an ivy wrapped cudgel. Make a ranged attack dealing 4d4 + MOVE grass damage on a hit. When this move is used by Ogerpon, the damage type changed based on the mask Ogerpon is wearing.

Mask Teal Mask Wellspring Mask Hearthflame Mask Cornerstone Mask
Type Grass Water Fire Rock

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Jaw Lock

|Type: Dark | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Range 60ft|

You bite down on an enemy, sinking your teeth in to lock them in place. Make a ranged attack, dealing 2d6 + MOVE dark damage on a hit. On hit, the target is unable to flee or switch out while the user remains in battle.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Jet Punch

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You summon a torrent around your fist and punch at blinding speed. Make a melee attack, dealing 1d10 + MOVE water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Judgment

|Type: Varies | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You send powerful missiles of pure energy to rain down on any creature in a 40 foot circle, centered on a point in range. Any creature caught in the area must make a DEX save against your Move DC, taking 5d6 + MOVE damage on a failure, or half as much on a success. The type of the damage depends on the kind of plate the user is holding.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Jump Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You leap into the air to deliver a strong kick to a creature. Make a melee attack against, doing 4d4 + MOVE fighting damage on a hit. On a miss, you take 1 damage.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Jungle Healing

|Type: Grass | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (30ft)|

You utilise your connection to nature to heal yourself and an ally in range. When this move is activated, the user and one ally by heal for 25% of their total health and are cured of any status conditions they may have.

----🟊----

Karate Chop

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You extend a hand towards a target creature for a savage karate chop. Make a melee attack roll, doing 1d8 + MOVE fighting damage on a hit. Karate Chop scores a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Kinesis

|Type: Psychic | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self|

You move with incredible speed. Increase your walking, flying, or swimming speed by 20 if it is greater than 0, and add +2 to AC when targeted by ranged attacks for the duration. This move cannot be stacked.

----🟊----

King's Shield

|Type: Steel | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

Your body is cloaked with a protective shield that negates all damage to you. When targeted by an attack, you may automatically avoid taking damage from this attack and any other damaging move until the beginning of your next turn. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Knock Off

|Type: Dark | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to rid a creature of their held item for the rest of battle. Make a melee attack roll against a target. On a hit, deal 1d10 + MOVE dark damage and any held item of the target disappears. The item appears back in the target's inventory when the battle is over.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Kowtow Cleave

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You bow reverently to a creature to make them lower their guard before attacking. This move hits automatically for 2d6 + MOVE dark damage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Land's Wrath

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You gather in the natural energy of the land around you and focus it into a sudden eruption of earth in a 40 ft radius, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ground damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Laser Focus

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 1 round, Concentration | Range: Self|

When activating this move, you spend your action concentrating intensely. If you keep your concentration, your first atack on your next turn always results in a critical hit.

----🟊----

Lash Out

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You strike a creature to vent out your frustrations. Make a melee attack on a creature, dealing 1d12 + MOVE dark damage on a hit. If the user’s stats have been lowered from their usual when this move is activated, double the damage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Last Resort

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lash out an a creature with a furious strike. This move can only be activated when all other known moves by a user have been activated in the same combat. If the user is switched out, this rule resets. Make a melee attack, dealing 2d12 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Last Respects

|Type: Ghost | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (30ft)|

You attack to avenge your allies. Any creature in range must make a CON saving throw against your Move DC, taking 1d8 + MOVE ghost damage on a failure and half as much on a hit. For each ally that has been knocked out prior to activating this move (Including if an ally was revived and knocked out a second time), an additional damage dice is added to the roll, maxing at 10x the base damage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Lava Plume

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You summon forth a plume of raging hot fire in a 5 foot radius, 40-foot cylinder, centered on a point within range. Creatures in the blast must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure and becoming burned, or half as much without becoming burned on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Leaf Blade

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to slash a creature with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Leaf Storm

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You whip up a powerful storm of leaves in a 20 foot circle, centered on a point within range. All creatures in the area must make a DEX save against your Move DC, taking 5d4 + MOVE grass damage on a fail, or half as much on a success. After activating this move, you are sapped of energy. Your next attack deals half the normal damage, if it hits.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Leaf Tornado

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40 feet|

You summon forth a cyclone of harsh winds and fast moving leaves that rushes forward to strike a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack. If the target activates a move that requires a saving throw, its target(s) have advantage on the roll.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Leafage

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: 40ft|

You summon a flurry of leaves to pelt a target. Make a ranged attack, doing 1d6 + MOVE grass damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Leech Life

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You attempt to suck away some of a creature’s life force. Make a melee attack roll, doing 2d6 + MOVE bug damage on a hit. Half of the damage done is restored to the user.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Leech Seed

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You send a seed at a creature in range that implants itself in their hide. Make a ranged attack roll. On a hit, a seed implants into their skin. The target takes 1d4 grass damage at the end of each of its subsequent turns until it faints or is switched out. Half of the damage is restored by the attacker, or any other active creature the trainer has in battle, even if the original attacker faints or is returned to its Pokéball. Only one creature can be seeded by the attacker at a time.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 2d6 at level 10, and 2d8 at level 17.

----🟊----

Leer

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 15 | Duration: 1 minute | Range: 60ft|

You stare down a target, reducing its will. The creature must make a WIS save against your Move DC. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.

----🟊----

Lick

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Life Dew

|Type: Water | Move Power: CON/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You scatter droplets of a mysterious water that restores the HP of yourself and an ally, healing 2d4 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 and level 17

----🟊----

Light of Ruin

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (80ft line)|

You draw forth a powerful natural essence, concentrating it into a beam of light 80ft long and 5 feet wide. Any creature caught in the blast must make DEX saving throw against your Move DC, taking 2d12 + MOVE fairy damage on a failure, or half as much on a success. The user takes typeless recoil damage equal to half the damage roll.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

----🟊----

Light Screen

|Type: Psychic | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

When you are subject to a ranged attack, use your reaction to take half the damage dealt.

----🟊----

Liquidation

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You attempt to slam a full-force blast of water into a target in range. Make a ranged attack, doing 2d6 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target’s AC is reduced by 1 while it remains in battle. This decrease may be stacked up to a maximum of -5 to AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Lock-On

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

You hone in on your target, ready to strike. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.

----🟊----

Lovely Kiss

|Type: Normal | Move Power: CHA/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

You blow a kiss to a creature, attempting to put the target to sleep. The target must make a CHA save against your Move DC, falling asleep on a failure.

----🟊----

Low Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You kick out at a creature’s lower half, dealing damage and attempting to knock it off balance. Make a melee attack, doing 1d8 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target flinches.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Low Sweep

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You sweep your legs at the lower half of a creature's body. Make a melee attack roll, dealing 1d10 + MOVE fighting damage on a hit. On a hit, target must succeed on a STR save against your Move DC or be knocked prone.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Lucky Chant

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

When a creature scores a critical hit on you, you may use your reaction to quickly recite a magical incantation that treats the attack like a normal hit, preventing the extra damage.

----🟊----

Lumina Crash

|Type: Psychic | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(20ft)|

You attack by unleashing a peculiar light. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE psychic damage on a failure, or half as much on a success. If they fail by 5 or more, the target’s AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.

Higer Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17

----🟊----

Lunar Blessing

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self(30ft)|

The user receives a blessing from the crescent moon, healing themself and all allies on the field for 25% of their max HP and curing any status conditions.

----🟊----

Lunar Dance

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next creature released by its trainer is fully healed and cured of any status effects.

----🟊----

Lunge

Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 15ft|

You make a lunge at the target, attacking with full force. Make a melee attack, doing 2d6 + MOVE Water damage on a hit. If the natural attack roll is 15 or more, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Luster Purge

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 3 | Duration: 1 round | Range: Self (30ft circle)|

You create a blinding bright light that damages creature's eyes and may lower their defense. Creatures in range must make a CON save against your Move DC, taking 3d10 + MOVE psychic damage on a failure, or half as much on a success. For creatures that fail by 5 or more, any attack against them has advantage until the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

----🟊----

Mach Punch

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You rush forward to punch with incredible speed. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 fighting damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Magic Coat

|Type: Psychic | Move Power: WIS/CON | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

A flash of magical energy forms between you and a creature, reflecting negative energy back at an attacker in range. When an attack from a creature causes you to suffer from a negative status condition, they are also affected by the same condition.

----🟊----

Magic Powder

|Type: Psychic | Move Power: STR/CON | Move Time: 1 action|

|PP: 10 | Duration: 3 rounds | Range: 50ft|

You scatter a magical powder at a creature that leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, their type changes to psychic for three rounds.

----🟊----

Magic Room

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 5 rounds, Concentration | Range: Self (50ft circle)|

You employ your psychic power to suppress the effect of all held items in a 50 foot circle, centered on you.

----🟊----

Magical Leaf

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You summon a sharp, magical leaf that strikes a creature. This move is guaranteed to hit for 1d6 + MOVE grass damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Magma Storm

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 80ft|

You stir up a maelstrom of fire in a 20 foot circle, centered on a point within range, that continues to rage as long as you hold your concentration. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Magnet Bomb

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You hurl a steel ball that seeks out a creature in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Magnet Rise

|Type: Electric | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You use magnetic power within yourself to raise yourself from the ground, becoming immune to ground moves for the duration.

----🟊----

Magnetic Flux

|Type: Electric | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 round | Range: 40ft|

You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.

----🟊----

Magnitude

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (30ft circle)|

You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage.

d100 01-05 06-15 16-35 36-65 66-85 86-95 96-100
Damage 1d4+MOVE 1d8+MOVE 1d10+MOVE 1d12+MOVE 2d6+MOVE 2d8+MOVE 2d12+MOVE

Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Dice at level 10, and 4x Dice at level 17.

----🟊----

Make It Rain

Type: Steel | Move Power: STR/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self(90ft)|

You attack by throwing out a mass of coins. All creatures in range must make a DEX saving throw against the Move DC, taking 3d8 + MOVE steel damage on a failure and half as much on a save. After activating this move, your next attack is rolled at disadvantage. If that attack requires a saving throw, the target has advantage. When this attack is used, coins are scattered on the ground equal to $10 multiplied by the users level. These coins may be collected at the end of battle.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Malignant Chain

|Type: Poison | Move Power: STR/Con | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You pour toxins into a target by wrapping them in a toxic, corrosive chain. Make a melee attack against a target, dealing 5d6 + MOVE poison damage on a hit. On a natural roll of 15+, the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Mat Block

|Type: Fighting | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft circle)|

You conjure up a ethereal, protective mat to shield you and your allies. Until the end of your next turn, any ally creature within 15 feet of you (including you) is immune to damage from damaging moves. Status-inducing moves can still affect their targets.

----🟊----

Matcha Gotcha

|Type: Grass | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You mix up and fire a blast of tea. All creatures in range much make a DEX saving throw against your Move DC, taking 2d6 + MOVE grass damage on a failure and half as much on a success. If the roll fails by 5 or more, the target is burned. The user will regain HP equal to half the damage they just dealt to all targets.

Higher Levels: The damage dice roll for the move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17

----🟊----

Me First

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

When targeted by a move that isn't Fake Out or Sucker Punch, you may use your reaction to copy the target's move against it before it makes the attack. If the attack requires a roll, you have disadvantage. On a hit, double the damage dice for the move. The damage/effect tier for the move is based off of your level, not the target's.

----🟊----

Mean Look

Type: Normal | Move Power: STR/CHA | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds | Range: 50ft|

You flash an intimidating look at a target, attempting to freeze them in fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target cannot flee or be switched out for 3 rounds.

----🟊----

Meditate

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: 1 minute, Concentration | Range: Self|

You become one with your inner self. For the duration, double your proficiency bonus when it comes to attack rolls and saving throws.

----🟊----

Mega Drain

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You attempt to drain the life force of a target. Make a ranged attack on a target, doing 1d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Mega Kick

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a hard kick. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Mega Punch

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike out with a hard punch Make a melee attack against a target, doing 2d6 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Megahorn

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You charge at a creature for a devastating horn attack. Make a melee attack roll, doing 2d10 + MOVE bug damage on a hit. If the user moves at least 20 feet towards a target before using this move, the target is forced to make a STR save against your Move DC or be knocked prone.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Memento

|Type: Dark | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 2 rounds | Range: Melee|

You sacrifice your life force to leave a lasting mark on a target. When you activate this move, you touch a creature and drop to 0 hit points. As a result, the target is incapacitated for 2 rounds. All attacks against it have advantage, it automatically fails all STR and DEX saving throws, and it cannot attack, move, flee, or be switched out.

----🟊----

Metal Burst

|Type: Steel | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lash out in retaliation with a bust of harsh metal shards. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of steel type damage back at your attacker (maximum of 5x your current level).

----🟊----

Metal Claw

|Type: Steel | Move Power: STR | Move Time: 1 action|

PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with sharp claws. Make a melee attack roll against a creature, doing 1d8 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your next attack gets an additional +1 to hit.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Metal Sound

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: 1 round | Range: 50ft|

You emit an ear-shattering high pitched sound that only your target can hear, leaving them in a defenseless state. When activating this move, a target must make a CON saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.

----🟊----

Meteor Assault

|Type: Fighting | Move Power: STR | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

You charge at a creature with every ounce of your power. Make a ranged attack, dealing 3d8 + MOVE fighting damage on a hit. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17

----🟊----

Meteor Beam

|Type: Rock | Move Power: STR/DEX | Move Time: 1 action, charge|

|PP: 5 | Duration: 1 round, Concentration | Range: Self (80ft line)|

When you use this move, build up space power and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of spatial energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE rock damage on a fail and half as much on a save.

