ADV move descriptions

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
[NAME]
Absorb
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.


[NAME]
Acid
[SHORT DESC]
10% chance to lower Def 1 stage.
[LONG DESC]
Has a 10% chance to lower target's Defense one stage.


[NAME]
Acid Armor
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.


[NAME]
Aerial Ace
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Aerial Ace ignores all Accuracy and Evasion modifiers.


[NAME]
Aeroblast
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Agility
[SHORT DESC]
Boosts Spd 2 stages.
[LONG DESC]
Boosts user's Speed two stages.


[NAME]
Air Cutter
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Amnesia
[SHORT DESC]
Boosts SpDef 2 stages.
[LONG DESC]
Boosts user's Special Defense two stages.


[NAME]
Ancientpower
[SHORT DESC]
10% chance to boost all stats 1 stage.
[LONG DESC]
Has a 10% chance to boost the user's Attack, Defense, Special Attack, Special Defense, and Speed one stage.


[NAME]
Arm Thrust
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Aromatherapy
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team.


[NAME]
Assist
[SHORT DESC]
Uses a random move from the user's team.
[LONG DESC]
Uses a random move from a random Pokemon in user's party, other than the user and eggs. Can pick moves from a fainted Pokemon.

Assist cannot select the following attacks:

<ul>
<li>Assist</li>
<li>Counter</li>
<li>Covet</li>
<li>Destiny Bond</li>
<li>Detect</li>
<li>Endure</li>
<li>Focus Punch</li>
<li>Follow Me</li>
<li>Helping Hand</li>
<li>Metronome</li>
<li>Mimic</li>
<li>Mirror Coat</li>
<li>Mirror Move</li>
<li>Protect</li>
<li>Sketch</li>
<li>Sleep Talk</li>
<li>Snatch</li>
<li>Struggle</li>
<li>Thief</li>
<li>Trick</li>
</ul>


[NAME]
Astonish
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.


[NAME]
Attract
[SHORT DESC]
Targets of the opposite gender have a 50% chance to do nothing.
[LONG DESC]
Targets of the opposite gender have a 50% chance to do nothing each turn when affected with this condition.


[NAME]
Aurora Beam
[SHORT DESC]
10% chance to lower Atk.
[LONG DESC]
Has a 10% chance to lower target's Attack one stage.


[NAME]
Barrage
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Barrier
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.


[NAME]
Baton Pass
[SHORT DESC]
User switches, but passes on all stat changes and some special conditions.
[LONG DESC]
The following are the only things that are Baton Passed:

<ul>
<li>Block (both on you and your opponent)</li>
<li>Confusion</li>
<li>Curse (when used by a Ghost on the Baton Passer)</li>
<li>Focus Energy</li>
<li>Ingrain</li>
<li>Leech Seed</li>
<li>Lock-On</li>
<li>Mean Look</li>
<li>Mind Reader</li>
<li>Spider Web</li>
<li>Perish Count</li>
<li>Substitute (keeps its HP)</li>
<li>Stat boosts / drops</li>
</ul>


[NAME]
Beat Up
[SHORT DESC]
All healthy Pokemon aid in damaging the target.
[LONG DESC]
All Pokemon on the user's team that are not fainted and do not have a status condition do a 10 power typeless attack on the target. Beat Up uses base Attack and base Defense for these calculations; EVs, IVs, and Natures are irrelevant. Beat Up hits through Wonder Guard, even if the Pokemon isn't weak to Dark. If the user targets its ally in 2v2, this results in the ally beating itself up if it doesn't have a status condition.


[NAME]
Belly Drum
[SHORT DESC]
User loses 50% max HP. Maximizes Atk.
[LONG DESC]
Costs the user 50% of its max HP, but brings Attack to +6 stages. It fails if the user has 50% HP or less.


[NAME]
Bide
[SHORT DESC]
Charges for 2-3 turns; returns double the damage received in those turns.
[LONG DESC]
Does nothing for 2-3 turns, but damages the target for twice the damage received in those turns. Does not take type effectiveness into account, but does not hit Ghosts..


[NAME]
Bind
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Bite
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch.


[NAME]
Blast Burn
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.


