François Forum

New Moves

Quote
------------------------------------------------------
------------------------------------------------------
New Moves:
------------------------------------------------------
------------------------------------------------------
TABLE OF CONTENTS:
-Armor Cannon
-Aqua Cutter
-Aqua Step
-Astral Barrage
-Axe Kick
-Barb Barrage
-Bitter Blade
-Bitter Malice
-Blazing Torque
-Bleakwind Storm
-Blood Moon
-Burning Jealousy
-Ceaseless Edge
-Celebrate
-Chilling Water
-Chilly Reception
-Chloroblast
-Coaching
-Collision Course
-Combat Torque
-Comeuppance
-Corrosive Gas
-Dire Claw
-Doodle
-Double Shock
-Dragon Energy
-Dual Wingbeat
-Eerie Spell
-Electro Drift
-Esper Wing
-Expanding Force
-Fiery Wrath
-Fillet Away
-Flip Turn
-Flower Trick
-Freezing Glare
-Gigaton Hammer
-Glacial Lance
-Glaive Rush
-Grassy Glide
-Happy Hour
-Headlong Rush
-Hold Back
-Hold Hands
-Hydro Steam
-Hyper Drill
-Ice Spinner
-Infernal Parade
-Ivy Cudgel
-Jet Punch
-Jungle Healing
-Kowtow Cleave
-Lash Out
-Last Respects
-Lumina Crash
-Lunar Blessing
-Magical Torque
-Make it Rain
-Matcha Gotcha
-Meteor Beam
-Misty Explosion
-Mountain Gale
-Mortal Spin
-Mystical Power
-Noxious Torque
-Order Up
-Poltergeist
-Population Bomb
-Pounce
-Power Shift
-Psyblade
-Psyshield Bash
-Rage Fist
-Raging Bull
-Raging Fury
-Rising Voltage
-Revival Blessing
-Ruination
-Salt Cure
-Sandsear Storm
-Scale Shot
-Scorching Sands
-Shed Tail
-Shell Side Arm
-Shelter
-Silk Trap
-Skitter Smack
-Snowscape
-Spicy Extract
-Spin Out
-Springtide Storm
-Steel Roller
-Stone Axe
-Surging Strikes
-Syrup Bomb
-Take Heart
-Tera Blast
-Terrain Pulse
-Tidy Up
-Thunder Cage
-Thunderous Kick
-Trailblaze
-Triple Arrows
-Triple Axel
-Triple Dive
-Torch Song
-Twin Beam
-Victory Dance
-Wave Crash
-Wicked Blow
-Wicked Torque
-Wildbolt Storm
------------------------------------------------------
------------------------------------------------------
Armor Cannon:
Type: Fire
Power: 5
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 5
Added Effect: After dealing damage, Reduce User's Defense and Special Defense
(Defense -1, Special Defense -1)
------------------------------------------------------
Aqua Cutter:
Type: Water
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: High Critical
(Slashing Move)
------------------------------------------------------
Aqua Step:
Type: Water
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Increase the User's Dexterity
(Dexterity +1)
------------------------------------------------------
Astral Barrage:
Type: Ghost
Power: 5
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 5
Added Effect: All foes in Range
------------------------------------------------------
Axe Kick:
Type: Fighting
Power: 5
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 5
Added Effect: Roll 3 Chance Dice to Paralyze the foe. If Accuracy Roll is unsuccessful. deal Dice of Damage to the User
(Recoil Move, Accuracy -1)
------------------------------------------------------
Barb Barrage:
Type: Poison
Power: 2*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Roll 5 Chance Dice to Poison the foe. If the foe was poisoned before using this move, add 2 Extra Dice to the Damage Pool
------------------------------------------------------
Bitter Blade:
Type: Fire
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: The user restores HP equal to half the damage dealt, rounded down.
(Draining Move, Slashing Move)
------------------------------------------------------
Bitter Malice:
Type: Ghost
Power: 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Reduce the foe's Strength
(Foe's Strength -1)
------------------------------------------------------
Blazing Torque:
Type: Fire
Power: 3
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: Roll 3 Chance Dice to Burn the foe.
------------------------------------------------------
Bleakwind Storm:
Type: Flying
Power: 4
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 4
Added Effect: Roll 3 Chance Dice to lower the foe's Dexterity
(Wind Move, Accuracy -2, Foe's Dexterity -1)

------------------------------------------------------

Blood Moon:
Type: Normal
Power: 6
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 6
Added Effect: Cannot be used again for 1 Round.