Higher Level: The damage dice roll for this moves changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17

----🟊----

Meteor Mash

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You smash a creature with a fist as fast as a meteor strike. Make a melee attack against a creature, doing 2d8 + MOVE steel damage on a hit. If the natural attack roll is 18 or higher, your next attack has advantage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Metronome

|Type: Normal | Move Power: Varies | Move Time: 1 action|

|PP: 5 | Duration: Varies | Range: Varies|

You summon a move at random to inflict against a creature. When you use this move, roll a d100. The resulting number is the TM number for the move you make. If the move is unable to be completed because of positioning, range, etc., Metronome fails.

----🟊----

Mighty Cleave

|Type: Rock | Move Power: STR/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You wield the light as has accumulated at the top of your head to cleave a target. Make a melee attack on a target, doing 5d6 + MOVE psychic damage on a hit. This move bypasses as protecting moves, such as Protect, but does not lift these moves.

Higher Levels: The damage die roll for this move chanes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17

----🟊----

Milk Drink

|Type: Normal | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 10ft|

You create a tasty drink that heals your or an ally’s wounds. The recipient gains 2d6 + MOVE hit points.

Higher Levels: The dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.

----🟊----

Mimic

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 120ft|

You copy another creature's movements, learning its ways in battle. When used, this move is temporarily replaced by your choice of one of the target's moves. The target can be an ally. After one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy for the duration.

----🟊----

Mind Reader

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

You sense the motives and moves of a creature around you. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.

----🟊----

Minimize

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You appear smaller to your creatures, increasing your evasion. For the duration, you gain an additional +2 to your AC.

----🟊----

Miracle Eye

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: 50ft|

You flash your eyes at the target, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration. If, when losing immunity, the target’s secondary type gives it vulnerability or resistance to an attack of that type, it follows the secondary type for that effect.

----🟊----

Mirror Coat

Type: Psychic | Move Power: CON/WIS | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

When subject to a ranged attack, you can attempt to decrease the damage and send some back at the attacker in range. Using this reaction, the damage is decreased by 1d6 + MOVE. If this causes the damage to fall below zero, the attack is deflected and you may make a ranged attack roll to send it back at the attacker for 1d6 + MOVE psychic damage.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Mirror Move

|Type: Flying | Move Power: Varies | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft, Move varies|

You perform the same move made by a chosen target after your last turn, using your own statistics for bonuses and Move saves if applicable.

----🟊----

Mirror Shot

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You loose a damaging flash of light from your polished body. Make a ranged attack on a creature, dealing 1d10 + MOVE steel damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Mist

|Type: Ice | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 1 minute | Range: 30ft|

A light mist surrounds a target, offering a protective barrier. The target is immune to negative stat effects or modifier changes for the duration, but any current effects are still in place.

----🟊----

Mist Ball

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You fire an explosive ball of damaging mist at a creature in range. Make a ranged attack against a target, doing 5d6 + MOVE psychic damage on a hit. If the natural attack roll is higher than 10, the target has disadvantage on any attack it makes before the end of its next turn.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Misty Explosion

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

You create a sphere of energy that packs a concentrated and devastating explosion. Choose a target within range and roll a d20. On a 20, the explosion goes off and all creature within 5 feet of that point faint. If Misty Terrain is active, you may roll twice with advantage. On any other roll, the explosion fails to go off and this move has no effect. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Misty Terrain

|Type: Fairy | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: Self (60ft circle)|

You cover the ground in a thin, healing mist that surrounds a 60 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability.

----🟊----

Moonblast

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You summon forth a powerful moonbeam that strikes a creature. Make a ranged attack on a target in range, dealing 2d8 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Moongeist Beam

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (100ft line)|

You emit a sinister ray that explodes out from you in a 100 foot line, 5 feet wide. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ghost damage on a failure or half as much on a success. This attack ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Moonlight

|Type: Fairy | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

A ray of moonlight shines upon you, basking you in healing light. The user gains 2d6 + MOVE hit points.

Higher Levels: The dice roll for healing changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.

----🟊----

Morning Sun

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

A ray of sunlight shines upon you, basking you in healing light. The user gains 2d6 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.

----🟊----

Mortal Spin

|Type: Poison | Move Power: CON/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self(120ft)|

You perform a spin attack that frees you from any previously binding moves. All opposing creatures in range must make a CON saving throw against your Move DC, taking 1d6 + MOVE poison damage on a failure and half as much on a save. No matter what, any target hit by this attack is poisoned. If the user was being affected by a move such as Bind, Leech Seed, or Wrap, they are freed from this move. Any entry hazards are also removed from the user's side of the field.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17

----🟊----

Mountain Gale

|Type: Ice | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft|

The user hurls giant chunks of ice at the target to inflict damage. Make a melee attack, dealing 4d4 + MOVE ice damage. On a natural roll of 19 or 20, the target flinches.

Higher Levels: The dame dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17

----🟊----

Mud Bomb

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You throw a hard-packed mud ball at a creature. Make a ranged attack, dealing 1d10 + MOVE ground damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll. If activating a move that requires a save, the target(s) have advantage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Mud Shot

|Type: Ground | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You fire a glob of mud at a creature, dealing damage with a chance to hinder the target's movement. Make a ranged attack against a creature in range, dealing 1d8 + MOVE ground damage on a hit. If the natural attack roll is higher than 15, the target's speed becomes 0 until the end of its next turn.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Mud Sport

|Type: Ground | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self (5ft circle)|

You cover yourself and all allies around you with thick mud, reducing the amount of electric damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to electric-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take regular damage. If you are immune to electric-type moves already, nothing happens.

----🟊----

Mud-Slap

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You hurl mud at a target in range. Make a ranged attack roll, doing 1d4 + MOVE ground damage on a hit. On a hit, the target adds -1 to its attack rolls for the rest of the encounter. This decrease may be stacked, up to a maximum of -5 to hit. The target may take an action to remove any mud from its face, resetting the effect.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Muddy Water

|Type: Water | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You fire a stream of muddy water at a creature in range. Make a ranged attack against a creature, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Multi-Attack

|Type: Varies | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out with inner power, depending on your type. Make a melee attack on a target, dealing 2d8 + MOVE damage of your current type.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Mystical Fire

|Type: Fire | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You summon forth a pair of mystical flames that dance around a target, dealing damage. Make a ranged attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the target is hit with this attack, any attack roll it makes before the end of its next turn is rolled at disadvantage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Mystical Power

|Type: Psychic | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

The user attacks using a mystical power. Make a ranged attack roll on a target, doing 1d12 + MOVE psychic damage on a hit. On a natural attack roll of 19 or 20, the users gains +1 to all attack rolls for one minute.

Higher Levels:The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Nasty Plot

|Type: Dark | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You stimulate your brain with nasty thoughts. For the duration, you have advantage on any attacks with the Wisdom move power. If the attack requires a Wisdom saving throw, the target has disadvantage.

----🟊----

Natural Gift

|Type: Varies | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You draw in power from your held berry, releasing it into a ranged attack. Make a ranged attack, dealing 1d12 + MOVE damage on a hit. The type is dependant on what berry you are holding, according to the chart below:

Type Berry Type Berry
Normal Chilan Flying Lum/Coba
Fire Cherri/Occa Psychic Sitrus/Payapa
Water Chesto/Passho Bug Tanga
Electric Pecha/Waccan Rock Charti
Grass Rawst/Rindo Ghost Kasib
Ice Aspear/Yache Dragon Haban
Fighting Leppa/Chople Dark Colbur
Poison Oran/Kebia Steel Razz
Ground Persim/Shucca Fairy Roseli

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Nature Power

|Type: Normal | Move Power: Varies | Move Time: 1 action|

|PP: 10 | Duration: Varies | Range: Varies|

You call upon the powers of nature nearby and activate a move based on the terrain. The DM gets final say on what move you activate, but here are example terrain types:

Terrain Move Terrain Move
Cities/Roads/Buildings Swift Fields/Plains Stun Spore
Sandy areas Earthquake Forests/Tall Grasslands Razor Leaf
Volcanoes/Lava areas Fire Blast Ponds/Swamps Bubble Beam
Caves/Dark areas Shadow Ball At Sea Surf
Rocky terrain/Mountains Rock Slide Underwater Hydro Pump

----🟊----

Nature's Madness

|Type: Fairy | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You harness all the power of nature and send it at a creature in range. The target must make a CON save against your Move DC. On a failed save, the target loses half their current HP (minimum of 1 damage).

----🟊----

Needle Arm

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

Your arms turn to jagged, thorny needles as you strike a creature. Make a melee attack on a creature, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is a 15 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Night Daze

|Type: Dark | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

A pitch black shockwave of dark energy rushes towards a target. Make a ranged attack roll, dealing 2d6 + MOVE dark damage on a hit. If the natural attack roll is 13 or more, the target rolls its next attack with disadvantage. If it activates a move that requires a saving throw, the target(s) have advantage on the roll.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Night Shade

|Type: Ghost | Move Power: WIS/INT | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You hit a target with a necrotic wave of dark energy. Make a ranged attack against a target. On a hit, the ghost damage is equal to 1d6 + the user’s level.

Higher Levels: The damage dice roll for this move changes to 2d4+Level at level 5, 1d12+Level at level 10, and 4d4+Level at level 17.

----🟊----

Night Slash

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You slash out at a creature with dark power. Make a melee attack, dealing 1d12 + MOVE dark damage on a hit. This attack scores a critical hit on natural attack rolls of 19 or 20.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Nightmare

|Type: Ghost | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (60ft circle)|

You create a horrible nightmare in the mind of any sleeping creature in a 600 foot circle around you, inflicting 3d6 + MOVE ghost damage automatically. This move does not wake a sleeping creature.

Higher Levels: The damage dice roll for this move changes to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.

----🟊----

No Retreat

|Type: Fighting | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

You set all your determination into this battle. All of your ability scores go up by 1 while you remain in battle, however the user cannot be switched out and will not flee the battle. This move can be stacked for a maximum of +5 to all ability scores.

----🟊----

Noble Roar

|Type: Normal | Move Power: STR/CHA | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You let out a stunning roar that intimidates a target. When targeted by an attack, use this reaction to impose disadvantage on the attack roll.

----🟊----

Nuzzle

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You touch a creature with your electrified cheeks, sending electricity coursing through their veins. Make an attack roll against a creature. On a hit, the target takes 1d4 + MOVE electric damage and is forced to make a CON save against your Move DC, becoming paralyzed on a failure.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Oblivion Wing

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You extend your wings and use a dark beam of energy to absorb the target's life force. Make a ranged attack against a creature, dealing 3d8 + MOVE flying damage on a hit, recovering your own hit points by the amount of damage dealt.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Obstruct

|Type: Dark | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You sense incoming danger and are able to quickly avoid it. When targeted by a move, or forced to make a saving throw, you may automatically avoid the damage/effects on the first instance of this move. Your attacker must make a WIS saving throw against your Move DC. On a fail, their AC is reduced by 1 for the remainder of battle. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll to be successful.

----🟊----

Octazooka

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You send a blast of ink towards your creatures. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target must add -1 to attack rolls for the remainder of this combat.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Octolock

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 Action|

|PP: 5 | Duration: 1 minute | Range: Self|

You bind the enemy in place, preventing them from fleeing or being switched out for one minute. While bound, pokemon must make a WIS save against the user’s move DC. On a fail, the user and allies gain +1 on all attack rolls on the bound pokemon. This modifier can be stacked up to a maximum of +5. If the user is removed from battle before the minute is up, the bound pokemon is freed.

----🟊----

Odor Sleuth

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: 30ft, Self|

When you activate this move, choose a target in range. For the duration, the target cannot activate any move that would increase its AC. If it has already activated such a move, the effect ends immediately. In addition, for the duration, no creature in range has immunity to your Ghost, Normal, or Fighting-type moves.

----🟊----

Ominous Wind

Type: Ghost | Move Power: WIS/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You stir up a gust of repulsive wind that strikes a creature in range. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. On a natural attack roll of 19 or 20, increase all of your ability scores by +1 for three rounds.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Order Up

|Type: Dragon | Move Power: STR/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You attack with elegant poise. Make a ranged attack, dealing 2d6 + MOVE dragon damage on a hit. If the user is currently being controlled by a Tatsugiri with the Command ability, the user gets a bonus depending on which form is controlling them.

Form Curly Droopy Stretchy
Effect +1 to all future attack rolls against current target +1 AC for the remainder of battle Speed increased by 10ft for the remainder of battle

Higher Levels: The damage dice roll for the move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17

----🟊----

Origin Pulse

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

Your body glows a bright and brilliant blue, sending three beams of focused light at any creature(s) in range. Make a ranged attack for each beam, dealing 1d10 + MOVE water damage on each successful hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Outrage

|Type: Dragon | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds, Concentration | Range: Melee|

You go into a rampage, doing several attacks without control for three rounds. This move automatically hits for 1d6 + MOVE dragon damage in the first round, 2d6 + MOVE dragon damage in the second round, and 4d6 + MOVE dragon damage in the third round. When this move ends, either after the third round or from breaking concentration, you become confused. This attack stops if concentration is broken, or the user becomes incapacitated.

Higher Levels: The dice used for this move changes to a d8 at level 5, a d10 at level 10, and a d12 at level 17.

----🟊----

Overdrive

|Type: Electric | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You emit a powerful static blast that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE electric damage on a failure, or half as much on a Success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 and level 17.