[NAME]
Blaze Kick
[SHORT DESC]
High Critical Hit rate. 10% chance to Burn the target.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal. Has a 10% chance to Burn the target.


[NAME]
Blizzard
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze target.


[NAME]
Block
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.


[NAME]
Body Slam
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.


[NAME]
Bone Club
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch.


[NAME]
Bone Rush
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Bonemerang
[SHORT DESC]
Hits twice in one turn.
[LONG DESC]
Hits twice in one turn.


[NAME]
Bounce
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn. 30% chance to Paralyze.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Has a 30% chance to Paralyze the target. Sky Uppercut and Thunder have regular accuracy and base power against a Pokemon in the middle of Bounce. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Bounce.


[NAME]
Brick Break
[SHORT DESC]
Destroys Light Screen and Reflect, then hits.
[LONG DESC]
Destroys Light Screen and Reflect, then hits. Destroys the screens even if it targets a Ghost or misses the target.


[NAME]
Bubble
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.


[NAME]
Bubblebeam
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.


[NAME]
Bulk Up
[SHORT DESC]
Boosts Atk and Def 1 stage.
[LONG DESC]
Boosts user's Attack and Defense one stage each.


[NAME]
Bullet Seed
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Calm Mind
[SHORT DESC]
Boosts SpAtk and SpDef 1 stage.
[LONG DESC]
Boosts user's Special Attack and Special Defense one stage each.


[NAME]
Camouflage
[SHORT DESC]
Changes user's type to Normal in link battles.
[LONG DESC]
Changes user's type to Normal in link battles.


[NAME]
Charge
[SHORT DESC]
Doubles power of an Electric move used next turn.
[LONG DESC]
Doubles the power of any Electric move used by this Pokemon next turn.


[NAME]
Charm
[SHORT DESC]
Lowers foe's Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.


[NAME]
Clamp
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a secondary effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Comet Punch
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Confuse Ray
[SHORT DESC]
Confuses the target.
[LONG DESC]
Confuses the target.


[NAME]
Confusion
[SHORT DESC]
10% chance to Confuse.
[LONG DESC]
Has a 10% chance to Confuse the target.


[NAME]
Constrict
[SHORT DESC]
10% chance to lower Spd.
[LONG DESC]
Has a 10% chance to lower the target's Speed one stage.


[NAME]
Conversion
[SHORT DESC]
Changes user into a new type based on the user's moves.
[LONG DESC]
The user is changed into the same type as one of moves of the user, chosen at random. The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. The move fails if all the user's moves are the same type as the user.


[NAME]
Conversion2
[SHORT DESC]
Changes user into a new type that resists the last attack to hit the user.
[LONG DESC]
Changes user into a new type that resists / is immune to the last attack to hit the user. Works even if the attack hits a Substitute. It only picks from types different from the current type of the user, meaning that if the Pokemon can change types and still resist the attack, it will change types.


[NAME]
Cosmic Power
[SHORT DESC]
Boosts Def and SpDef 1 stage.
[LONG DESC]
Boosts Defense and Special Defense one stage each.


[NAME]
Cotton Spore
[SHORT DESC]
Lowers foe's Spd 2 stages.
[LONG DESC]
Lowers target's Speed two stages.


[NAME]
Counter
[SHORT DESC]
If hit by a physical attack, returns double the damage.
[LONG DESC]
If hit by a physical attack, returns double the damage done. Does not affect Ghosts, but hits everything else for the same damage.


[NAME]
Covet
[SHORT DESC]
Steals target's item.
[LONG DESC]
Steals target's item. If the user already has an item, then damage is still dealt, but with no additional effect. If the target does not have an item, damage is still dealt, but with no additional effect. Sticky Hold prevents the effect, but not the damage.


[NAME]
Crabhammer
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Cross Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Crunch
[SHORT DESC]
20% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 20% chance to lower target's Special Defense one stage.


[NAME]
Crush Claw
[SHORT DESC]
50% chance to lower Def 1 stage.
[LONG DESC]
Has a 50% chance to lower target's Defense one stage.


[NAME]
Curse
[SHORT DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Atk and Def and lowers Spd 1 stage otherwise.
[LONG DESC]
Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts Attack and Defense one stage and lowers Speed one stage if the user is not a Ghost.