------------------------------------------------------

Burning Jealousy:
Type: Fire
Power: 3
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 3
Added Effect: If the foe Pokemon has increased one of their stats within the last turn, they are now Burned
------------------------------------------------------
Ceaseless Edge:
Type: Dark
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack and is treated as the same type of Entry Hazard as Spikes. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect.
(Field Effect, Slashing Move, Accuracy -1)
------------------------------------------------------
Celebrate:
Type: Normal
Power: -
Category: Support
Accuracy: Cute + Allure
Damage Pool: -
Added Effect: -
------------------------------------------------------
Chilling Water:
Type: Water
Power: 2
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 2
Added Effect: Decrease the foe's Strength
(Foe's Strength -1)
------------------------------------------------------
Chilly Reception:
Type: Ice
Power: -
Category: Support
Accuracy: Special + Nature
Damage Pool: -
Added Effect: Snow Weather for the next 4 Rounds. The user switches out after the Field Effect starts.
(Field Effect)
------------------------------------------------------
Chloroblast:
Type: Grass
Power: 6
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 6
Added Effect: Recoil
(Recoil Move, Accuracy -1)
------------------------------------------------------
Coaching:
Type: Fighting
Power: -
Category: Support
Accuracy: Tough + Nature
Damage Pool: -
Added Effect: Increase the Strength and Defense of One Ally.
(Strength +1, Defense +1)
------------------------------------------------------
Collision Course:
Type: Fighting
Power: 4*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool Strength + 4*
Added Effect: If this move is Super Effective on the foe, add 2 Extra Damage Dice
------------------------------------------------------
Combat Torque:
Type: Fighting
Power: 4
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 4
Added Effect: Roll 3 Chance Dice to Paralyze the foe.
------------------------------------------------------
Comeuppance:
Type: Dark
Power: *
Accuracy: Dexterity + Brawl
Damage Pool: Varies
Added Effect: This Move only works if the foe just used an attack. Roll the same Damage Pool as your foe's last attack and add 2 Extra Damage Dice
------------------------------------------------------
Corrosive Gas:
Type: Poison
Power: -
Category: Support
Accuracy: Insight + Channel
Damage Pool: -
Added Effect: All Pokemon on the field cannot use their held items.
------------------------------------------------------
Dire Claw:
Type: Poison
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Roll 2 Chance Dice to Poison the foe. Roll 2 Chance Dice to Paralyze the Foe. Roll 2 Chance Die to put the foe to Sleep
------------------------------------------------------
Doodle:
Type: Normal
Power: -
Category: Support
Accuracy: Insight + Perform
Damage Pool: -
Added Effect: Choose a foe. The User's Ability and One Ally's Ability change to that foe's Ability.
------------------------------------------------------
Double Shock:
Type: Electric
Power: 7
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 7
Added Effect: Lethal. After Damage is Dealt, the user is no longer considered an Electric-Type for the rest of the day(If its only type was Electric, it is now considered Typeless)/ Electric-type Moves won't add their Power to the Damage pool of this Pokemon for the rest of the day.
------------------------------------------------------
Dragon Energy:
Type: Dragon
Power: 6*
Category: Special
Damage Pool: Special + 6
Added Effect: Lethal. Target all foes in Range. Reduce 1 Dice from the Damage Pool for every missing HP the User has. Up to 5 dice may be removed this way.
------------------------------------------------------
Dual Wingbeat:
Type: Flying
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Double action.
(Accuracy -1)
------------------------------------------------------
Eerie Spell:
Type: Psychic
Power: 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Sound Based. Reduce the Foe's Will to 1 Point. Reset any effects it got from spending Will Points.
(Sound-Based Move)
------------------------------------------------------
Electro Drift:
Type: Fighting
Power: 4*
Category: Special
Accuracy: Dexterity + Channel
Damage Pool Special + 4*