----🟊----

Overheat

|Type: Fire | Move Power: STR/CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (15ft circle)|

With a roar, flames burst from your body in a 15 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Pain Split

|Type: Normal | Move Power: CON/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You split pain from your injuries with your attacker. Target a creature in range, forcing them to make a CON save against your Move DC. On a fail, both you and your attacker change your current health points to the average of the two. If this causes either creature to go above maximum health, they take their maximum health instead.

----🟊----

Parabolic Charge

|Type: Electric | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (30ft circle)|

A sweeping electric charge arcs around you, stealing some of the target's energy. Force all creatures in a 30 ft circle, centered on you, to make a CON save against your Move DC, taking 1d10 + MOVE electric damage on a failure. Recover hit points equal to half the total damage dealt, but no more than 5 times your level.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Parting Shot

|Type: Dark | Move Power: CHA | Move Time: 1 bonus action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You deliver a brutal parting threat just before switching out. Force a creature in range to make a WIS save against your Move DC, then switch out immediately. On a failure, the target deals half damage on their next turn if using a damaging move.

----🟊----

Pay Day

|Type: Normal | Move Power: STR/DEX/CHA | Move Time: 1 action|

|PP: 10| Duration: Instantaneous | Range: Melee

You strike a target, causing it to shake out its purse. Make a melee attack, doing 1d6 + MOVE normal damage on a hit. In addition, 10x the user’s level in cash is scattered on the floor until the end of combat. This release of funds can only occur once per target per combat.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Payback

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike hard in retaliation. Make a melee attack, dealing 1d8 + MOVE dark damage on a hit. If the target damaged you on the turn immediately before yours, double the dice roll for the damage of this attack.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Peck

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You hammer down on a target with a peck attack. Make a melee attack roll on a target, doing 1d6 + MOVE flying damage on a successful hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Perish Song

|Type: Normal | Move Power: CHA | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds | Range: Self (80ft line)|

You perform a song with devastating consequences to creatures that hear it. All creatures in range (including you) must make a CON saving throw against your Move DC. For any that fail, they faint in 3 rounds, on their turn, unless fleeing or switched out by their trainer before the end of the three rounds.

----🟊----

Petal Blizzard

|Type: Grass | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (30ft circle)|

You stir up a blizzard of sharp petals that swirl around you. Any creature in a 30 ft circle, centered on you, must make a DEX save against your Move DC, taking 2d8 + MOVE grass damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Petal Dance

|Type: Grass | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 Duration: Instantaneous | Range: 80ft|

You dance around, releasing a flurry of sharp leaf attacks against a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On the following turn, you may choose to use this action again to hit automatically, but if you do, you become confused at the end of your turn.

Higher Levels: The damage dice rolls for this move change to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.

----🟊----

Phantom Force

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You disappear from view and prepare to surprise your target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use your action to reappear and make a melee attack against a creature, with advantage, dealing 2d8 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Photon Geyser

|Type: Psychic | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

A pillar of light erupts from the ground in a 20ft radius, 80ft high cylinder centered on a point in range. Any creature caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE psychic damage on a fails save, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Pin Missile

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You strike a creature with sharp projectiles in quick succession. Make a ranged attack roll, doing 1d4 + MOVE bug damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another projectile hits again for an additional 1d4 bug damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Plasma Fists

NEED TO MAKE STATS-

----🟊----

Play Nice

|Type: Normal | Move Power: CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You convince a creature that you mean it no harm. Force a creature to make a CHA saving throw against your Move DC. On a failure, any attack the target makes on its next turn is rolled at disadvantage. If the target activates a move that requires a saving throw, you have advantage on the roll.

----🟊----

Play Rough

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You fake a creature out with a playful attack that quickly becomes too rough. Make a melee attack against a creature, dealing 2d8 + MOVE fairy damage on a hit. On natural attack rolls of 19 or 20, the target adds -1 to any attack it makes for the remainder of combat. This effect can be stacked to a maximum of -5 to hit.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Pluck

|Type: Flying | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You peck at a target, attempting to grab their held berry. Make a melee attack on a creature, dealing 1d10 + MOVE flying damage on a hit. On a hit, if the target is holding a berry, you swallow it immediately and gain its effect.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Poison Fang

|Type: Poison | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash forward with poisonous venom. Make a melee attack roll against a creature, dealing 1d8 + MOVE poison damage on a hit, forcing the target to make a CON save against your Move DC. On a failure, the creature is poisoned. A creature poisoned by this move takes double the normal poison damage at the end of each of its turns.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Poison Gas

|Type: Poison | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, concentration | Range: 40ft|

You release a toxic cloud of poisonous gas in a 10 foot radius, centered on a point within range. Any creature that starts their turn in this area must succeed on a CON save against your Move DC, taking 1d6 + MOVE poison damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become poisoned.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Poison Jab

|Type: Poison | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You stab a creature with an appendage steeped in poison. Make a melee attack on a creature, dealing 2d6 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Poison Powder

|Type: Poison | Move Power: CON | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: 40ft|

You release a cluster of poisonous spores that burst into the air above a target. The creature must succeed on a CON save against your Move DC, becoming poisoned on a fail.

----🟊----

Poison Sting

|Type: Poison | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike out at a creature with a poisonous sting. Make a melee attack roll against a target, doing 1d4 + MOVE poison damage on a hit. If the natural attack roll is 18 or more, the creature is poisoned.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Poison Tail

|Type: Poison | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

Poisonous barbs sprout from your tail as you swing it at a creature. Make a melee attack against a creature, dealing 1d8 + MOVE poison damage on a hit. If the natural attack roll is a 19 or 20, the move scores a critical it and the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Pollen Puff

|Type: Bug | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You send forth a flurry of pollen at a target in range. Make a ranged attack roll, dealing 2d8 + MOVE bug damage on a hit. If the target is an ally, it heals for the amount of damage instead.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Poltergeist

|Type: Ghost | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You possess the held item of a creature, making it attack its owner. Make a melee attack on a creature, dealing 3d6 + MOVE ghost damage on a hit. If a target is not holding an item, this move fails.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17

----🟊----

Population Bomb

|Type: Normal | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You gather your fellow Pokemon gather in droves to attack a target. Make a melee attack, dealing 1d6 + MOVE normal damage on a hit. On a hit, the user may make another melee attack against the same target, until they miss or reach a maximum of 10 hits.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17

----🟊----

Pounce

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You bounce at a target. Make a melee attack, dealing 1d8 + MOVE bug damage on a hit. With each successful hit from this move, the target's movement speed decreases by 5 until they are incapacitated, are switched out, or the combat ends. (Maximum of -30 to movement speed).

Higer Levels: The damage dice for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Pound

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You crush a creature with a pound attack. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Powder

|Type: Bug | Move Power: CON | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You quickly coat a creature in an explosive powder. When a creature in range activates a fire-type move, you may use your reaction to release a spray of flammable powder that explodes and automatically deals 2d8 + MOVE typeless damage to the target.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Powder Snow

|Type: Ice | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 40ft|

You send a blast of cold snow at a creature. Make a ranged attack roll on a creature, doing 1d6 + MOVE ice damage on a hit. If the natural attack roll is 18 or higher, the target is frozen.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Power Gem

|Type: Rock | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

A ray of light bursts out of your gemstone, damaging a creature in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Power Shift

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

The user switches two of their ability scores with one another for the remainder of battle. If a creature tries to use this move a second time, the scores they changed previously revert back.

----🟊----

Power Split

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 30ft|

You use your psychic power to change your offense to match the target's the best you can. Force a creature in range to make a CHA save against your Move DC. On a failure, choose either your STR, DEX, or WIS. For the duration, replace the chosen ability score with the average of your current score and the target's score.

----🟊----

Power Swap

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 bonus action|

|PP: 3 | Duration: 1 round | Range: 40ft|

As a bonus action, force a creature in range to make a WIS save against your Move DC. On a failure, you employ your psychic power to swap a single ability score with a creature until the end of their next turn, for purposes of attack and damage rolls.

----🟊----

Power Trick

|Type: Psychic | Move Power: None | Move Time: 1 bonus action|

|PP: 5 | Duration: 1 round | Range: Self|

You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)

----🟊----

Power Trip

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You boast your strength and attack a target. Make a melee attack, doing 1d4 + MOVE dark damage on a hit. For each positive stat change affecting the user, add an additional damage dice (Focus Energy, Harden, etc.).

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.

----🟊----

Power Whip

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You violently whirl your tentacles or vines towards a target. Make a melee attack against a creature, dealing 2d10 + MOVE grass damage on a hit

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Power-Up Punch

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a powerful punch that increases in strength the more you hit. Make a melee attack on a target, dealing 1d6 + MOVE fighting damage on a successful hit against the same creature. For each successful hit, add an additional damage dice, with a maximum number of damage dice equal to double the original amount. The damage resets if you miss or target a different creature.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.

----🟊----

Precipice Blades

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You gather in the natural energy of the land around you and manifest all of the power into fearsome blades of stone. Make three ranged attack rolls against any creature(s) in range, dealing 1d10 + MOVE ground damage on each successful hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Present

|Type: Normal | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You send a booby-trapped gift to a creature. Make a ranged attack on a creature in range. On a hit, the present explodes, doing 1d6 + MOVE normal damage. If the natural attack roll is 2 or lower, however, regardless if it hits, the present provides the target with 1d6 + MOVE hit points instead.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Prismatic Laser

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action, recharge|

|PP: 5 | Duration: Instantaneous | Range: Self (60ft line)|

You use the power of a prism to fire a collection of dangerous lasers in a 60 foot line, 5ft wide. Any creature caught in the line must succeed a DEX save or take 4d6 + MOVE psychic damage on a fail, and half as much on a save. This move cannot be used on consecutive turns by the same creature.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

----🟊----

Protect

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You sense incoming danger and are able to quickly avoid it. When targeted by a move, or forced to make a saving throw, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Psybeam

|Type: Psychic | Move Power: DEX/INT/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 1d10 + MOVE psychic damage and becoming confused on a fail, and half as much without becoming confused on a save.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Psyblade

|Type: Psychic | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You rend the target with an ethereal blade. Make a melee attack, dealing 2d6 + MOVE psychic damage on a hit. If this move is activated on Electric Terrain, the damage is increased by half the total (rounded up).

Higher Level: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17

----🟊----

Psych Up

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You sync up with a creature, copying any positive or negative stat changes affecting them due to weather or moves this combat.

----🟊----

Psychic

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You tap into a target's mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Psychic Fangs

|Type: Psychic | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You materialize a set of large fangs that bite at a creature with psychic energy. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit. On a hit, this move automatically ends a creature's Light Screen, and bypasses Reflect with no effect.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Psychic Noise

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action|

PP: 5 | Duration: 2 Rounds | Range: 60ft|

You attack the target with an unpleasant soundwave. Make a ranged attack on a creature, dealing 1d12 + MOVE psychic damage on a hit. The creature must make a WIS Saving throw against your Move DC. On a failure, the target cannot heal for the next 2 turns through moves, abilities, or held items.

Higher Levels:The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17

----🟊----

Psychic Terrain

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: Self (40ft circle)|

Psychic energy emerges from the ground in a 40ft, centered on you. Begininng at the end of your turn, for three rounds, all grounded creatures in the affected area are unable to use bonus actions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from psychic-type moves activated inside the area.

----🟊----

Psycho Boost

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (60ft cone)|

You send an extremely powerful wave of psychic energy at creatures in a 60 foot cone. Creatures in the wave must make a WIS save against your Move DC, taking 5d6 + MOVE psychic damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires a creature saving throw, they have advantage.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Psycho Cut

|Type: Psychic | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You tear at a target with blades formed by psychic power. Make a ranged attack on a creature, dealing 1d12 + MOVE psychic damage on a hit. This move scores a critical hit on natural rolls of 19 or 20.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Psycho Shift

Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You employ your psychic power to transfer a status condition to someone else. Choose a willing ally (or yourself) and a creature in range. Force the target to make a WIS save against your Move DC. on a failure, a status affecting the ally (or you) is transferred to the target instead.

----🟊----

Psyshield Bash

|Type: Psychic | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

Cloaking itself in psychic energy, the user bashes into an opponent. Make a melee attack roll on a target, doing 1d12 + MOVE psychic damage on a hit. On a natural attack roll of 19 or 20, the users AC raises by 1 for the remainder of battle.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Psyshock

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Psystrike

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You materialize a psychic wave that shocks a creature. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Psywave

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (40ft line)|

You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail.

----🟊----

Punishment

|Type: Dark | Move Power: STR/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You send dark energy to punish a creature. Make a ranged attack against a creature, dealing 1d10 + MOVE dark damage on a hit. If the target is currently under the influence of a move or ability that boosts its attack, damage, or AC, increase the damage by one damage dice for each effect.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.

----🟊----

Purify

|Type: Poison | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 15ft|

You extend a healing energy to remove all status effects from a target. If a status effect is healed, it also restores the user's current hit points by twice its level. This user of this move cannot target itself.

----🟊----

Pursuit

|Type: Dark | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

As a reaction, when a creature is fleeing or is switched out by their trainer, you may make a ranged attack roll against it, doing 1d6 + MOVE dark damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Pyro Ball

|Type: Fire | Move Power: DEX Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You kick a fiery ball at a creature. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 16 or higher, the target is Burned. If the user is frozen when this move is activated, they will dethaw instantly and attack.

Higher Levels: The damage dice roll for the move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17

----🟊----

Quash

|Type: Dark | Move Power: STR/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You send dark energy at a creature in range, reducing their will to fight. The target must make a WIS save against your Move DC. On a failure, it must move to the bottom of the initiative order for this round only. Targets that have already taken their turn in this round are unaffected.