[NAME]
Cut
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Defense Curl
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage. Doubles the power of Ice Ball and Rollout for as long as the user is in the battle. The Defense boost can be Baton Passed, but the Ice Ball / Rollout boost cannot.


[NAME]
Destiny Bond
[SHORT DESC]
If the user faints, the foe faints.
[LONG DESC]
If the user faints before their next move, the Pokemon that fainted the user will faint as well. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.


[NAME]
Detect
[SHORT DESC]
Prevents anything from working on the user that turn.
[LONG DESC]
Prevents anything from working on the user next turn. Perish Song hits through Detect. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.


[NAME]
Dig
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Earthquake and Magnitude hit Pokemon on the charge-up turn with double base power.


[NAME]
Disable
[SHORT DESC]
Prevents the last move used from being used again for 4-7 turns.
[LONG DESC]
Prevents the last move the target used from being used again for 4-7 turns. Only one move per target can be Disabled. Disable fails if the targeted move has no remaining PP. The target does nothing if the move it was about to use is Disabled that turn.


[NAME]
Dive
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Surf hits Pokemon on the charge-up turn with double base power.


[NAME]
Dizzy Punch
[SHORT DESC]
20% chance to Confuse.
[LONG DESC]
Has a 20% chance to Confuse the target.


[NAME]
Doom Desire
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>

<p>The damage is based on the Attack and Defense at the time of using Doom Desire, not at the time of striking. This means that if you use Doom Desire on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>

<p>Doom Desire is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Doom Desire is selected, however, that will count as a successful Detect or Protect against Doom Desire.</p>

<p>Multiple Doom Desires cannot be queued for the same Pokemon. Doom Desire must hit the target before it can target that Pokemon again. It uses the same queue as Future Sight, so they cannot be stacked together.</p>


[NAME]
Double Kick
[SHORT DESC]
Hits twice in 1 turn.
[LONG DESC]
Hits twice in one turn.


[NAME]
Double Team
[SHORT DESC]
Boosts Evasion 1 stage.
[LONG DESC]
Boosts Evasion one stage.


[NAME]
Double-Edge
[SHORT DESC]
Has 1/3 recoil.
[LONG DESC]
Does 1/3 of the damage done to the user as recoil.


[NAME]
Doubleslap
[SHORT DESC]
Hits 2-5 times in 1 turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Dragon Claw
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Dragon Dance
[SHORT DESC]
Boosts Atk and Spd 1 stage.
[LONG DESC]
Boosts user's Attack and Speed one stage.


[NAME]
Dragon Rage
[SHORT DESC]
Does 40 damage.
[LONG DESC]
Always does 40 damage.


[NAME]
Dragonbreath
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.


[NAME]
Dream Eater
[SHORT DESC]
Leeches 50% damage. Only works on a Sleeping Pokemon.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP. Only works on a Sleeping Pokemon.


[NAME]
Drill Peck
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Dynamicpunch
[SHORT DESC]
Confuses the foe.
[LONG DESC]
Confuses the target.


[NAME]
Earthquake
[SHORT DESC]
Hits Pokemon using Dig with double base power.
[LONG DESC]
Hits Pokemon using Dig with double base power.


[NAME]
Egg Bomb
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Ember
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.


[NAME]
Encore
[SHORT DESC]
Causes the target to repeat the move 4-8 turns.
[LONG DESC]
Causes the target to repeat the move it last used for 4-8 turns. In 2v2, targeted moves target a random foe.


[NAME]
Endeavor
[SHORT DESC]
Lowers the target's HP to the user's HP.
[LONG DESC]
If the target has more HP than the user, then the target's HP is reduced to the user's HP. If the target has less HP than the user, nothing happens. It is not affected by resistances, but it does not hit Ghosts.


[NAME]
Endure
[SHORT DESC]
The user always survives with at least 1 HP.
[LONG DESC]
No attack will faint the user. If an attack would have done enough damage to cause the user to faint, it instead leaves them with 1 HP. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.


[NAME]
Eruption
[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]
The formula for the power is 150 * Current HP / Max HP. At 100% health, therefore, the power is 150.


[NAME]
Explosion
[SHORT DESC]
Faints the user.
[LONG DESC]
Faints the user. Damage is calculated as though the defender has half of its Defense.


