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Damage-Dealing MovesEdit

AncientpowerEdit

Battle – 2
Ranged - Special Attack
3d10
Effect: 1 Target, Column, Spirit Surge
Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 on the Accuracy Check for Ancientpower, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ancientpower.

Head SmashEdit

Battle – 5
Melee - Attack
7d20
Effect: 1 Target, Dash, Push
The target is pushed back 5-meters. The target takes an additional 2d20 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 2d10. After Head Smash deals damage, the user loses ½ of the value of the total damage they dealt as a result of Head Smash in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.

Power GemEdit

EOT – 2
Ranged - Special Attack
2d20
Effect: 1 Target

Rock BlastEdit

Battle – 3
Ranged - Attack
1d12
Effect: 1 Target, Scatter, Trap
Rock Blast can hit up to 5 times. Once the user misses, they cannot attempt to make another Rock Blast attack on that turn. When adding stats only add ½ Attack. If Rock Blast hits the same target 3 times, they are Trapped for 1 turn.

Rock SlideEdit

Battle – 4
Ranged - Attack
5d10
Effect: 1 Target, Column
Rock Slide creates a Cloumn 4-meters wide. Rock Slide Flinches all Legal Targets on 17-20 during Accuracy Check.

Rock ThrowEdit

EOT – 4
Ranged - Attack
4d6
Effect: 1 Target

Rock TombEdit

Battle – 5
Ranged - Attack
4d6
Effect: 1 Target, Blast
Rock Tomb creates a 3-meter Blast. Rock Tomb lowers all Legal Targets Speed 1 Combat Stage.

Rock WreckerEdit

Center – 4
Melee - Attack
7d20
Effect: 1 Target, Pass, Exhaust
On Miss, Rock Wrecker deals the user’s Attack instead to all possible targets.

RolloutEdit

EOT – 4
Melee - Attack
1d12
Effect: 1 Target, Pass
The user must use Rollout until it misses, or fails to be able to move for their next 5 turns. On the second turn, Rollout uses 3d10 for damage. On the third turn, Rollout uses 3d20 for damage. On the fourth turn, Rollout uses 5d20 for damage. On the fifth and final turn, Rollout uses 7d20 for damage. If the User is hit while in the process of using Rollout, Rollout ends.

Smack DownEdit

Battle - 2
Ranged - Attack
4d6
Effect: 1 Target

Smack Down deals an additional 2d20 if the target is

Flying-type, is foating because of Magnet Rise, or is using the Ability Levitate and the target is no longer immune to Ground-type Moves for 1d4 turns.

Stone EdgeEdit

Battle – 5
Melee - Attack
4d20
Effect: 1 Target, Dash
Stone Edge is a Critical Hit on 17-20 during Accuracy Check.


Non-Damaging MovesEdit

Rock PolishEdit

EOT – None
Self - No Damage
Effect: No Target
Raise the user’s Speed 2 Combat Stages.

SandstormEdit

Battle – None
Field - No Damage
Effect: Target Area, Weather
For 2 minutes, the area is considered Sandstorming. At the beginning of each round, all non-Ground, Rock, or Steel types lose 1/16th of their full HP. Rock Pokemon are treated as if their Special Defense is raised 2 Combat Stages while Sandstorming.

Stealth RockEdit

Battle – None
Field - No Damage
Effect: No Target, Hazard
Stealth Rock causes a foe to lose 1/8th of their full HP when joining the encounter or getting sent out. Stealth Rock is considered to be dealing damage. Apply Weakness and Resistance. Do not apply stats. Additional Layers may not be added.

Wide GuardEdit

Center - None
Self - No Damage
Effect: No Target, Interrupt
If a Move that hits multiple targets and Wide Guard’s user is one of the targets you may use Wide Guard as an Interrupt. If a Move would hit the user and one of the user’s allies, the Move only hits Wide Guard’s user. If the user is hit by a Move this way, instead it is not hit by the Move. You do not take any damage or become afficted with any status ailment this turn. This Effect lasts for one turn.

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