----🟊----

Quick Attack

|Type: Normal | Move Power: DEX | Move Time: 1 bonus action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You lash out with a quick unarmed strike at a creature in range. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.

----🟊----

Quick Guard

|Type: Fighting | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You have the ability to rush to the aid of an ally at the start of combat. If an ally in range (or you) is attacked on the very first turn of the very first round of combat, you may use your reaction to negate any damage dealt.

----🟊----

Quiver Dance

|Type: Bug | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

You lightly perform a mystical dance. For the duration, add +1 to your AC, attack rolls, and damage.

Higher Levels: Add +2 to your AC at level 10 and above

----🟊----

Rage

|Type: Normal | Move Power: STR | Move Time: 1 bonus action|

|PP: 3 | Duration: 1 minute, Concentration | Range: Self|

You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per move), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.

Higher Levels: For damage when raging, the bonus changes to +2 at level 5, +4 at level 10, and +6 at level 17.

----🟊----

Rage Fist

|Type: Ghost | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike hard in retaliation. Make a melee attack, dealing 1d8 + MOVE damage on a hit. If you have taken damage from an attack in battle, double the dice roll for the damage of this attack.

High Levels: The damage dice roll for this move change to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Rage Powder

|Type: Bug | Move Power: CON/CHA | Move Time: 1 action|

|PP: 3 | Duration: 1 minute | Range: Self (15ft cone)|

You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.

----🟊----

Raging Bull

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You perform a tackle like a raging bull, shattering any barriers in your way. Make a melee attack on a creature, dealing 4d6 + MOVE normal damage and removing the effects of Light Screen, Reflect, and Aurora Veil.

If the user is a Paldean Tauros, the damage type changes for each form:

Breed Combat Breed Blazing Breed Aqua Breed
Damage Fighting Fire Water

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at leve 10, and 4d12 at level 17

----🟊----

Raging Fury

|Type: Fire | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: 3 round, Concentration | Range: Self(50ft circle)|

You ramage about, spewing flames, doing several attacks without control for three rounds. Make a melee attack, dealing 1d10 + MOVE fire damage on each successful hit. When this move ends, either after the third round or from breaking concentration, you become confused. This attack stops if concentration is broken, or the user becomes incapacitated.

Higer Levels: The damage dice roll for this move change to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Rain Dance

|Type: Water | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 5 rounds | Range: Self|

You summon a heavy rainfall that covers the battlefield for 5 rounds.

----🟊----

Rapid Spin

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with an incredibly fast spinning move. All creatures within melee range must make a DEX save against your Move DC, taking 1d4 + MOVE normal damage on a failure, or half as much on a success. In addition, this move automatically frees the user from Leech Seed or anything causing it to be grappled or restrained. It is removed from these statuses before the saving throw is made.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Razor Leaf

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 80ft|

You send a razor sharp leaf at a creature in range at tremendous speed. Make a ranged attack roll, doing 1d8 + MOVE grass damage on a hit. Razor Leaf results in a critical hit on 19s and 20s

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Razor Shell

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike a creature with a razor sharp shell. Make a melee attack on a creature, dealing 1d12 + MOVE water damage on a hit. On natural attack rolls of 18 or higher, lower the creatures AC by 1. This decrease may be stacked, up to a maximum of -5 to AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Razor Wind

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action, charge|

|PP: 5 | Duration: 1 round, Concentration | Range: Self (20ft circle)|

When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20 foot radius, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Recover

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous| Range: 30ft|

You extend a healing energy to recover the hit points of a creature in range. The target regains 1d6 + MOVE hit points.

Higher Levels: The dice roll for healing increases to 2d6 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Recycle

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You summon a previously discarded item back into your hands. If you used a consumable held item any time within the last 5 turns, you can activate this move to take advantage of the same effect one last time. This move may not be used in the same round the held item was used.

----🟊----

Reflect

|Type: Psychic | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

When you are subject to a melee attack, use your reaction to take half the damage dealt.

----🟊----

Reflect Type

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: 40ft|

Your body flashes into a mirror for just a moment. When it returns to normal, you take on the type of a creature in range.

----🟊----

Refresh

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

A wave of healing energy washes over you, curing poison, paralysis, and burn.

----🟊----

Relic Song

|Type: Normal | Move Power: CHA/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|/p>

You sing an ancient song that damages creatures in range with the chance to put them asleep. Any creature in a 20ft circle, centered on you, must make a CON save against your Move DC, taking 1d12 + MOVE normal damage on a failure, or half as much ona success. Any creature that fails the save by 5 or more is put to sleep.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Rest

|Type: Psychic | Move Power: WIS/CHA | Move Time: 1 action|

| PP: 5 | Duration: Instantaneous | Range: Self|

You put yourself to sleep, but recover 4d6 + MOVE hit points in the process.

Higher Levels: The dice roll for healing increases to 6d6 at level 5, 8d6 at level 10, and 8d10 at level 17.

----🟊----

Retaliate

|Type: Normal | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You rush to avenge a fallen ally. When a creature causes an ally to faint, you may move up to your speed to immediately rush forward and make a melee attack roll on the target, dealing 1d12 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Return

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lash out at a creature, in hopes it will please your trainer. Make a melee attack roll against a creature, doing 1d6 + MOVE on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are above zero on the Loyalty Chart.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Revelation Dance

|Type: Normal | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out at a target with an aggressive dance. Make a melee attack, dealing 2d8 + MOVE damage on a hit.

Revelation Dance deals damage with a different type depending on the style of Oricorio:

Style Baile Style Pom-Pom Style Pa'u Style Sensu Style
Damage Fire Electric Psychic Ghost

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Revenge

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You invoke a fight within to retaliate against a creature that damages you. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of fighting type damage back at your attacker (maximum of 5x your current level).

----🟊----

Reversal

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You unleash an all out attack that is stronger the less HP you have. Make a melee attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Revival Blessing

|Type: Normal | Move Power: none | Move Time: 1 action|

|PP: 1 | Duration: Instantaneous | Range: Self(30ft)|

You bestow a loving blessing, reviving a fallen ally from having fainted. The revived Pokemon regains 50% their max HP. If no allies have fainted, this move fails.

----🟊----

Rising Voltage

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You unleash a powerful electric shock. Make a ranged attack on a creature, dealing 1d12 + MOVE electric damage on a hit. If Electric Terrain is active when this move is used, double the damage dice.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Roar

|Type: Normal | Move Power: STR/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (15ft circle)|

You release an intimidating roar at all creatures within 15 feet of you. Creatures affected must make a CHA save against your Move DC. On a fail, the creature must immediately Disengage as a free action and move up to its speed in a straight line away from the user, or until met by an impeding force.

----🟊----

Roar of Time

|Type: Dragon | Move Power: STR/WIS | Move Time: 1+1d4 actions, recharge|

|PP: 3 | Duration: Instantaneous | Range: Self (20ft circle)|

You unleash a roar that has the power to distort time. All creatures within 40 feet of you must make a WIS save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. For any creature that failed the save by 5 or more, you may immediately take another action against them. Roar of Time may not be used as one of the additional actions. This move drains you of energy, and you may not make any attack until after the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Rock Blast

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You summon a series of rocks that fire their way towards a creature. Make a ranged attack roll, doing 1d4 + MOVE rock damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 rock damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Rock Climb

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You charge at a target with an attack that attempts to confuse. Make a melee attack, dealing 2d8 + MOVE normal damage on a hit. On natural attack rolls of 17 or higher, the target becomes confused.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Rock Polish

|Type: Rock | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds | Range: Self|

You polish your body to a fine shine to reduce friction. When activating this move, increase your AC by 2 and your speed by 20 feet for three rounds.

----🟊----

Rock Slide

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

Large boulders appear above a target creature in range, crashing down on top of them. The target must make a DEX save against your Move DC, taking 1d12 + MOVE rock damage and falling prone on a failed save, and half as much without falling prone on a success.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Rock Smash

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with a rock-crushing attack that may lower a user’s defense. Make an attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target’s AC decreases by 1 while it remains in battle.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Rock Throw

|Type: Rock | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 100ft|

You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Rock Tomb

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You summon a collection of boulders that attempt to surround a target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE rock damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE rock damage.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Rock Wrecker

|Type: Rock | Move Power: STR | Move Time: 1 action, recharge|

|PP: 3 | Duration: Instantaneous | Range: 40ft|

You summon a huge boulder and launch it at a target in range. Make a ranged attack, dealing 3d10 + MOVE rock damage on a hit. This move saps you of energy, and you may not make any attack until after the end of your next turn.

Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

----🟊----

Role Play

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 3 | Duration: 1 minute | Range: 50ft|

You attempt to copy a creature's abilities for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, replace one of your own current abilities with one of theirs.

----🟊----

Rolling Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You swing your feet around in a wide arc to strike a target. Make a melee attack roll, doing 1d10 + MOVE fighting damage on a hit. If the natural attack roll is 18 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Rollout

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You roll into a targete, repeatedly making attacks with increasing strength. Make a melee attack on a creature, dealing 1d6 + MOVE rock damage on a hit. If you use this move on your turn in consecutive rounds, double the dice on each successful attack for a maximum of 5 attacks, in which case the damage would reset. Ex: 1d6 on first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets if any of the attacks fail to damage a creature, if your speed is reduced to 0, or if you are incapacitated.

Higher Levels: The damage dice changes to a d8 at level 5, a d10 at level 10, and a d12 at level 17.

----🟊----

Roost

|Type: Flying | Move Power: CON | Move Time: 1 action|

PP: 5 | Duration: 1 round | Range: Self|

You land on the ground to rest your body. Regain 2d6 + MOVE hit points, but lose your ground-type immunity until beginning of your next turn.

Higher Levels: The healing dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.

----🟊----

Rototiller

|Type: Ground | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: Self (50ft circle)|

You imbue the ground around you with a mystical layer of natural energy, like tilling fresh soil. For three rounds, grass-type creatures double their STAB bonus when activating a grass-type move within the affected area.

----🟊----

Round

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You attack a creature's mind with a harsh song. Select a target in range and force them to make a WIS save against your Move DC. On a failure, the target takes 1d10 + MOVE normal damage. If an ally in range also knows this move, they can join in the song as a reaction to add an additional damage dice.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.

----🟊----

Ruination

|Type: Dark | Move Power: None | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: 90ft|

You summon ruinous disaster. Roll a D20. On a roll of 10 or higher, you deal damage equal to half the target’s current HP.

----🟊----

Sacred Fire

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 100ft|

You unleash a devastating, concentrated blast of flame at a single target in range. Make a ranged attack roll, doing 5d6 + MOVE fire damage on a hit. If the natural attack roll is 10 or more, the target is burned.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Sacred Sword

Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with one of your sharp appendages. Make a melee attack, dealing 2d8 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Safeguard

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 3 rounds | Range: 50ft|

You and all allies in range boost their defense. For the duration, anyone affected is protected from any new negative status conditions.

----🟊----

Salt Cure

|Type: Rock | Move Power: STR/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (20ft circle)|

You coat the target in salt, inflicting damage with each following turn. Each creature in the area must make a CON saving throw, taking 1d6 + MOVE rock damage on a failure. Until the target faints or is switched out, they will continue to take rock damage equal to 1/8th their total health. If an affected creature is water or steel type, they will instead take damage equal to 1/4th their total health.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17

----🟊----

Sand Attack

|Type: Ground | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.

----🟊----

Sand Tomb

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You attempt to summon a wave of sand that surrounds the target. Force a creature in range to make a STR saving throw against your Move DC, taking 1d10 + MOVE ground damage and becoming restrained on a failure, or half as much without being restrained on a success. If it fails, at the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as an action, to deal an automatic 1d10 + MOVE ground damage.

Higher levels: The damage dice roll for this move changes 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17

----🟊----

Sandsear Storm

|Type: Ground | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(30ft)|

The user attacks with blowing winds and hot sands that wrap around opponents. All creatures caught in this wind must make a CON saving throw against your Move DC, taking 4d4 + MOVE ground damage on a failure. Creatures that fail the saving throw by 5 or more become burned.

Higher Levels: The damage dice roll for the move changes to 2d8 at level 5, 4d8 at level 10, and 8d6 at level 17

----🟊----

Sandstorm

|Type: Rock | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 5 rounds, Concentration | Range: 100ft|

You stir up a massive sandstorm in a 50 foot radius, centered on a point in range. When a non rock-, steel-, or ground-type creature enters the area for the first time on their turn, or begins their turn inside the area, they take an amount of rock damage equal to half your level, rounded up. The Sandstorm lasts for 5 rounds.

----🟊----

Scald

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|,/p>

You instantly boil water within you to a damaging temperature, blasting a creature with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 16 or more, the target is burned.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Scale Shot

|Type: Dragon | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You strike a creature with sharp scales in quick succession. Make a ranged attack roll, doing 1d4 + MOVE dragon damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another projectile hits again, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17

----🟊----

Scary Face

|Type: Normal | Move Power: STR/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You put on your scariest face, attempting to paralyze a creature with fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target is paralyzed.

----🟊----

Scorching Sands

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft|

You kick up a load of hot sand, thawing out anything frozen. Make a ranged attack, dealing 1d6 + MOVE ground damage on a hit. On a natural attack roll of 19 or 20, the target is burned.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17

----🟊----

Scratch

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You slash out at a creature in range. Make a melee attack, doing 1d6 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Screech

|Type: Normal | Move Power: CON/CHA | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: Self (20ft circle)|

You let out a horrible screech at creatures in a 20 foot radius, centered on you, distracting them and opening up their defenses. The creatures must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target an affected creature with for the duration. This modifier can be stacked if a creature fails multiple screech saves, up to a maximum of +5.