Added Effect: If this move is Super Effective on the foe, add 2 Extra Damage Dice
------------------------------------------------------
Esper Wing:
Type: Psychic
Power 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Increase the User's Dexterity
(Speed +1)
------------------------------------------------------
Expanding Force:
Type: Psychic
Power: 3*
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3*
Added Effect: If there is a Psychic Terrain condition on the field, add 1 Extra Die to the Damage Pool and this move effects All Foes in range.
------------------------------------------------------
Fiery Wrath:
Type: Dark
Power: 3
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 3
Added Effect: Roll 2 Chance Dice to Flinch the foe.
------------------------------------------------------
Fillet Away:
Type: Normal
Power: -
Category: Support
Accuracy: Insight + Perform
Damage Pool: -
Added Effect: User deals Damage to itself equal to half of its total HP rounded down. Increase User's Strength, Dexterity, and Special.
(Strength +2, Dexterity +2, Special +2)
------------------------------------------------------
Flip Turn:
Type: Water
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: The user switches out
------------------------------------------------------
Flower Trick:
Type: Grass
Power: 3
Category: Physical
Accuracy: Dexterity + Allure
Damage Pool: Strength + 3
Added Effect: Never Fails. This Move is always a Critical Hit and it gets the proper bonus for it.
------------------------------------------------------
Freezing Glare:
Type: Psychic
Power: 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Roll 1 Chance Dice to Freeze the foe.
------------------------------------------------------
Gigaton Hammer:
Type: Steel
Power: 6
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 6
Added Effect: Cannot be used again for 1 Round.
------------------------------------------------------
Glacial Lance:
Type: Ice
Power: 5
Category: Special
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: All foes in Range
------------------------------------------------------
Glaive Rush:
Type: Dragon
Power: 6
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 6
Added Effect: Until the User's next Round, moves used against it Never Fail and if they are Damage moves they deal 2 Extra Dice of Damage.
------------------------------------------------------
Grassy Glide:
Type: Grass
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: If there is a Grassy Terrain condition on the field, increase Priority by 2.
------------------------------------------------------
Happy Hour:
Type: Normal
Power: -
Category: Support
Accuracy: Insight + Alert
Damage Pool: -
Added Effect: At the end of the battle double the amount of Money given to the Trainer.
------------------------------------------------------
Headlong Rush:
Type: Ground
Power: 5
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 5
Added Effect: After dealing damage, Reduce User's Defense and Special Defense
(Punching Move, Defense -1, Sp. Defense -1)
------------------------------------------------------
Hold Back:
Type: Normal
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: The foe can't go below 1 HP when hit by this move.
------------------------------------------------------
Hold Hands:
Type: Normal
Power: -
Category: Support
Accuracy: Cute + Allure
Damage Pool: -
Added Effect: Fails if there is only one Pokemon on your side of the field.
------------------------------------------------------
Hydro Steam:
Type Water
Power: 3*
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3*
Added Effect: If performed under Sunny Water, add 1 Extra Die to its Damage Pool instead of getting Damage reduced by 1.
------------------------------------------------------
Hyper Drill:
Type: Normal
Power: 4
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 4
Added Effect: Ignores the effect of any Shield Move the For might have used
------------------------------------------------------
Ice Spinner:
Type: Ice
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: After Damage is Dealt, remove the effects of terrain conditions from the field.
------------------------------------------------------
Infernal Parade:
Type: Ghost
Power: 2*
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 2*
Added Effect: Roll 3 Chance Dice to Burn the foe. If the foe was affected by a Status Ailment before using this move, add 2 Extra Dice to the Damage Pool