[NAME]
Extrasensory
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.


[NAME]
Facade
[SHORT DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.
[LONG DESC]
Has 140 power when Burned, Paralyzed, or Poisoned.


[NAME]
Faint Attack
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Faint Attack ignores all Accuracy and Evasion modifiers.


[NAME]
Fake Out
[SHORT DESC]
Flinches the foe. Can only be used on the first turn out.
[LONG DESC]
Flinches the target. Can only be used on the first turn out. Switching the user back in will allow it to be used again.


[NAME]
Fake Tears
[SHORT DESC]
Lowers SpDef 2 stages.
[LONG DESC]
Lowers the target's Special Defense two stages.


[NAME]
False Swipe
[SHORT DESC]
Always leaves the foe with at least 1 HP.
[LONG DESC]
If this move would faint the target, it leaves the target with 1 HP instead.


[NAME]
Featherdance
[SHORT DESC]
Lowers Atk 2 stages.
[LONG DESC]
Lowers the target's Attack two stages.


[NAME]
Fire Blast
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.


[NAME]
Fire Punch
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.


[NAME]
Fire Spin
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Fissure
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Fissure will hit. Fissure ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.

<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>

<dl>
<dt>U</dt>
<dd>Level of the user</dd>

<dt>T</dt>
<dd>Level of the target</dd>
</dl>

Fissure fails if the user's level is less than the target's level.


[NAME]
Flail
[SHORT DESC]
Does more damage as HP decreases.
[LONG DESC]
<code><var>N</var> = floor(64 * <var>User's current HP</var> / <var>User's total HP</var>)</code>

Value of N: Base Damage

<ul>
<li>0-1: 200</li>
<li>2-5: 150</li>
<li>6-12: 100</li>
<li>13-21: 80</li>
<li>22-42: 40</li>
<li>43-64: 20</li>
</ul>


[NAME]
Flame Wheel
[SHORT DESC]
10% chance to Burn. Thaws the user.
[LONG DESC]
Has a 10% chance to Burn the target. Thaws the user if Frozen.


[NAME]
Flamethrower
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.


[NAME]
Flash
[SHORT DESC]
Lowers foe's Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.


[NAME]
Flatter
[SHORT DESC]
Confuses the foe. Boosts the foe's SpAtk 1 stage.
[LONG DESC]
Confuses the target and boosts its Special Attack one stage.


[NAME]
Fly
[SHORT DESC]
User is made invulnerable for one turn, then hits the next turn.
[LONG DESC]
User is made invulnerable for one turn, then hits the next turn. Sky Uppercut and Thunder have regular Accuracy and base power against a Pokemon in the middle of Fly. The base power of Gust and Twister doubles against a Pokemon in the charge up stage of Fly.


[NAME]
Focus Energy
[SHORT DESC]
Boosts Critical Hit rate 1 stage.
[LONG DESC]
Boosts the user's Critical Hit rate one stage.


[NAME]
Focus Punch
[SHORT DESC]
Fails if the user is damaged.
[LONG DESC]
This attack fails if the user is damaged.


[NAME]
Follow Me
[SHORT DESC]
All moves target the user.
[LONG DESC]
All targeted moves target the user, regardless of the intended target.


[NAME]
Foresight
[SHORT DESC]
Blocks Evasion modifiers. Allows Fighting and Normal to hit Ghost.
[LONG DESC]
Nullifies all Evasion modifiers, both present and future, on the target. Fighting and Normal moves can hit Ghosts.


[NAME]
Frenzy Plant
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.


[NAME]
Frustration
[SHORT DESC]
No additional effect.
[LONG DESC]
Base Power = 102 - floor(Happiness * 2 / 5)
If this formula returns 0, the Base Power is changed to 1.


[NAME]
Fury Attack
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Fury Cutter
[SHORT DESC]
Power doubles with each consecutive hit.
[LONG DESC]
Power doubles with each consecutive hit. If Fury Cutter misses, power is reset. If a move other than Fury Cutter is used, the power is reset. The power maxes out at 160.