----🟊----

Searing Shot

|Type: Fire | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (10ft circle)|

Searing hot flames lick out at creatures in a 10 foot circle, centered on you. Any creature in range must make a DEX save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it is burned.

Higher Level: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Secret Power

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike a target with unknown power. Make a melee attack roll against a creature, dealing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 15 or higher, roll a d6 and cause the random effect.

d6 1 2 3 4 5 6
Effect Poison Burn Confusion Frozen Paralysis Sleep

Higher Levles: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Secret Sword

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with one of your sharp appendages. Make a melee attack, dealing 3d10 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Seed Bomb

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You fire a series of hard seeds that crash down on top of a creature in range. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Seed Flare

|Type: Grass | Move Power: CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (20ft circle)|

You release a bright shockwave from your body, damaging all creatures within 20 feet of you. Any creature in range must make a CON save against your Move DC, taking 3d8 + MOVE grass damage on a failure, or half as much on a success. Until the end of your next turn, any attack roll made against a target that failed is rolled at advantage.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Seismic Toss

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to throw a creature into the ground with tremendous force. Make a melee attack roll, doing fighting damage equal to the target’s level on a hit, double on a critical hit. Seismic Toss results in a critical hit on 19s and 20s.

----🟊----

Self-Destruct

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (30ft circle)|

You release a massive explosion in a 30 foot radius, fainting immediately after the attack. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hitpoints left, the damage is halved for a failed save, and quartered for a success.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Shadow Ball

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You hurl a sphere of magical darkness at a creature. Make a ranged attack, doing 2d6 + MOVE ghost damage on a hit. On a hit, the ball expands and covers the creatures face, granting them a -2 to hit on any attack they make before the end of their next turn.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Shadow Bone

|Type: Ghost | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out with a bone-infused with a wayward spirt. Make a melee attack, dealing 2d6 + MOVE ghost damage on a hit. On a natural attack roll of 18 or higher, the target’s AC is decreased by 1 while it remains in battle. This decrease may be stacked up to a maximum of -5 to AC.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Shadow Claw

|Type: Ghost | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + MOVE ghost damage on a hit. This moves scores a critical hit on natural attack rolls of 19 and 20.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Shadow Force

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

You disappear from view and prepare to surprise a target with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use may your action to reappear at a point within range and make a melee attack against a creature, with advantage, dealing 4d6 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

----🟊----

Shadow Punch

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You throw a punch from the surrounding shadows, unavoidable by any creature. This move is guaranteed to hit for 1d4 + MOVE ghost damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Shadow Sneak

|Type: Ghost | Move Power: DEX | Move Time: 1 bonus action|

|PP: 20 | Duration: Instantaneous | Range: 15ft|

You extend your shadow to strike a creature from behind. As a bonus action, you can control your shadow to make a ranged attack roll against a target within range dealing 1d4 ghost damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Sharpen

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 15 | Duration: 1 minute, Concentration | Range: Self|

You collect your focus, sharpening your combat skills. You may add 1d4 to all attack rolls for the duration. At level 10, the dice you can add changes to 1d6.

----🟊----

Shed Tail

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

The user creates a substitute, using half of its maximum HP before switching places with another Pokemon in the party. The substitute has 1/4th of the user’s maximum HP and will protect the switched in Pokemon from any entry hazards on the field.

----🟊----

Sheer Cold

|Type: Ice | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You send a chill down the spine of a creature, freezing its core. Choose a target in range and roll a d20. On a 20, the target faints. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.

----🟊----

Shell Side Arm

|Type: Poison | Move Power: DEX | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You shoot a spray of poison from your shell. Make a range attack on a creature, on a hit the target takes 2d8 + MOVE poison damage. Any creatures hit by this move must make a CON save against your Move DC or become poisoned.

Higher Levels: The damage dice roll for this move change to 1d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Shell Smash

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: Self|

You break off a piece of your shell, lowering your AC, but improving your attack. When you activate this move, lower your AC by 1, but increase your attack and damage rolls by 1 for the duration. This move cannot stack.

----🟊----

Shell Trap

|Type: Fire | Move Power: STR/DEX | Move Time: 1 bonus action|

|PP: 5 | Duration: Instantaneous | Range: Self (5ft circle)|

You set a shell trap that explodes in a 5ft radius. As a bonus action on the initial activation of this move, you set a trap on yourself. Only one trap may be set at a time. When you are hit by an attack, you can use a reaction to detonate the trap. Creatures within 5 feet of you must succeed on a DEX save against your Move DC, rolling at disadvantage, taking 1d10 + MOVE fire damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Shelter

|Type: Steel | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 Minute | Range: Self|

The user makes its skin as hard as an iron shield, increasing its AC by +1 for the remainder of battle.

----🟊----

Shift Gear

|Type: Steel | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You rotate your gears quickly, raising your attack and speed. When you activate this move, add +1 to your attack and damage rolls, and +10 to your speed for the duration.

----🟊----

Shock Wave

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (15ft cone)|

A burst of electric energy glides forward, striking anything in a 15 foot cone. This move is guaranteed to hit all creatures caught in the wave for 1d4 + MOVE electric damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Shore Up

|Type: Ground | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You use the power of the earth around you to help heal your wounds, recovering 2d8 + MOVE hit points. If used during a Sandstorm, your MOVE modifier is doubled.

Higher Levels: The healing dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Signal Beam

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (80ft line)|

A flashing beam strikes a creature in range. Make a ranged attack roll against a creature, dealing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 19 or 20, the beam confuses the target.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Silk Trap

|Type: Bug | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

You wrap yourself up in a silky cocoon, shielding any oncoming attacks. When targeted by a move, or forced to make a saving throw, you may automatically avoid the damage/effects on the first instance of this reaction. If an opponent would have hit with a melee move, they must make a DEX saving throw. On a failure, their speed is reduced by 10ft for the remainder of battle.

On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Silver Wind

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 15ft|

You strike a target with a battering wind of silver dust. Make a ranged attack roll against a creature, doing 1d10 + MOVE bug damage on a hit. On a natural roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Simple Beam

|Type: Normal | Move Power: WIS/INT | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 80ft|

You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.

----🟊----

Sing

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You sing a beautiful song in an attempt to put creatures to to sleep. Roll 5d8; the total is how many hit points of creature this move can affect. creatures within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Higher Levels: Levels: The number of hit points affected changes to 7d8 at level 5, 6d12 at level 10, and 11d8 at level 17.

----🟊----

Sketch

|Type: Normal | Move Power: None | Move Time: 1 reaction|

|PP: 1 | Duration: instantaneous | Range: Self|

When any move is activated within sight of you, use a reaction to copy it to your move list, replacing it with one instance of Sketch in your current move list permanently. Sketch may not be used to copy a Signature or Legendary-only Move.

----🟊----

Skill Swap

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 3 | Duration: 1 minute | Range: 50ft|

You attempt to swap abilities with a creature for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.

----🟊----

Skitter Smack

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You move quickly to strike against an enemy. Make a melee attack roll on a target, doing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll or this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Skull Bash

|Type: Normal | Move Power: STR | Move Time: 1 action, charge|

|PP: 3 | Duration: 1 round, Concentration | Range: 50ft|

When you use this move, you lower your head and prepare to strike a target within range. On your next turn’s action, if you keep your concentration, you charge at a creature in range, ignoring your walking speed and any opportunity attacks you may incur. Make a melee attack roll, doing 5d4 + MOVE normal damage on a hit. A creature hit with this attack must succeed on a STR saving throw against your Move DC or be knocked prone.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.

----🟊----

Sky Attack

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action, charge|

|PP: 3 | Duration: 1 round, Concentration | Range: 80ft|

When you use this move, you flap your wings menacingly and prepare to strike a creature within range. On your next turn’s action, if you keep your concentration, you dive at a creature in range, ignoring your flying speed and any opportunity attacks you may incur. Make a melee attack roll, doing 3d8 + MOVE flying damage on a hit.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Sky Drop

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: 1 round, Concentration | Range: Melee|

You reach out in an attempt to lift a creature up in the air for a slamming attack. When you activate this move, make a melee attack roll. On a hit, the target is grappled. The target may use its next action to attempt a STR save against your Move DC to get free. If it does not succeed, and you maintain your concentration, you may use your action on your next turn to lift the creature into the air, dropping it to the ground for 2d10 + MOVE flying damage. Flying-type creatures or ones under the effect of Levitate, Magnet Rise or other similar abilities/moves are not damaged.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Sky Uppercut

|Type: Fighting | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You unleash a devastating uppercutting fist that continues to strike skyward with force. Make a ranged attack roll against a creature, dealing 2d6 + MOVE fighting damage on a hit. This move can target creatures in the invulnerable stages of Fly, Bounce and Sky Drop, if the target used that move within range.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Slack Off

|Type: Normal | Move Power: None | Move Time: 1 action|,/p>

|PP: 5 | Duration: 2 rounds | Range: Self|

You give yourself a break, healing your wounds. When you activate this move, you become incapacitated immediately and through your next two turns. Your trainer may not switch you out during this time. At the end of the second turn, regain half of your maximum hit points and become stable once again.

----🟊----

Slam

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You crush a creature with a slam attack. Make a melee attack roll against a target, doing 2d6 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Slash

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You slash out at a creature in range. Make a melee attack, doing 1d12 + MOVE normal damage on a hit. Slash results in a critical hit on 19s and 20s.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17./p>

----🟊----

Sleep Powder

|Type: Grass | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You release a cluster of spores at a creature in range, attempting to put them to sleep. The target must make a CON saving throw against your Move DC or fall asleep.

----🟊----

Sleep Talk

|Type: Normal | Move Power: Varies | Move Time: 1 action|

|PP: 5 | Duration: Varies | Range: Varies|

This move can only be used if you are asleep. While asleep, activate a random move from your move list (not Sleep Talk) that has a move time of 1 action.

----🟊----

Sludge

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You spew poisonous sludge at a target creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Sludge Bomb

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You hurl a mass of sticky sludge that may poison creatures in its blast. Make a ranged attack roll against a target. On a hit, the target takes 2d8 + MOVE poison damage and the area in a 5 foot radius around it is covered in sludge until the beginning of your next turn. Any creature that enters this area for the first time on their turn, or is in that area at the beginning of their turn must make a CON save against your Move DC or become poisoned.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Sludge Wave

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You send a wave of poisonous sludge at a creature in range. Make a ranged attack, dealing 2d8 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Smack Down

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You throw a solid piece of stone at a creature in an attempt to bring them to the ground. Make a ranged attack, dealing 1d8 + MOVE rock damage on a hit. On a hit, any raised creature (ones with the flying type, Levitate, Magnet Rise, etc. moves) is knocked prone and loses its flying speed and immunity to ground-type moves until it can move again.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Smart Strike

|Type: Steel | Move Power: STR/INT | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You pinpoint the perfect place to strike a creature with a horn as strong as steel. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Smelling Salts

|Type: Normal | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 20ft|

You procure a handful of strong smelling salt, damaging a creature's senses. Make a ranged attack against a target, dealing 1d8 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the damage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.

----🟊----

Smog

|Type: Poison | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: 1 round | Range: 30ft|

You create a fog of poisonous smog in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4 + MOVE poison damage and must succeed on a CON save against your Move DC or become poisoned. The area of smog is considered difficult terrain, and any attacks made from inside it are done at disadvantage. The smog cloud dissipates at the beginning of your next turn.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Smokescreen

|Type: Normal | Move Power: CON | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: 30ft|

You conjure a line of smoke on the battlefield, 60 feet long and 5 feet thick, that extends in any direction from a point within range. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against your Move DC or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.

----🟊----

Snap Trap

|Type: Grass | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Melee|

You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE grass damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d6 grass damage.

Higher Levels: Teh damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Snarl

|Type: Dark | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You release a harsh growl at a creature, damaging their willpower. Force a creature to make a WIS save against your Move DC. On a failure, the target takes 1d8 + MOVE dark damage. If you are the target of its next attack, the attack is rolled at disadvantage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Snatch

|Type: Dark | Move Power: DEX | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You call upon dark energy to steal an effect from a creature. When a creature in range activates a move with a positive effect on itself (curing negative status effect, boosting stats, healing, etc.), force it to make a WIS save against your Move DC. On a failure, you gain the positive effect and the target's move fails.

----🟊----

Snipe Shot

|Type: Water | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You focus in on an enemy and shoot a blast of water at them, ignoring any moves that draw your attention like Follow Me. Make a ranged attack, doing 2d6 + MOVE water damage on a hit. This move is critical on rolls of 19 or 20.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Snore

|Type: Normal | Move Power: STR/WIS | Move Time: 1 action|

|PP: 10 | Duration: instantaneous | Range: 50ft|

While you are asleep, you may activate this move to create a harsh noise that damages all creature within range for 1d8 + MOVE normal damage.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Snowscape

|Type: Ice | Move Power: None | Move Time: 1 Action|

|PP: 3 | Duration: 5 Rounds | Range: Self|

You summon a snowstorm that covers the battlefield for 5 rounds. All ice types on the field gain +2 to their AC for the duration of the snowstorm. This move will substitute any other weather effects on the field, unless the weather is not being caused by a move.