------------------------------------------------------

Ivy Cudgel:
Type: Grass
Power: 4
Category: Physica
Accuracy: Dexerity + Brawl
Damage Pool: Physical + 3
Added Effect: High Critical. When the user is Ogerpon, this move becomes a different type depending on the form:

-Teal Mask: Grass
-Wellspring Mask: Water
-Hearthflame Mask: Fire
-Cornerstone Mask: Rock

------------------------------------------------------

Jet Punch:
Type: Water
Power: 2
Category: Physical
Accuracy: Strength  + Brawl
Damage Pool: Strength + 2
Added Effect: Priority
(Priority +1, Punching Move)
------------------------------------------------------
Jungle Healing:
Type: Grass
Power: -
Category: Support
Accuracy: Special + Nature
Damage Pool: -
Added Effect: If successful, spend 1 Will point to activate. User and Allies in Range heal 1 HP at the end of each round and cure the User and allies suffering from Status Conditions for 4 rounds.
(Will 1)
------------------------------------------------------
Kowtow Cleave:
Type: Dark
Power: 3
Category: Physical
Accuracy: Strength + Allure
Damage Pool: Strength + 3
Added Effect: Never Fails
(Slashing Move)
------------------------------------------------------
Lash Out:
Type: Dark
Power: 3*
Category: Physical
Accuracy; Dexterity + Brawl
Damage Pool: Strength + 3*
Added Effect: Add 2 Extra Dice to the Damage Pool if a foe lowered one or more the User's Attributes in the last Round.
------------------------------------------------------
Last Respects:
Type: Ghost
Power: 2*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2*
Added Effect: Add 2 Extra Dice to the Damage Pool for each Fainted party member
------------------------------------------------------
Lumina Crash:
Type: Psychic
Power 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Decrease the foe's Sp. Defense)
(Foe's Sp. Defense -2)
------------------------------------------------------
Lunar Blessing:
Type: Psychic
Power: -
Category: Support
Accuracy: Special + Nature
Damage Pool: -
Added Effect: If successful, spend 1 Will point to activate. User and Allies in Range heal 1 HP at the end of each round and cure the User and allies suffering from Status Conditions for 4 rounds.
(Will 1)
------------------------------------------------------
Magical Torque:
Type: Fairy
Power: 4
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 4
Added Effect: Roll 3 Chance Dice to Confuse the foe.
------------------------------------------------------
Make it Rain:
Type: Steel
Power: 5
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 5
Added Effect: Decrease the User's Special
(Special -1)

------------------------------------------------------

Matcha Gotcha:
Type: Grass
Power: 3
Category: Special
Accuracy: Dexerity + Channel
Damage Pool: Special + 3
Added Effect: The user restores HP equal to half the damage dealt, rounded down. Roll 2 Chance Dice to Burn the foe.

(Accuracy -1, Draining Move)