[NAME]
Fury Swipes
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Future Sight
[SHORT DESC]
Deals damage at the end of the turn after three turns.
[LONG DESC]
<p>Deals damage at the end of the turn after three turns.</p>

<p>The damage is based on the Special Attack and Special Defense at the time of using Future Sight, not at the time of striking. This means that if you use Future Sight on a Pokemon with 100 Special Defense, and then your opponent switches to a Pokemon with 300 Special Defense, the damage calculations will be done as though the target has 100 Special Defense.</p>

<p>Future Sight is technically typeless, so it does not get STAB, and hits all Pokemon neutrally. It hits through Wonder Guard. Because it damages at the end of the turn, it is not blocked by Detect or Protect, and can KO a Pokemon that used Endure. If the target uses Detect or Protect on the turn Future Sight is selected, however, that will count as a successful Detect or Protect against Future Sight.</p>

<p>Multiple Future Sights cannot be queued for the same Pokemon. Future Sight must hit the target before it can target that Pokemon again. It uses the same queue as Doom Desire, so they cannot be stacked together.</p>


[NAME]
Giga Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.


[NAME]
Glare
[SHORT DESC]
Paralyzes the target.
[LONG DESC]
Paralyzes the target.


[NAME]
Grasswhistle
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Growl
[SHORT DESC]
Lowers foe's Atk 1 stage.
[LONG DESC]
Lowers the target's Attack one stage.


[NAME]
Growth
[SHORT DESC]
Boosts SpAtk 1 stage.
[LONG DESC]
Boosts user's Special Attack one stage.


[NAME]
Grudge
[SHORT DESC]
If the user faints, the foe's attack loses all of its PP.
[LONG DESC]
If the user faints before its next move, the Pokemon that fainted the user will lose all PP in the move they used to KO the user. This does not take into account any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, status, Doom Desire, or Future Sight.


[NAME]
Guillotine
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Guillotine will hit. Guillotine ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.

<code><var>Accuracy</var> = ((<var>U</var> - <var>T</var>) + 30) / 100</code>

<dl>
<dt>U</dt>
<dd>Level of the user</dd>

<dt>T</dt>
<dd>Level of the target</dd>
</dl>

Guillotine fails if the user's level is less than the target's level.


[NAME]
Gust
[SHORT DESC]
Hits Bouncers and Fliers for twice base power.
[LONG DESC]
Gust has double base power against Pokemon in the charge-up stage of Bounce or Fly.


[NAME]
Hail
[SHORT DESC]
Summons Hail for 5 turns.
[LONG DESC]
Summons Hail for 5 turns. Does 1/16 damage to all non-Ice types.


[NAME]
Harden
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage.


[NAME]
Haze
[SHORT DESC]
Eliminates all stat changes.
[LONG DESC]
Brings all Pokemon's stat changes to their base amount (0 stages). This does not affect the boost from Choice Band, Choice Scarf, or Choice Specs. This is not blocked by Clear Body or White Smoke.


[NAME]
Headbutt
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.


[NAME]
Heal Bell
[SHORT DESC]
Cures status on the user's team.
[LONG DESC]
Cures Burn, Confusion, Freeze, Paralysis, Poison, and Sleep from every Pokemon on the user's team. It works even if a Soundproof Pokemon is out, but it doesn't heal any Pokemon in the user's party that have the ability Soundproof.


[NAME]
Heat Wave
[SHORT DESC]
10% chance to Burn.
[LONG DESC]
Has a 10% chance to Burn the target.


[NAME]
Helping Hand
[SHORT DESC]
Increases power of ally's moves 50%.
[LONG DESC]
Increases the base power of the user's ally's moves in 2v2 by 50% for that turn.


[NAME]
Hi Jump Kick
[SHORT DESC]
If it misses, 1/2 the damage that would have been done is done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user. Hi Jump Kick's miss damage is capped at 1/2 the target's max HP.