----🟊----

Soak

|Type: Water | Move Power: STR/CON | Move Time: 1 action|

|PP: 10 | Duration: 3 rounds | Range: 50ft|

You fire a torrent of water at a creature with such force that it leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, their type changes to water for three rounds.

----🟊----

Soft-Boiled

|Type: Normal | Move Power: CON/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

Heal a creature in range for 2d6 + MOVE hitpoints.

Higher Levels: The dice roll for healing changes to 4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.

----🟊----

Solar Beam

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action, charge|

|PP: 5 | Duration: 1 round, Concentration | Range: Self (80ft line)|

When you use this move, soak in solar energy and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create a 80 foot line of solar energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE grass damage on a fail and half as much on a save. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated, without concentration.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Solar Blade

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action, charge|

|PP: 5 | Duration: 1 round, Concentration | Range: Melee|

When you activate this move, you use your action gathering in solar energy to prepare to strike with blades. On your next turn, if you keep your concentration, use an action to make a melee attack, dealing 2d10 + MOVE grass damage on a hit. If this move is used in harsh sunlight, double your MOVE modifier for damage and it can be used on the turn it is activated.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Sonic Boom

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (20ft circle)|

You unleash a deafening sound that harms creature in a 20 foot circle, centered on you. Creatures in range must make a CON save against your Move DC, taking 20 flat normal damage on a fail, or half as much on a success.

----🟊----

Spacial Rend

|Type: Dragon | Move Power: STR/WIS | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (30ft circle)|

You release a powerful shockwave that tears through creatures and the space around them. All creatures within 50 feet of you must make a CON save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail this save by 5 or more become uncontrollable and are sucked into the Ethereal Plane until the beginning of your next turn, appearing in the same location when they return.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Spark

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out with an electrified tackle with a chance to paralyze a target. Make a melee attack roll against a creature, doing 1d10 + MOVE electric damage on a hit. If the natural attack roll is 18 or higher, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Sparkling Aria

|Type: Water | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (10ft circle)|

You burst into song, unleashing a flurry of bubbles in a 10ft circle, centered on you. All creatures in range must make a DEX save or take 2d8 + MOVE water damage on a fail and half as much on a save. Any creature suffering from the burned condition will be cured upon touching the bubbles.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Spectral Thief

|Type: Ghost | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 100ft|

You succumb to darkness and transport yourself into a creature's shadow. Immediately teleport to a point in range and make a melee attack on a creature. On hit, you steal all positive stat changes affecting the creature (increases to AC, attack rolls, damage bonuses, etc.) and deal 4d6 + MOVE ghost damage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Speed Swap

|Type: Psychic | Move Power: INT/WIS | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 40ft|

You use your psychic power to swap speed with a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, switch speed with the target for the duration.

----🟊----

Spicy Extract

|Type: Grass | Move Power: none | Move Time: 1 Action|

|PP: 10 | Duration: 1 minute | Range: Self|

You emit an incredibly spicy extract. When this move is activated, the user gains +2 and advantage to all attack rolls for 1 minute, but at the cost of their AC being lowered by 2 for the duration.

----🟊----

Spider Web

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: 40ft|

You fire a sticky web that attempts to restrain a creature. Make a ranged attack roll on a target in range. On a hit, the target is covered in web. While covered, it is restrained and cannot flee or be switched out. The target can use an action on its turn to escape with a STR save against your Move DC.

----🟊----

Spike Cannon

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You fire a series of sharp spikes at a creature in range. Make a ranged attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Spikes

|Type: Ground | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You set a trap of spikes that hurts creature that come into battle. If a trainer is in range and switches out a creature, you can spend a reaction to make a ranged attack on the incoming creature with spikes that come out of the ground, doing 1d6 + MOVE ground damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Spiky Shield

|Type: Grass | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You quickly raise a spiked shield to protect yourself from damage. When you are hit by a melee attack, use your reaction to ignore damage, dealing grass damage equal to your proficiency modifier to the attacker instead. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.

----🟊----

Spin Out

|Type: Steel | Move Power: STR | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You rush at the enemy with great speed. Make a melee attack on a creature, dealing 4d4 + MOVE Steel damage on a hit. On a natural roll of 1 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Spirit Break

|Type: Fairy | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attack with force to break your opponent’s spirit. Make a melee attack, dealing 1d12 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Spirit Shackle

|Type: Ghost | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You employ dark energy to stitch a creature’s shadow to the ground. Make a ranged attack, dealing 2d6 + MOVE ghost damage on a hit. On hit, the target is unable to flee or switch out while the user remains in battle.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Spit Up

Type: Normal | Move Power: CON/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

The power of energy stored by Stockpile is released against a target. Make a ranged attack against a creature, dealing a base 1d6 + Move normal damage on a hit. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Spite

|Type: Ghost | Move Power: WIS | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

When hit with an attack, you can spend a reaction to attempt to drain the attacker’s PP, if they are in range. Force the attacker to make a WIS save against your Move DC. On a fail, roll a d4. The PP of the move that attacked you is decreased by that number.

Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.

----🟊----

Splash

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Self|

You flail around on the ground, doing no damage and looking ridiculous, but you can leap up to 50 feet in the air.

----🟊----

Spore

|Type: Grass | Move Power: DEX/CON | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

When you are targeted by a melee attack, you can use your reaction to release a spore that attempts to put your attacker to sleep. The creature must make a WIS save against your Move DC, falling asleep on a fail.

----🟊----

Spotlight

|Type: Normal | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: 80ft|

You shine a bright light on a creature in range that follows them around the battlefield. The target must make a DEX save against your Move DC. On a fail, attacks against that creature have advantage for the duration.

----🟊----

Springtide Storm

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

The user attacks opponents with fierce winds full of love and hate. All creatures caught in your winds must make a DEX save against your Move DC, taking 5d6 + MOVE fairy damage on a failure, or half as much on a success. If the target fails their save by 5 or more, they have disadvantage on their attack rolls for one minute.

Higher Levels: The damage dice roll for thie move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Stealth Rock

|Type: Rock | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You quickly summon a trap of sharp rocks that hurts a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack, dealing 1d8 + MOVE rock damage to the incoming creature on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Steam Eruption

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self (20ft cone)|

You shoot out a cone of intensely hot steam from your body, immersing creatures in range. Any creature in the area must make a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it becomes burned.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17

----🟊----

Steamroller

|Type: Bug | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You roll up your body and roll over a creature. Make a melee attack roll, dealing 1d10 + MOVE bug damage on a hit. If your natural attack roll is 15 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Steel Beam

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You gather energy within yourself, charging up a beam to attack the target at the cost of your own health. Make a ranged attack, dealing 2d12 + MOVE steel damage on a hit. User will then lose half of their maximum HP using this move.

Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17

----🟊----

Steel Roller

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You roll quickly through the terrain, destroying it to power your attack. Make a melee attack, dealing 5d4 + MOVE steel damage on a hit. If there is no active terrain being used, this move fails.

Higher Level: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17

----🟊----

Steel Wing

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You strike a target hard with outstretched wings. Make a melee attack on a creature, doing 1d12 + MOVE steel damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Sticky Web

|Type: Bug | Move Power: DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You quickly fire a sticky web at a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack on the creature. On a hit, the target is restrained The creature may make a STR save against your Move DC at the beginning of each of its turns to escape the web.

----🟊----

Stockpile

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self|

You use your action to store energy for a Spit Up or Swallow move, increasing your defense. Raise your AC by 1 until you use one of those two moves. This move may be stacked a maximum of 3 times before the energy is used.

----🟊----

Stomp

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You raise your feet up for a stomp attack. Make a melee attack roll against a target, doing 1d10 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Stomping Tantrum

|Type: Ground | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

Driven by frustration, you aggressively attack. Make a melee attack, dealing 1d12 + MOVE ground damage on a hit. If you last attack missed, double the dice roll for damage.

Higher Levels: Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Stone Axe

|Type: Rock | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You swing stone axes at the target, leaving behind shards. Make a melee attack, dealing 1d10 + MOVE rock damage on a hit. This move automatically sets up Stealth Rock.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17

----🟊----

Stone Edge

|Type: Rock | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 60ft|

The earth moves beneath a target’s feet as sharp stone pierce through the ground underneath them. Creatures in a 10 foot radius centered on a point you choose in range must make a DEX save against your MOVE DC, taking 4d4 + MOVE rock damage on a fail, or half as much on a save.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

----🟊----

Stored Power

|Type: Psychic | Move Power: STR/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each bonus applied to any of your attack, damage, or AC stats. (For example, if you or an ally has activated a move(s) that is currently boosting your AC, attack, and damage rolls by +1, add three additional damage dice.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.

----🟊----

Storm Throw

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike a target with a fierce blow. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. If a target is immune to the damage from critical hits, halve the damage dealt by this attack.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Strange Steam

|Type: Fairy | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 10ft|

You emit a blast of steam at a target. Targeted creatures must make a DEX save or take 2d8 + MOVE fairy damage and becoming confused on a fail, and half as much without becoming confused on a save.

Higher Levels:: The damage dice roll for this move changes to 1d10 at level 5, 3d10 at level 10, and 4d12 at level 17

----🟊----

Strength

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You strike out at a creature with brute strength. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. On a hit, you may also choose to push the creature 5 feet away.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Strength Sap

Type: Grass | Move Power: CON | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 15ft|

If a creature attempts to use a move that boosts its stats, you may use your reaction to negate the increase and convert it into healing energy, recovering regain 1d10 + MOVE hit points. This includes critical hit bonuses, AC increases, speed, attack and damage boosts, etc.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

String Shot

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 20 | Duration: 1 minute | Range: 60ft|

You unleash sticky string at a creature in range, slowing it down. Make a ranged attack roll against a target. On a hit, the target’s speed is reduced by 10 for the duration. The move is stackable to any amount. The target may take an action to attempt to get rid of any string with a STR save against your Move DC. If this reduction in speed causes their speed to be 0, they are restrained.

----🟊----

Struggle

|Type: Typeless | Move Power: STR/DEX | Move Time: 1 action|

|PP: Unlimited | Duration: Instantaneous | Range: Melee/60ft|

This move is known by all Pokémon, and can be used at any time. You lash out with an unarmed strike, or use an improvised weapon up close or at range to damage a creature. Make a melee or ranged attack roll, doing damage equal to 2 + MOVE typeless damage on a hit.

----🟊----

Struggle Bug

|Type: Bug | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: instantaneous | Range: Melee|

You resist an attack, fighting back against a creature. When hit by a melee attack, you may use a reaction to immediately retaliate with an attack roll of your own, dealing 1d6 + MOVE bug damage on a hit.

Higher Levels: The damage dice roll for this move changesto 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Stuff Cheeks

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You eat your held berry, raising your AC by +2 for a minute as well as activating any effect of the berry. This move will work even under the effects of Unnerve or Magic Room. If you do not have a berry, this move fails.

----🟊----

Stun Spore

|Type: Grass | Move Power: CON | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

When you are subject to a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.

----🟊----

Submission

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit, but taking a quarter of the damage dealt in recoil. On a hit, the target is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is grappled, this move can be activated again as a bonus action with an automatic hit, dealing 2d6 fighting damage with a quarter of the damage dealt in typeless recoil.

Higher Levels: The damage dice rolls for this move change to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Substitute

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You create a duplicate of yourself that copies a quarter of your current HP (rounded down). This substitute moves with you, has an AC of 1 and takes all damage and status ailments you would normally take until it is destroyed. The substiture cannot be healed, and it does not take self-inflicted statuses. If the damage done is enough to destroy the substitute, you take the remaining damage. In future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the move to be successful.

----🟊----

Sucker Punch

|Type: Dark | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lay in a quick punch before a creature has a chance to attack. When targeted by a melee attack, you may use your reaction to attempt to strike a creature before its attack is rolled. Make a melee attack, dealing 1d6 + MOVE dark damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Sunny Day

|Type: Fire | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 5 rounds | Range: Self|

You change the weather to harsh sunlight for 5 rounds.

----🟊----

Sunsteel Strike

|Type: Steel | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You slam into the target with the force of a meteor. Make a melee attack, dealing 5d6 + MOVE steel damage on a hit. This move ignores any abilities of the target creature that would decrease its ability to hit or deal full damage.

Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

----🟊----

Super Fang

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You lash out with an incredible fang attack. Make a melee attack, doing 2d6 +MOVE normal damage on a hit. On critical hits, instead of doubling the dice, you can choose to do damage equal to half the target’s current HP (up to a maximum of 5x your level).

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Supercell Slam

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You electrify your body and drop it onto a target. Make a melee attack on a creature, dealing 3d8 + MOVE electric damage on a hit. If the move misses, the user takes damage equal to half their Maximum HP.

Higher Levels: The damage dice roll for this move change to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17

----🟊----

Superpower

Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You strike a target with incredible power - but with great power comes great responsibility. Make a melee attack against a creature, dealing 4d6 + MOVE fighting damage on a hit. This move exhausts you, and your STR and DEX ability scores are set to 10 while you remain in battle.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.

----🟊----

Supersonic

|Type: Normal | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You emit a high pitched screech heard only by the target. Choose a target in range. The target must pass a WIS saving throw against your Move DC or become confused.

----🟊----

Surf

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (30ft cone)|

You create a powerful wave that crashes down on creatures in a 30 foot cone. Any creature caught in the blast must make a DEX saving throw, taking 2d8 + MOVE water damage and falling prone on a failure, or half as much without falling prone on a success.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Surging Strikes

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You are able to move like the water, moving fluidly to attack multiple times. Make a melee attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, the target is hit again, up to a maximum of three hits. This move scores a critical hit on natural attack rolls of 15 and higher, which carries for any additional hits.