------------------------------------------------------

Meteor Beam:
Type: Rock
Power: 5
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 5
Added Effect: Increase the User's Special. Charge.
(Special +1, Accuracy -1)
------------------------------------------------------
Misty Explosion:
Type: Fairy
Power: 6*
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 6*
Added Effect: If there is a Misty Terrain condition on the field, add 2 Extra Dice to the Damage Pool. After the damage is dealt the user faints. Lethal. Area Attack.
------------------------------------------------------
Mountain Gale:
Type: Ice
Power: 4
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 4
Added Effect: Roll 3 Chance Dice to Flinch.
(Accuracy -2)
------------------------------------------------------
Mortal Spin:
Type: Poison
Power: 1
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 1
Added Effect: Remove Entry Hazards (Spikes, Stealth Rock, ect.) and Leech Seed from the user's side of the field. The foe is now Poisoned.
------------------------------------------------------
Mystical Power:
Esper Wing:
Type: Psychic
Power 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Increase the User's Special
(Special +1, Accuracy -1)
------------------------------------------------------
Noxious Torque:
Type: Poison
Power: 4
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 4
Added Effect: Roll 3 Chance Dice to Poison the foe.
------------------------------------------------------
Order Up:
Type: Dragon
Power: 3
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: If the user is a Dodonzo that has a Tatsugiri in its mouth via the Commander Ability, increase one of the User's Attributes based on the Tatsugiri's Form:
-Curly Form: Strength
-Droopy Form: Defense
-Stretchy Form: Dexterity
------------------------------------------------------
Poltergeist:
Type: Ghost
Power: 5
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 5
Added Effect: Cannot be used on a Foe with no Hold Item.
(Accuracy -1)
------------------------------------------------------
Population Bomb:
Type: Normal
Power: 2*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Successive Actions.
(Successive Action Move, Slashing Move, Accuracy -1)
------------------------------------------------------
Pounce:
Type: Bug
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength +v2
Added Effect: Decrease the foe's Dexterity
(Foe's Dexterity -1)
------------------------------------------------------
Power Shift:
Type: Normal
Power: -
Category: Support
Accuracy: Special + Channel
Damage Pool: -
Added Effect: Switch the User's Strength with its Defense and the User's Special with its Sp. Defense
------------------------------------------------------
Psyblade:
Type: Psychic
Power: 3*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3*
Added Effect: If there is an Electric Terrain condition on the field, add 1 Extra Die to the Damage Pool.
(Slashing Move)
------------------------------------------------------
Psyshield Bash:
Type: Psychic
Power: 3
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: Increase User's Defense
(Defense +1, Accuracy -1)
------------------------------------------------------
Rage Fist:
Type: Ghost
Power: 2
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 2
Added Effect: If the user receives damage after using this Move, Increase User Strength. This effect can stack up to 3 times
(Punching Move)
------------------------------------------------------
Raging Bull:
Type: Normal
Power: 3
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: If a Barrier is in place on the foe's side (i.e. Light Screen, Reflect) destroy the barrier. When the user is a Paldean Tauros, this move becomes a different type depending on the form of the Paldean Tauros:
-Combat Breed: Fighting
-Blaze Breed: Fire
-Aqua Breed: Water
------------------------------------------------------
Raging Fury:
Type: Fire
Power: 5
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 5
Added Effect: Rampage. Targets random foe.
(Rampage Move)
------------------------------------------------------
Rising Voltage:
Type: Electric
Power: 3*
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3*
Added Effect: If there is an Electric Terrain condition on the field, add 2 Extra Dice to the Damage Pool.
------------------------------------------------------
Revival Blessing:
Type: Normal
Power: -
Category: Support
Damage Pool: -
Accuracy: Will + Channel
Added Effect: If successful, spend 1 Will point to activate. Treat 1 fainted Ally of the GM's choice as if a Revive was used on them. This move cannot be selected for the rest of the day.
------------------------------------------------------
Ruination:
Type: Dark
