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Damage-dealing movesEdit

Name Category Contest Damage AC Freq. Range Contests Effect
Assurance Attack Beauty 4d6 2 Battle Melee 2d4; Final Appeal 1 Target; If the target has already taken damage this turn, this attack deals 4d20 damage instead.
Beat Up Attack Smart 1d4 2 Battle Melee 2d4; Reliable 1 Target, Scatter; Beat Up can hit X times, up to the number of Pokemon in the user's party.
Bite Attack Tough 3d10 2 At-Will Melee 3d4; No Effect 1 Target; Causes the opponent to flinch on 15-20 during Accuracy Check.
Crunch Attack Tough 5d10 2 EOT Melee 2d4 Round Starter 1 Target; Lowers the target's Defense on 17-20 during Accuracy Check.
Dark Pulse Special Attack Cool 5d10 2 EOT 3-Meter Burst 2d4; Round Starter No Target, Burst; Causes all legal targets to flinch on 17-20 during Accuracy Check.
Faint Attack Attack Smart 3d10 EOT Melee 2d4 Round Starter 1 Target; This attack cannot miss.
Fling Attack Tough 2d10 2 Battle Ranged 1d4 Catching Up 1 Target; If a held item is thrown which does not cause an effect, the user deals 2d20 damage instead.
Foul Play Attack ??? 4d20 2 Battle Melee 1 Target; Damage is calculated with the target's Attack stat instead.
Knock Off Attack Smart 1d8 6 EOT Melee 3d4; No Effect 1 Target; The target is forced to drop its held item. The item is destroyed on 16-20 during Accuracy Check.
Night Daze Special Attack ??? 5d10 3 Battle Ranged 1 Target; A roll of 13-20 forces the Target to roll +1 on Accuracy Checks for the rest of the encounter.
Night Slash Attack Beauty 2d20 2 EOT Melee 3d4; No Effect 1 Target; Night Slash is a Critical Hit on 17-20.
Payback Attack Cool 4d6 2 Battle Melee 1d4; Special Attention 1 Target; If the target damaged Payback's user on the last turn damage is 4d20 instead.
Punishment Attack Smart 3d10 2 Battle Melee 1d4 Catching Up 1 Target; Punishment deals an additional 2d20 damage for each Combat Stage the target has above 0.
Pursuit Attack Smart 2d10 2 EOT Melee 1d4 Good Show! 1 Target, Interrupt; If a foe is fleeing or being switched, Pursuit moves the user adjacent to the foe and hits them before they escape with an extra 2d20. Pursuit cannot be used to interrupt unless the target is fleeing or being switched.
Snarl Special Attack ??? 3d10 3 EOT 10° 5-Meter Spray 1 Target, Spray; Lowers the Special Attack of all legal targets.
Sucker Punch Attack Smart 5d10 2 Battle Melee 2d4 Quick Set 1 Target, Interrupt; , Sucker Punch hits first if the target is targeting the user with a damaging Melee - Attack Move.
Thief Attack Tough 2d10 2 Battle Melee —; Attention Grabber 1 Target; Steals the target's held item.


Non-damaging movesEdit

Name Category Contest Damage AC Freq. Range Contests Effect
Dark Void Status Smart 4 Battle 10-Meter Burst No Target, Burst; Puts all legal targets to sleep.
Embargo Status Cute 2 Battle Ranged 1 Target; The target may not use held items.
Fake Tears Status Smart 2 EOT Ranged 1 Target; Lowers the target's Special Defense 2 Combat Stages.
Flatter Status Smart EOT Ranged 1 Target; Confuses the target and raises the target's Special Attack 1 Combat Stage.
Hone Claws Status ??? EOT Self No Target; Raises the user's Attack one Combat Stage. The user also needs -1 on all Accuracy Checks until the end of the encounter.
Memento Status Tough Battle Ranged 1 Target; The users HP is lowered to 0 and in return the target's Attack and Special Attack are each lowered 2 Combat Stages.
Nasty Plot Status Cute EOT Self No Target; Sharply raises the user's Special Attack.
Quash Status ??? 2 Battle Ranged 1 Target, Interrupt; Forces the target to go last for one turn.
Snatch Status Smart Battle Ranged 1 Target, Interrupt; The user steals the effects of any Combat Stage raises the target attempts to use for that turn.
Switcheroo Status Cool 2 Battle Melee 1 Target; The user trades held items with the target.
Taunt Status Smart 2 EOT Ranged 1 Target; The target can only use damage-dealing moves for 1d4+1 turns.
Torment Status Smart 2 Battle Ranged For 1d4+2 turns the target may not use a move they have already used in their last 2 turns.

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