Higher Levels: The damage dice for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17

----🟊----

Swagger

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

Force a target in range to make a WIS save against your Move DC. On a fail, the target is confused, but it adds +2 to its attack rolls while confused.

----🟊----

Swallow

|Type: Normal | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self|

You absorb your Stockpiled energy to heal your wounds. When activated after using Stockpile, regain a base 1d6 + Move hit points. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.

Higher Levels: The base healing dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Sweet Kiss

|Type: Fairy | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You lay a kiss on a creature, attempting to confuse them. The target must make an CHA saving throw against your Move DC or become confused.

----🟊----

Sweet Scent

Type: Normal | Move Power: CON/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You release a sweet smell directed at a target in range. The target must make a CHA save against your Move DC. On a fail, you have advantage on your next two attacks against that target.

----🟊----

Swift

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You fire two projectiles at any creature you choose in range. They do not have to target the same creature. Each hit for 1d4 normal damage. This move also targets creature during the invulnerable stages of Dig, Fly, Bounce, etc.

Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at level 10, and 6 projectiles at level 17.

----🟊----

Switcheroo

|Type: Dark | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

Your hands move with incredible speed as you attempt to switch held items with a creature. Force a creature to make a DEX save against your Move DC. On a failure, you take their held item and replace it with your own. If you do not have a held item, you simply take theirs without replacement.

----🟊----

Swords Dance

|Type: Normal | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, concentration | Range: Self|

When you activate this move, a sword appears and dances around you, increasing your AC by 1. As a bonus action on a future turn, you may drop concentration to release this sword and roll a ranged attack at a target within 30 feet of you, dealing 2d6 + MOVE normal damage on a hit.

Higher Levels: You create 3 swords at level 10 and 4 swords at level 17.

----🟊----

Synchronoise

|Type: Psychic | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

You emit a strange soundwave that only damages creature that share a type with you. Any creature within a 20ft circle that shares at least one of your types must make a CON save against your Move DC, taking 2d10 + MOVE psychic damage on a failure, or half as much on a success.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Synthesis

|Type: Grass | Move Power: CON | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

You regenerate from the inside, healing some of your wounds. Heal yourself for 2d6 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.

----🟊----

Syrup Bomb

||Type: Grass | Move Power: CON/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft|

You fling sticky candy syrup at a creature in range. Make a ranged attack roll, dealing 1d12 + MOVE grass damage on a hit. On natural attack rolls of 16 or higher, the target’s speed becomes 0 until the start of its next turn.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17

----🟊----

Tachyon Cutter

|Type: Steel | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You attack by launching particle blades at a foe twice. This move hits automatically, dealing 1d8 + MOVE steel damage on each hit. This move misses if a target is in the semi-invulnerable states of Dig or Fly.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Tackle

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You rush forward and slam into a creature. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Tail Glow

|Type: Bug | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: Self|

Your tail emits a flash of light, boosting your attack. For the duration, double your STAB damage.

----🟊----

Tail Slap

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out against a creature with a quick- hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Tail Whip

|Type: Normal | Move Power: CHA/DEX | Move Time: 1 action|

|PP: 15 | Duration: 1 minute | Range: 100ft|

You shake your tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.

----🟊----

Tailwind

|Type: Flying | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: 1 minute, Concentration | Range: Self (30ft circle)|

You whip up a turbulent whirlwind that boosts the speed of you and all allies in a 30 foot circle, centered on you. The wind only follows you and your allies, and doubles their movement speed for the duration.

----🟊----

Take Down

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You sacrifice your own position to take down a creature. Roll a melee attack roll. On a hit, you deal 2d8 + MOVE normal damage, taking a quarter of the total damage (rounded down) in typeless recoil.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Take Heart

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self(30ft)|

The user raises their spirits, curing all status conditions and raising their ability scores by 1 for the remainder of battle.

----🟊----

Tar Shot

|Type: Rock | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous/3 Rounds | Range: 60ft|

You fire a glob of sticky tar at an enemy. All creatures in must make a DEX save against your Move DC. On a fail, the target’s speed is 0 until their next turn. Any creature hit by this move will take doubled fire damage for the next three rounds.

----🟊----

Taunt

|Type: Dark | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: 1 minute, Concentration | Range: 40ft|

You taunt a creature to only attack you with damaging attacks. Choose a target in range and force it to make a WIS saving throw against your Move DC. On a failure, the target can only use damaging attacks that target you for the duration.

----🟊----

Tearful Look

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 15 | Duration: 1 minute | Range: 35ft|

You fill your eyes with tears to make all creatures in range lose their combative spirit. All creatures in range must make a CHA save against your Move DC. On a fail, they add -1 to any attack they makes for the duration. This modifier can be stacked if an affected creature fails multiple Tearful Look saves, up to a maximum of -5.

----🟊----

Teatime

|Type: Normal | Move Power: None | Move Time: 1 Action|

|PP: 5 | Duration: Instantaneous | Range: Self(120ft)|

All pokemon on the field have teatime, eating their held berries even if they will have no effect at the time. This move will work even under the effects of Unnerve or Magic Room. If no one on the field is holding a berry, this move fails.

----🟊----

Techno Blast

Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (80ft line)|

You fire a powerful beam of pure light. The line is 80 feet long and 5 feet wide, and all creatues caught in the blast must make a DEX save against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependant on the Drive the user holds.

Drive Burn Drive Chill Drive Douse Drive Shock Drive
Type Fire Ice Water Electric Yes

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Teeter Dance

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (20ft circle)|

You start to perform a difficult dance, confusing all creatures in range. Creatures in a 20 foot circle around you must make a WIS save against your Move DC, becoming confused on a fail.

----🟊----

Telekinesis

|Type: Psychic | Move Power: WIS/INT | Move Time: 1 action|

|PP: 3 | Duration: 3 rounds, Concentration | Range: 20ft|

You use your psychic power to attempt to hold a creature above the ground, making it vulnerable to attacks. Force a creature in range to make a CON save against your Move DC. On a failure, the creature is grappled and restrained for the duration, unable to release itself as long as you hold your concentration. While grappled, the creature is considered Raised.

----🟊----

Teleport

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 40ft|

You disappear from view and reappear at an unoccupied point within range. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.

----🟊----

Temper Flare

|Type: Fire | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

Spurred by desperation, you attack the target. Make a melee attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the user’s previous move missed or failed, double the damage dice for this attack.

Higher Levels: Teh damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17

----🟊----

Tera Blast

|Type: Normal | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 60ft|

You use for terastalized powers to attack an opponent. Make a ranged attack, dealing 2d6 + MOVE damage of whatever your tera type is. If the user is not terastilized, this move will always deal Normal damage. If the user has the Stelar type, double the dice for damage.

Higher Levels: The damage dice for this roll changes to 2d8 at level 5, 4d6 and level 10, and 6d6 at level 17/p>

----🟊----

Tera Starstorm

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

With the power of crystals, you combard and eliminate a target. Any creature in range must make a DEX saving throw against your Move DC, taking 3d10 + MOVE damage on a failure, or half as much on a success. When used by Terapogas in its Stellar Form, the move type becomes Stellar.

Higher Levels: The damage dice roll for this move changes to 4d8 at level 5, 4d10 at level 10, and 7d8 at level 17

----🟊----

Terrain Pulse

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 80ft|

You gain power from the terrain you are on. When using this move with no terrain active, make a ranged attack, dealing 1d8 + MOVE normal damage on a hit. When a terrain is active, double the damage roll and apply the damage type that matches that terrain.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Thief

|Type: Dark | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You lash out with a quick attack that may steal a creature’s held item. Make a melee attack against a creature, doing 1d10 + MOVE dark damage on a hit. If the user does not have an item held, the target must make a DEX save against your Move DC or have their item stolen by the user.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Thousand Arrows

|Type: Ground | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instataneous | Range: 100ft|

You summon forth a volley of green arrows to pierce creatures in range. All creatures in a 30 ft radius, centered on a point within range, must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a hit, or half as much on a save. Flying-type creatures or ones withe Levitate, Magnet Rise, or similar ability CAN be hit by this move. Any creature that fails the saving throw falls to the ground and is now grounded. Grounded creatures are susceptible to to ground-type moves until they raise up, regardless of their type or ability.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Thousand Waves

|Type: Ground | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (60ft cone)|

A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Thrash

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You thrash about wildly, doing several attacks without control. Make a melee attack roll, doing 1d10 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d10 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of two additional hits. At the end of this attack, you become confused.

Higher Levels: The damage dice rolls for this move change to 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17.

----🟊----

Throat Chop

|Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You focus in on an attack at the target’s throat. Make a melee attack, dealing 2d6 + MOVE dark damage on a hit. On hit, the target is unable to activate sound based attacks for its next 1d4 turns.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Thunder

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (20ft circle)|

Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.

----🟊----

Thunder Cage

|Type: Electric | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: 10ft|

You trap an opponent in an electrified cage. Make a melee attack on a creature, doing 2d6 + MOVE electric damage. While trapped, creatures cannot be switched out or escape, and will continue to take an additional 1d6 electric damage each round. If the user leaves battle for any reason, this move instantly ends.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17

----🟊----

Thunder Fang

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to pierce a creature with electric fangs. Make a melee attack, dealing 1d10 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed and flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Thunder Punch

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

Your punches are imbued with electric energy. Make a melee attack on a target, doing 1d12 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Thunder Shock

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 20ft|

You deliver an electric shock to a target in range. Make a ranged attack, doing 1d6 + MOVE electric damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Thunder Wave

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You send a wave of electric energy that surrounds a creature in range. The target must make a CON save against your Move DC or become paralyzed.

----🟊----

Thunderbolt

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You send a powerful bolt of electricity at a target in range. Make a ranged attack roll, doing 2d8 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Thunderclap

|Type: Normal | Move Power: STR/DEX | Move Time: 1 reaction|

|PP: 5 | Duration: Reaction | Range: 90ft|

Before a foe can attack you, you strike first with a jolt of electricity. Make a ranged attack on a target, dealing 1d12 + MOVE electric damage on a hit.

Higher Levels: The damage dice for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17

----🟊----

Thunderous Kick

Tickle

|Type: Normal | Move Power: DEX | Move Time: 1 bonus action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You turn your melee attack into a playful tickle. As a bonus action at the end of a turn in which you used a melee attack, force a creature to make a CON saving throw against your Move DC. On a failure, the target flinches.

----🟊----

Tidy Up

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

The user begins to tidy up the field, clearing away any substitutes or field hazards on both sides of the field. The user’s speed is then increased by 10ft and they gain a +1 to all attacks until they are switched out.

----🟊----

Topsy-Turvy

|Type: Dark | Move Power: WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You unleash a dark energy that has the power to reverse the stat changes of a creature. Force a creature in range to make a CHA save against your Move DC. On a failure, any stat changes (-1 to attack, +2 to AC, etc.) currently affecting the target have the opposite effect.

----🟊----

Torch Song

|Type: Fire | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 50ft|

You blow out raging flames as if singing a song. Make a ranged attack, dealing 2d6 + MOVE fire damage on a hit. On a natural roll of 15 or higher, the user has advantage on their next attack.

Higher Levels: The damage dice for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Torment

|Type: Dark | Move Power: DEX/WIS | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You send a dark energy to torment a creature in range that attacks you. When hit by a melee or ranged attack, force the target to make a WIS saving throw against your Move DC. On a failure, the target cannot use the same move that hit you on its next turn.

----🟊----

Toxic

|Type: Poison | Move Power: CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You send a downpour of potent, poisonous rain in a 5 foot radius, centered on a point within range. Targets in the area must make a CON save against your MOVE DC or become poisoned. Creatures poisoned by this move take double the normal poison damage.

----🟊----

Toxic Spikes

|Type: Poison | Move Power: CON/DEX | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You quickly summon a trap of poisonous spikes around a creature that enters the battle. When a creature is switched into battle, you may use your reaction to force a creature to make a CON save against your Move DC, becoming poisoned on a failure.

----🟊----

Toxic Thread

|Type: Poison | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 60ft|

You fire a collection of poisonous threads at a creature in range. Make a ranged attack roll against a target, covering them with threads on a hit. So long as the threads make contact with the target, the target is poisoned and its speed is reduced by 10. This move is stackable to any amount however the poison effect does not affect the target more than once. If this reduction in speed causes their speed to be 0, the target is restrained. The target may use an action to remove the threads from its body, healing the poisoned status.

----🟊----

Trailblaze

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attack suddenly, as if leaping from tall grass. Make a melee attack, dealing 1d8 + MOVE bug damage on a hit. With each successful hit from this move, increase your movement speed by 5 until you are incapacitated, are switched out, or the combat ends. (Maximum of +30 to movement speed).

Higher Levels: The damage dice for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17

----🟊----

Transform

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: 50ft|

You attempt to morph into a near-exact copy of a creature in range. The base SR of the target must be able to be controlled by your trainer or the move fails. For the duration, you copy the target's type, ability scores, skills, speeds, senses, abilities, and current moves. You retain your own feats, level, and HP (Changed CON does not impact your HP).

----🟊----

Tri Attack

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self (30ft cone)|

You strike with a simultaneous three-beam attack. Each creature in a 30 foot cone, centered on you, must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, and half as much on a success. Targets that fail the save by 5 or more must roll a d4, gaining the status condition as follows: 1. The target becomes burned. 2. The target becomes frozen. 3. The target becomes paralyzed. 4. Must reroll until any number other than 4 appears.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Trick

|Type: Psychic | Move Power: WIS | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You move quickly to attempt to swap held items with a creature. Make a melee attack roll against a creature, swapping held items with them on a hit.