Power: *
Category: Special
Accuracy: Special + Channel
Damage Pool: Varies
Added Effect: Damage Roll is Half of the Foe's remaining HP (Up to 10) Rounded down. If the remaining HP of the foe is 1, this move fails. Ignore the foe's Defenses.
(Accuracy -1)
------------------------------------------------------
Salt Cure:
Type: Rock
Power: 2
Category: Physical
Accuracy; Strength + Brawl
Damaged Pool: Strength + 2
Added Effect. Roll 2 Dice of Damage against the foe at the end of each round. If that For is a Water or Steel Type, roll 3 Dice of Damage instead. Lasts until the foe switches out.
------------------------------------------------------
Sandsear Storm:
Type: Ground
Power: 4
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 4
Added Effect: Roll 2 Chance Dice to burn the foe
(Wind Move, Accuracy -2)
------------------------------------------------------
Scale Shot:
Type: Dragon
Power: 1
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 1
Added Effect: Ranged. Successive Actions. Increase User's Dexterity. Decrease User's Defense.
(Successive Action, Dexterity +1, Defense -1, Accuracy -1)
------------------------------------------------------
Scorching Sands:
Type: Ground
Power: 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Roll 3 Chance Dice to Burn the foe.
------------------------------------------------------
Shed Tail:
Type: Normal
Power: -
Category: Support
Accuracy: Dexterity + Stealth
Damage Pool: -
Added Effect: User deals Damage to itself equal to half of its total HP rounded down. The User switches out and puts a decoy with 2 HP with the same Defenses as the user that is uses by the Pokemon that Switches in. If the decoy's HP is depleted, it dissappears and the receiver of the Decoy comes back into the fight. Decoy can only be affected by damaging moves.
------------------------------------------------------
Shell Side Arm:
Type: Poison
Power: 3
Category: Physical or Special
Accuracy: Strength + Brawl if Physical, Dexterity + Channel if Special
Damage Pool: Strength/Special + 3
Added Effect: This Move's Damage Pool can be rolled with either the Strength or Special Attribute, dealing Physical or Special Damage respectively. Choose whatever is most convenient for the user.
------------------------------------------------------
Shelter:
Type: Steel
Power: -
Category: Support
Accuracy: Vitality + Brawl
Damage Pool: -
Added Effect: Increase the User's Defense.
(Defense +2)
------------------------------------------------------
Silk Trap:
Type: Bug
Power: -
Category: Support
Accuracy: Dexterity + Channel
Damage Pool: -
Added Effect: Priority Shield. If the foe was using a Physical Move, Reduce the foe's Dexterity. Reduce 3 Dice from the foe's Damage Pool.
(Foe's Speed -1)
------------------------------------------------------
Skitter Smack:
Type: Bug
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Decrease the foe's Special
(Accuracy -1, Foe's Special -1)
------------------------------------------------------
Snowscape:
Type: Ice
Power: -
Category: Support
Accuracy: Special + Nature
Damage Pool: -
Added Effect: Snow Weather for the next 4 Rounds.
(Field Effect)
------------------------------------------------------
Spicy Extract:
Type: Grass
Power: -
Category: Support
Accuracy: Dexterity + Channel
Damage Pool: -
Added Effect: Never Fails. One Ally or Foe increases Strength and lower's Defense
(Strength +2, Defense -2)
------------------------------------------------------
Spin Out:
Type: Steel
Power: 5
Category: Physical
Accuracy: Dexterity + Strength
Damage Pool: Strength + 5
Added Effect: Decrease User's Dexterity.
(Dexterity -2)
------------------------------------------------------
Springtide Storm:
Type: Fairy
Power: 4
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 4
Added Effect: Roll 3 Chance Dice to lower the foe's Strength
(Wind Move, Accuracy -2, Foe's Strength -1)
------------------------------------------------------
Steel Roller:
Type: Steel
Power: 6
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 6
Added Effect: Lethal. This move can only be used if a terrain condition is on the field. After Damage is Dealt, remove the effects of terrain conditions from the field.
------------------------------------------------------
Stone Axe:
Type: Rock
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack and is treated as the same type of Entry Hazard as Stealth Rock.
(Field Effect, Slashing Move, Accuracy -1)
------------------------------------------------------
Surging Strikes:
Type: Water
Power: 1
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 1
Added Effect: Successive Actions. This Move is always a Critical Hit and it gets the proper bonus for it.
(Successive Action Move, Punching Move)