[NAME]
Hidden Power
[SHORT DESC]
Can have 30-70 power and can be any type but Normal, based on the user's IVs.
[LONG DESC]
Type depends on the user's IVs, with the following formula:
Type = (A + B + C + D + E + F) * 15 / 63

If the IV of HP is odd, then A = 1.
If the IV of Attack is odd, then B = 2.
If the IV of Defense is odd, then C = 4.
If the IV of Speed is odd, then D = 8.
If the IV of Special Attack is odd, then E = 16.
If the IV of Special Defense is odd, then F = 32.
If the IV of any are even, then their variable = 0

This number is rounded down, and then determined by the following table:

0 = Fighting
1 = Flying
2 = Poison
3 = Ground
4 = Rock
5 = Bug
6 = Ghost
7 = Steel
8 = Fire
9 = Water
10 = Grass
11 = Electric
12 = Psychic
13 = Ice
14 = Dragon
15 = Dark


Power depends on the user's IVs, as well, with the following formula:
Power = (U + V + W + X + Y + Z) * (40 / 63) + 30

If the IV of HP divided by 4 has remainder 2 or 3, then U = 1.
If the IV of Attack divided by 4 has remainder 2 or 3, then V = 2.
If the IV of Defense divided by 4 has remainder 2 or 3, then W = 4.
If the IV of Speed divided by 4 has remainder 2 or 3, then X = 8.
If the IV of Special Attack divided by 4 has remainder 2 or 3, then Y = 16.
If the IV of Special Defense divided by 4 has remainder 2 or 3, then Z = 32.
If the IV of any divided by 4 has remainder 0 or 1, then their variable = 0

In other words, if the IV is 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, or 31, you use the number given, otherwise, use 0.

The final number is rounded down, and that is the power of your Hidden Power.


[NAME]
Horn Attack
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Horn Drill
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Horn Drill will hit. Horn Drill ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.

Accuracy = ((U - T) + 30) / 100

U = Level of the user
T = Level of the target

Horn Drill fails if the user's level is less than the target's level.


[NAME]
Howl
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.


[NAME]
Hydro Cannon
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.


[NAME]
Hydro Pump
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Hyper Beam
[SHORT DESC]
User cannot move next turn.
[LONG DESC]
User cannot attack or switch next turn.


[NAME]
Hyper Fang
[SHORT DESC]
10% chance to flinch.
[LONG DESC]
Has a 10% chance to flinch the target.


[NAME]
Hyper Voice
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Hypnosis
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Ice Ball
[SHORT DESC]
Doubles in power with each hit. Repeats for 5 turns.
[LONG DESC]
Doubles in power with each consecutive hit. Locks the user into it for 5 turns. If the user selects Ice Ball after this 5th turn, the base power resets. Using Defense Curl before Ice Ball doubles its base power for as long as the user stays in the battle.


[NAME]
Ice Beam
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.


[NAME]
Ice Punch
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.


[NAME]
Ice Shard
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Icicle Spear
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Icy Wind
[SHORT DESC]
Lowers foe's Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.


[NAME]
Imprison
[SHORT DESC]
No foe can use any of the user's moves.
[LONG DESC]
No enemy can use any of the user's moves. The effect is lost when the user switches out or faints.


[NAME]
Ingrain
[SHORT DESC]
Heals the user 1/16 its max HP each turn. Prevents the user from switching.
[LONG DESC]
Heals the user by 1/16 its max HP at the end of each turn. Prevents the user from switching. Makes Roar and Whirlwind have no effect on the user.


[NAME]
Iron Defense
[SHORT DESC]
Boosts Def 2 stages.
[LONG DESC]
Boosts user's Defense two stages.


[NAME]
Iron Tail
[SHORT DESC]
30% chance to lower Def 1 stage.
[LONG DESC]
Has a 30% chance to lower the target's Defense one stage.


[NAME]
Jump Kick
[SHORT DESC]
If it misses, it does 1/2 the damage that would have been done to the user.
[LONG DESC]
If it misses, it does 1/2 the damage that would have been done to the user.


[NAME]
Karate Chop
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Kinesis
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers Accuracy one stage.


[NAME]
Knock Off
[SHORT DESC]
Removes the target's item.
[LONG DESC]
Removes the target's item. Has no extra effect on Pokemon with Sticky Hold.


[NAME]
Leaf Blade
[SHORT DESC]
High Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Leech Life
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.


[NAME]
Leech Seed
[SHORT DESC]
Leeches 1/8 of the target's HP each turn.
[LONG DESC]
Steals 1/8 of the target's HP at the end of each turn and gives it to the user. Has no effect on Grass Pokemon. Does damage to the user instead of giving health if the target has the ability Liquid Ooze.