----🟊----

Trick Room

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Self|

The world around you seems to spin for a moment, and the whole battlefield is hit with a bizarre feeling. Starting at the beginning of the next round of combat after you activate this move, the initiative order is permanently reversed.

----🟊----

Trick-or-Treat

|Type: Ghost | Move Power: WIS/CHA | Move Time: 1 action|

|PP: 5 | Duration: 3 rounds | Range: 30ft|

You attempt to scare the spirit right out of a creature in range. Force a creature in range to make a CHA save against your Move DC. On a failure, its type is changed to Ghost for the duration.

----🟊----

Triple Arrows

|Type: Fighting | Move Power: DEX/WIS | Move Time: 1 action|

|PP: 5 | Duration: 3 Rounds, concentration | Range: 100ft|

The user takes aim and shoots arrows at the opponent for three rounds. Make a ranged attack, dealing 4d6 + MOVE fighting damage on a hit. On natural rolls of 19 or 20, the move is considered critical.

Higher Levels: The damage dice roll for this move changges to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17

----🟊----

Triple Axel

|Type: Ice | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You spin along the ice to hit your target. Make three melee attack rolls in order, doing 1d6 + MOVE ice damage on the first hit. For each consecutive hit, add another damage dice, building up. (Meaning, apply 2x damage for second hit and 3x damage for a third hit.)

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17

----🟊----

Triple Dive

Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You dive down in perfect synchronization. Make a melee attack against a target, dealing 1d6 + MOVE water damage on a hit. On a hit, roll a d4. On a roll of 3 or 4, the target is hit again. Continue until a miss or up to a total of 3 hits.

Higher levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17

----🟊----

Triple Kick

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You strike out with three consecutive kicks. Make three melee attack rolls in order, doing 1d4 + MOVE fighting damage on each hit. As soon as one attack misses, the move is over.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Trop Kick

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You attempt to land an intense kick of tropical origins on the target. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. On a natural role of 16 or more, the target adds -1 to any attack it makes for the remainder of combat. This modifier can be stacked up to a maximum of -5.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Trump Card

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You strike out with a blast of energy that increases in strength the more it is used. Make a ranged attack on a creature, dealing 1d6 + MOVE normal damage on a hit. Increase the damage by your Move modifier for each PP that has been expended for the move, before the move was activated. Using a restorative to regain PP resets the damage for this attack.

Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.

----🟊----

Twin Beam

|Type: Psychic | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You shoot a beam of light from our eyes at a target, hitting it twice. Make two ranged attacks on a creature, doing 1d6 + MOVE psychic damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17

----🟊----

Twineedle

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You fire two sharp projectiles at a creature in range. They do not have to target the same creature. Make two ranged attack rolls, dealing 1d4 + MOVE bug damage on each hit. If the natural roll of either attack is a 19 or 20, the target is poisoned.

Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

----🟊----

Twister

|Type: Dragon | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You send a gust of swirling wind that tears through a creature. Make a ranged attack on a creature, doing 1d6 + MOVE dragon damage on a hit. If the natural attack roll is 16 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17

----🟊----

U-Turn

|Type: Bug | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Upperhand

|Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You react to a target’s movement and strike with the heel of your palm. Make a melee attack, dealing 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 18+, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17

----🟊----

Uproar

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: 3 Rounds, Concentration | Range: Self (30ft circle)

You cause an uproar on the battlefield in a 30 foot circle, centered on you, for three rounds of combat. During the uproar, you cannot use any other Move, and any creature in range wakes and is prevented from falling asleep. (This include creatures that would purposefully fall asleep using moves like Rest) In addition, creatures must make a CON save against your Move DC at the start of each turn. On a fail, the target takes 2d8 + MOVE normal damage.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

V-create

|Type: Fire | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

Your forehead burns like hot coals as you slam your head into a creature. Make a melee attack roll, dealing 3d10 + MOVE fire damage on a hit. After activating this move, your AC decreases by 2 until the beginning of your next turn.

Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.

----🟊----

Vacuum Wave

|Type: Fighting | Move Power: DEX | Move Time: 1 bonus action|

|PP: 20 | Duration: Instantaneous | Range: 25ft|

You whirl your fists with a fast attack that pushes a quick burst of wind at a creature in range. Make a ranged attack on a creature, dealing 1d4 fighting damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.

----🟊----

Venom Drench

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 20ft|

You drench a creature with an odd, poisonous liquid. Force a creature to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the base poison damage at the end of each of its turns.

----🟊----

Venoshock

|Type: Poison | Move Power: DEX/CON | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 15ft

You attempt to drench a creature in poisonous liquid. Make a ranged attack on a creature, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double the dice roll for the damage

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 2d12 at level 10, and 3d10 at level 17.

----🟊----

Victory Dance

|Type: Fighting | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self|

You perform a mystical dance to help ensure your vicory. For the duration, add +1 to your AC, attack rolls, and damage.

Higher Levels: Add +2 to your AC at level 10 and above.

----🟊----

Vine Whip

|Type: Grass | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 15ft|

You extend a sharp vine to whip the target with. Make a ranged attack roll, doing 1d6 + MOVE grass damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Vise Grip

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You crush a creature with a forceful, gripping attack. Make a melee attack, doing 1d8 + MOVE normal damage on a hit, grappling the target. On each successive turn, if the creature is still grappled, you may use this move again (as an action) and automatically hit. A creature may attempt to excape the grapple at the beginning of its turns with a STR save against your Move DC.

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Vital Throw

|Type: Fighting | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

A slow fighting attack that pummels a creature. As an action on your turn, you can choose to hold this move until next turn, where it will automatically hit for 1d12 + MOVE fighting damage as long as the target remains in melee range.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Volt Switch

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You lash out with a quick, electric strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE electric damage on a hit. After this move is activated, a trainer must switch out the user as a free action.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Volt Tackle

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 15ft|

You rush forward in a flash of electricity with extended reach, slamming into a creature. When activating this move, you flash forward 15 feet and make a melee attack roll against a creature, dealing 2d10 + Move electric damage on a hit. On a hit, you also take a quarter of the total (rounded down) in typeless recoil damage.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Wake-Up Slap

Type: Fighting | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Melee|

You attack with a jolting slap from your palms. Make a melee attack on a creature, dealing 1d12 + MOVE fighting damage on a hit. If the target is asleep, double your Move modifier when adding damage, but the target automatically wakes up.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

----🟊----

Water Gun

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: 40ft|

You fire a quick spurt of water at a creature in range. Make a ranged attack roll, doing 1d6 + MOVE water damage on a hit.

Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.

----🟊----

Water Pledge

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 40ft|

You send a column of water towards a creature. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Water Pulse

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You send a wave of ultrasonic aquatic energy at a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Water Shuriken

|Type: Water | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 50ft|

You fire a barrage of sharp shurikens at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.

Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Water Sport

|Type: Water | Move Power: None | Move Time: 1 action|

|PP: 10 | Duration: 1 minute | Range: Self (5ft circle)|

You soak yourself and all allies with water, reducing the amount of fire damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to fire-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take normal damage. If you are immune to fire-type moves already, nothing happens.

----🟊----

Water Spout

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 30ft|

You fire a blast of water at a creature that increases in power the more healthy you are. Make a ranged attack roll against a creature, doing 3d8 + MOVE water damage on a hit if you are at or above 50% of your health. If you are below 50%, halve the total damage done.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Waterfall

|Type: Water | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 80ft|

You create an intense waterfall that crashes down on creatures in a 10 foot radius, centered on a point within range. Creatures in the area must make a DEX save against your Move DC or take 2d6 + MOVE water damage and fall prone on a fail, or half as much on a save.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Wave Crash

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(50ft circle)|

You shroud yourself in water before slamming into an opponent. Make a melee attack, dealing 1d10 + MOVE water damage on a successful hit. When this move hits, the user takes a third of the damage dealt to the target.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17

----🟊----

Weather Ball

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

You send a powerful ball of energy that changes type based on the surrounding weather, dealing 1d8 + MOVE damage of that type.

Weaher Harsh Sunlight Rain Snadstorm Hail/Snow Foggy/Cloudy
Type Fire Water Rock Ice Normal

Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

----🟊----

Whirlpool

|Type: Water | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 60ft|

You create a wave of water that swirls around a creature in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE water damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.

Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

----🟊----

Whirlwind

|Type: Normal | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Self (5ft circle)|

You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.

----🟊----

Wicked Blow

||Type: Dark | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You attack with an intense force. Make a melee attack, dealing 1d12 + MOVE fairy damage on a hit. This move scores a critical hit on natural attack rolls of 15 and higher.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17

----🟊----

Wide Guard

|Type: Rock | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: 50ft|

You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that damages multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect

----🟊----

Wild Charge

|Type: Electric | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You shroud yourself in electricity and charge at a creature. Make a melee attack, dealing 2d8 + MOVE electric damage on a hit, but taking 1/4 of the damage (rounded down) in typeless recoil.

Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

----🟊----

Wildbolt Storm

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: Self(30ft)|

The user attacks with a thunderous tempest that makes opponents stops opponents in their tracks. All creatures caught in this wind must make a CON saving throw against your Move DC, taking 4d4 + MOVE electric damage on a failure. Creatures that fail the saving throw by 5 or more become paralyzed.

Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17

----🟊----

Will-O-Wisp

|Type: Fire | Move Power: DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: 30ft|

You send a sinister, white-hot flame at a creature attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.

----🟊----

Wing Attack

|Type: Flying | Move Power: STR/DEX | Move Time: 1 action|

|PP: 20 | Duration: Instantaneous | Range: Melee|

You strike out at a target creature with your wings. Make a melee attack roll, doing 1d10 + MOVE flying damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

----🟊----

Wish

|Type: Normal | Move Power: WIS/CHA | Move Time: 1 action, charge|

|PP: 5 | Duration: 1 round | Range: 50ft|

You send forth a healing wish that takes time to come true. At the end of your next turn, as a free action, heal a target in range for 3d8 + MOVE hit points.

Higher Levels: The healing dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

Withdraw

|Type: Water | Move Power: None | Move Time: 1 reaction|

|PP: 3 | Duration: Instantaneous | Range: Self|

When subject to a melee or ranged attack, you can spend your reaction to increase your AC by +2 if it would cause the attack to miss.

Higher Levels: Increase your AC by +3 at level 10 and above.

----🟊----

Wonder Room

|Type: Psychic | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 minute, Concentration | Range: Self (50ft circle)|

You create a bizarre vibe in the air in a 50ft circle, centered on you. For the duration, all WIS saves become CON saves and all CON saves become WIS saves.

----🟊----

Wood Hammer

|Type: Grass | Move Power: STR | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You slam your rough body against a creature, taking serious recoil damage. Make an attack roll against a target, dealing 2d10 + MOVE grass damage on a hit. On a hit, you also take a quarter of the damage dealt in typeless recoil damage.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Work Up

|Type: Normal | Move Power: None | Move Time: 1 bonus action|

|PP: 3 | Duration: 1 minute | Range: Self|

You get your adrenaline pumping and go into a frenzy. While worked up, you add +2 to all attack rolls. Your worked up status ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.

----🟊----

Worry Seed

|Type: Grass | Move Power: DEX/CHA | Move Time: 1 action|

|PP: 5 | Duration: 1 minute | Range: 30ft|

You shoot a bizarre seed that implants worry into another creature. The target must succeed on a CON save against your Move DC or replace the user's choice of ability with Insomnia, preventing sleep for the duration.

----🟊----

Wrap

|Type: Normal | Move Power: STR/DEX | Move Time: 1 action|

|PP: 15 | Duration: Instantaneous | Range: Melee|

You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.

Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

----🟊----

Wring Out

|Type: Normal | Move Power: STR | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: Melee|

You wrap your hands around the target and squeeze hard. Make a melee attack against a creature, dealing 3d8 + MOVE normal damage on a hit. If the target has 50% or more of its maximum HP, double your move modifier for the damage roll.

Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.

----🟊----

X-Scissor

|Type: Bug | Move Power: STR/DEX | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You cross your claws for a scissor-like slashing attack. Make a melee attack against a creature, dealing 2d6 + MOVE bug damage on a hit.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Yawn

|Type: Normal | Move Power: None | Move Time: 1 action|

|PP: 5 | Duration: 1 round | Range: 30ft|

You release a big yawn that causes a creature to become very drowsy. Choose a target in range. If that target is still in the battle at the end of its next turn, it falls asleep.

----🟊----

Zap Cannon

|Type: Electric | Move Power: STR/DEX | Move Time: 1 action|

|PP: 3 | Duration: Instantaneous | Range: 80ft|

You fire out an extreme blast of pure electric energy at a creature. Make a ranged attack against a target in range, doing 2d10 + MOVE electric damage. If the natural attack roll is 15 or higher, the target is paralyzed.

Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.

----🟊----

Zen Headbutt

|Type: Psychic | Move Power: STR/WIS | Move Time: 1 action|

|PP: 10 | Duration: Instantaneous | Range: Melee|

You focus all of your willpower into your head and ram it into a creature. Make a melee attack, dealing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 17 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----

Zing Zap

|Type: Electric | Move Power: DEX | Move Time: 1 action|

|PP: 5 | Duration: Instantaneous | Range: 30ft|

A strong electric blast crashes down on two unique targets in range, giving them electric shock. Make two ranged attacks, dealing 1d10 + MOVE electric damage on a hit. If the natural attack roll is 18 or higher, the target flinches.

Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

----🟊----