------------------------------------------------------

Syrup Bomb:
Type: Grass
Power: 2
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 2
Added Effect: At the end of each round for the next three rounds, lower a hit target's Dexterity by 1.

(Accuracy -1, Ballistics Move)

------------------------------------------------------

Take Heart:
Type: Psychic
Power: -
Category: Support
Accuracy: Will + Channel
Damage Pool: -
Added Effect: The user cures itself from all Status Conditions. Increase user's Special and Sp. Defense.
(Special +1, Sp. Defense +1)
------------------------------------------------------
Tera Blast:
Type: Normal
Power: 3
Category: Special when not Terastallized, Varies when Terastallized
Accuracy: Dexterity + Brawl if Physical, Dexterity + Channel if Special
Damage Pool: Strength/Special + 3
Added Effect: When the user is Terastallized, this move's type is the same type as the User's Tera Type and this Move's Damage Pool can be rolled with either the Strength or Special Attribute, dealing Physical or Special Damage respectively. Choose whatever is most convenient for the user.
------------------------------------------------------
Terrain Pulse:
Type: Normal
Power: 2
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 2
Added Effect: If there is a terrain condition on the field, add 2 Extra Dice to the Damage Pool. This Move's type will change according to the Weather. Electric Terrain/Electric, Grassy Terrain/Grass, Misty Terrain/Fairy, Psychic Terrain/Psychic
------------------------------------------------------
Tidy Up:
Type: Normal
Power: -
Category: Support
Accuracy: Dexterity + Perform
Damage Pool: -
Added Effect: Remove all Entry Hazards (Spikes, Stealth Rock, ect.) and decoys(Substitute, Shed Tail, ect.) from the Battlefield. Increase user's Strength and Dexterity.
(Field Effect, Strength +1, Dexterity +1)
------------------------------------------------------
Thunder Cage:
Type: Electric
Power: 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
(Accuracy -1)
------------------------------------------------------
Thunderous Kick:
Type: Fighting
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: Decrease the foe's Defense.
(Foe's Defense -1)
------------------------------------------------------
Trailblaze:
Type: Grass
Power: 2
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Increase the User's Dexterity.
(Dexterity +1)
------------------------------------------------------
Triple Arrows:
Type: Fighting
Power:3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: High Critical. Roll 5 Chance Dice to Reduce foe's Defense. Roll 3 Chance Dice to Flinch.
(Foe's Defense -1)
------------------------------------------------------
Triple Axel:
Type: Ice
Power: 2*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Successive Actions
Add one extra dice to the Damage Pool equal to the last hit performed
(Successive Action Move, Accuracy -1)
------------------------------------------------------
Triple Dive:
Type: Water
Power: 2*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 2
Added Effect: Successive Actions.
(Successive Action Move, Accuracy -1)
------------------------------------------------------
Torch Song:
Type: Fire
Power 3
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 3
Added Effect: Sound Based. Increase the User's Special
(Sound Based Move, Special +1)
------------------------------------------------------
Twin Beam:
Type: Psychic
Power: 2
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 2
Added Effect: Double Action
(Double Action Move)
------------------------------------------------------
Victory Dance:
Type: Fighting
Power: -
Hit Pool: Beauty + Perform
Damage Pool: -
Added Effect: Increases Strength, Dexterity, and Defense
(Strength +1, Dexterity +1, Defense +1)
------------------------------------------------------
Wave Crash:
Type: Water
Power: 5
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Special + 5
Added Effect: Recoil
(Recoil Move)
------------------------------------------------------
Wicked Blow:
Type: Dark
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: This Move is always a Critical Hit and it gets the proper bonus for it.
(Punching Move)
------------------------------------------------------
Wicked Torque:
Type: Dark
Power: 3
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 3
Added Effect: Roll 1 Chance Dice to put the foe to Sleep.
------------------------------------------------------
Wildbolt Storm:
Type: Electric
Power: 4
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special + 4
Added Effect: Roll 2 Chance Dice to Paralyze the foe
(Wind Move, Accuracy -2)
------------------------------------------------------
Quote

------------------------------------------------------
------------------------------------------------------
New Moves:
------------------------------------------------------
------------------------------------------------------
TABLE OF CONTENTS:
-Alluring Voice
-Burning Bulwark
-Dragon Cheer
-Electro Shot
-Fickle Beam
-Hard Press
-Malignant Chain
-Mighty Cleave
-Psychic Noise
-Supercell Slam
-Tachyon Cutter
-Temper Flare
-Tera Starstorm
-Thunderclap
-Upper Hand
------------------------------------------------------
------------------------------------------------------