[NAME]
Leer
[SHORT DESC]
Lowers foe's Def 1 stage.
[LONG DESC]
Lowers the target's Defense one stage.


[NAME]
Lick
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.


[NAME]
Light Screen
[SHORT DESC]
Lowers damage from special attacks for 5 turns.
[LONG DESC]
Damage from special attacks is reduced by 1/2 for five turns in a single battle. In 2v2, the damage is lowered by 1/3. The effect remains even if the user switches out.


[NAME]
Lock-On
[SHORT DESC]
The next move used will always hit.
[LONG DESC]
The next move used will always hit.

[NAME]
Lovely Kiss
[SHORT DESC]
Puts the foe to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Low Kick
[SHORT DESC]
Deals damage based on the foe's weight.
[LONG DESC]
The base power of this move is determined by the target's weight, as follows:

Below 10 kg = 20 power
10.1 kg - 25 kg = 40 power
25.1 kg - 50 kg = 60 power
50.1 kg - 100 kg = 80 power
100.1 kg - 200 kg = 100 power
200.1 kg and up = 120 power


[NAME]
Luster Purge
[SHORT DESC]
50% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Special Defense 1 stage.


[NAME]
Mach Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Magic Coat
[SHORT DESC]
Bounces back certain non-damaging moves.
[LONG DESC]
The following moves will not affect the user of Magic Coat, but rather, are bounced back at their user:

<ul>
<li>All moves that induce status as their only effect (including Yawn), except Teeter Dance</li>
<li>All moves that alter the target's stats (including Flatter and Swagger)</li>
<li>Attract</li>
<li>Block</li>
<li>Leech Seed</li>
<li>Mean Look</li>
<li>Spider Web</li>
</ul>


[NAME]
Magical Leaf
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Magical Leaf ignores all Accuracy and Evasion modifiers.


[NAME]
Magnitude
[SHORT DESC]
Has variable damage.
[LONG DESC]
Base Power = 10 if R is between 0 and 4 (Magnitude 4, 5% chance),
Base Power = 30 if R is between 5 and 14 (Magnitude 5, 10% chance),
Base Power = 50 if R is between 15 and 34 (Magnitude 6, 20% chance),
Base Power = 70 if R is between 35 and 64 (Magnitude 7, 30% chance),
Base Power = 90 if R is between 65 and 84 (Magnitude 8, 20% chance),
Base Power = 110 if R is between 85 and 94 (Magnitude 9, 10% chance),
Base Power = 150 if R is between 95 and 99 (Magnitude 10, 5% chance),
where R is a random whole number between 0 and 99 with uniform probability.

Hits Pokemon using Dig with double base power.


[NAME]
Mean Look
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.


[NAME]
Meditate
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.


[NAME]
Mega Drain
[SHORT DESC]
Leeches 50% damage.
[LONG DESC]
Gives 50% of the damage dealt to the user as HP.


[NAME]
Mega Kick
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Mega Punch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Megahorn
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Memento
[SHORT DESC]
User faints. Lowers foe's Atk and SpAtk 2 stages.
[LONG DESC]
Faints the user. Lowers the target's Attack and Special Attack two stages.


[NAME]
Metal Claw
[SHORT DESC]
10% chance to boost Atk 1 stage.
[LONG DESC]
Has a 10% chance to raise the user's Attack one stage.


[NAME]
Metal Sound
[SHORT DESC]
Lower's SpDef 2 stages.
[LONG DESC]
Lower's the target's Special Defense two stages.
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
[NAME]
Meteor Mash
[SHORT DESC]
20% chance to raise Atk 1 stage.
[LONG DESC]
Has a 20% chance to raise the user's Attack one stage.


[NAME]
Metronome
[SHORT DESC]
Picks a random move.
[LONG DESC]
Uses a random attack other than the following:

* Assist
* Counter
* Covet
* Destiny Bond
* Detect
* Endure
* Focus Punch
* Follow Me
* Helping Hand
* Metronome
* Mimic
* Mirror Coat
* Mirror Move
* Protect
* Sketch
* Sleep Talk
* Snatch
* Struggle
* Thief
* Trick
* Any move the user knows.