Alluring Voice:
Type: Fairy
Power: 3
Category: Special
Accuracy: Special + Perform
Damage Pool: Special + 3
Added Effect: Sound Based. If the foe Pokemon has increased one of their stats within the last turn, they are now Confused

(Sound Move)

------------------------------------------------------

Burning Bulwark:
Type: Fire
Power: -
Category: Support
Accuracy: Vitality + Nature
Damage Pool: -
Added Effect: Priority. Shield. If the foe attacked using a Physical Move, it is now Burned. Reduce 3 Dice from the Foe's Damage Pool.

(Shield Move, Priority +4)

------------------------------------------------------

Dragon Cheer:
Type: Dragon
Power: -
Category: Support
Accuracy: Insight + Nature
Damage Pool: -
Added Effect: All of the User's Allies' Damaging Moves now have "High Critical". If an Ally is also a Dragon type, their moves always Crit on a successful accuracy check instead. This effect lasts until the end of the scene.

------------------------------------------------------

Electro Shot:
Type: Electric
Power: 5
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 5
Added Effect: Increase the User's Special. Charge Move. If there is Rainy weather, you skip this Move's Charge Action.

(Special +1)

------------------------------------------------------

Fickle Beam:
Type: Dragon
Power: 3*
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 3*
Added Effect: Before rolling damage, roll 1 Chance Dice. If it is a success, add 2 Extra Dice to the Damage Pool.

------------------------------------------------------

Hard Press:
Type: Steel
Power: 5*
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 5*
Added Effect: Remove 1 Dice from the Damage Pool for every missing HP on the target. Up to 4 Dice may be removed this way.

------------------------------------------------------

Malignant Chain:
Type: Poison
Power: 5
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 5
Added Effect: Roll 5 Chance Dice to Badly Poison the Foe.

------------------------------------------------------

Mighty Cleave:
Type: Rock
Power: 4
Category: Physical
Accuracy: Strength + Brawl
Damage Pool: Strength + 4
Added Effect: Ignores the effect of any Shield Move the foe might have used

(Slashing Move)

------------------------------------------------------

Psychic Noise:
Type: Psychic
Power: 3
Category: Special
Accuracy: Special + Perform
Damage Pool: Special + 3
Added Effect: The foe cannot regain any lost HP. Lasts 2 Rounds.

(Sound Move)

------------------------------------------------------

Supercell Slam:
Type: Electric
Power: 4
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Physical + 4
Added Effect: If Accuracy Roll is unsuccessful, deal 4 Dice of Damage to the User.

------------------------------------------------------

Tachyon Cutter:
Type: Steel
Power: 2
Category: Special
Accuracy: Dexterity + Channel
Damage Pool: Special +2
Added Effect: Never Fails. Double Action.

(Double Action)

------------------------------------------------------

Temper Flare:
Type: Ground
Power: 3*
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength +3*
Added Effect: Add 2 Extra Dice to the Damage Pool of this move if the User failed the Accuracy Roll of the last Move it performed.

------------------------------------------------------

Tera Starstorm:
Type: Normal
Power: 6
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 6
Added Effect: When used by Stellar Form Terapagos, this move becomes Stellar Type and targets all foes.

------------------------------------------------------

Thunderclap:
Type: Electric
Power: 3
Category: Special
Accuracy: Special + Channel
Damage Pool: Special + 3
Added Effect: This move can only be used after the Target rolls a damaging move.

(Priority +1)

------------------------------------------------------

Upper Hand:
Type: Fighting
Power: 3
Category: Physical
Accuracy: Dexterity + Brawl
Damage Pool: Strength + 3
Added Effect: This move can only be used after the Target rolls a damaging move with priority.

(Priority +3)

------------------------------------------------------