[NAME]
Milk Drink
[SHORT DESC]
Heals 50% max HP.
[LONG DESC]
Recovers 50% of the user's max HP.


[NAME]
Mimic
[SHORT DESC]
Copies the last move used by the target.
[LONG DESC]
Copies the last move used by the target. If the target has not used a move since it's been out, Mimic will fail. The Mimicked move has 5 PP.


[NAME]
Mind Reader
[SHORT DESC]
The next move used will always hit.
[LONG DESC]
The next move used will always hit.


[NAME]
Minimize
[SHORT DESC]
Boosts Evasion 1 stage.
[LONG DESC]
Boosts Evasion one stage. Extrasensory and Stomp have double power against Pokemon that have used this move, but they retain their normal Accuracy.


[NAME]
Mirror Coat
[SHORT DESC]
If hit by a special attack, returns double the damage.
[LONG DESC]
If hit by a special attack, returns double the damage done. Does not affect Darks, but hits everything else for the same damage.


[NAME]
Mirror Move
[SHORT DESC]
Uses the last move that hit the user.
[LONG DESC]
Uses the last move that hit the user. If the user hasn't been hit since it has been out, Mirror Move will fail.


[NAME]
Mist
[SHORT DESC]
Prevents moves that lower stats from working for 5 turns.
[LONG DESC]
Prevents moves that lower stats from working for five turns. Remains even if the user switches out.


[NAME]
Mist Ball
[SHORT DESC]
50% chance to lower SpAtk 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Special Attack one stage.


[NAME]
Moonlight
[SHORT DESC]
Heals variably depending on the weather.
[LONG DESC]
Heals 1/2 max HP in no weather, 2/3 in Sun, and 1/4 in Hail, Rain, and Sandstorm.


[NAME]
Morning Sun
[SHORT DESC]
Heals variably depending on the weather.
[LONG DESC]
Heals 1/2 max HP in no weather, 2/3 in Sun, and 1/4 in Hail, Rain, and Sandstorm.


[NAME]
Mud Shot
[SHORT DESC]
Lowers Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.


[NAME]
Mud Sport
[SHORT DESC]
Electric attacks do 50% damage.
[LONG DESC]
Electric attacks do 50% less damage to all Pokemon until the user switches out.


[NAME]
Muddy Water
[SHORT DESC]
30% chance to lower Accuracy 1 stage.
[LONG DESC]
Has a 30% chance to lower the target's Accuracy one stage.


[NAME]
Mud Slap
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.


[NAME]
Nature Power
[SHORT DESC]
Attack changes based on terrain.
[LONG DESC]
Nature Power turns into another attack based on terrain.

Wi-Fi: Tri Attack

Gateway: Hydro Pump
Main Street: Tri Attack
Waterfall: Seed Bomb
Neon: Tri Attack
Crystal: Rock Slide
Sunny Park: Seed Bomb
Magma: Rock Slide
Sunset: Earthquake
Courtyard: Tri Attack
Stargazer: Rock Slide


[NAME]
Needle Arm
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.


[NAME]
Night Shade
[SHORT DESC]
Does damage equal to the user's level.
[LONG DESC]
Does damage equal to the user's level. Normal Pokemon are immune, all other Pokemon take regular damage. Is considered a Ghost move as far as effectiveness and Wonder Guard are concerned.


[NAME]
Nightmare
[SHORT DESC]
Does 1/4 of the target's max HP per turn to a Sleeping target.
[LONG DESC]
Does 1/4 of the target's max HP per turn to a Sleeping target. The effect is removed when the target switches or awakens.


[NAME]
Octazooka
[SHORT DESC]
50% chance to lower Accuracy 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Accuracy one stage.


[NAME]
Odor Sleuth
[SHORT DESC]
Blocks Evasion modifiers. Allows Fighting and Normal to hit Ghost.
[LONG DESC]
Nullifies all Evasion modifiers, both present and future, on the target. Fighting and Normal moves can hit Ghosts.


[NAME]
Outrage
[SHORT DESC]
Repeats for 2-3 turns. Confuses at the end.
[LONG DESC]
Locks the user into this move for 2-3 turns. Confuses the user at the end.


[NAME]
Overheat
[SHORT DESC]
Lowers SpAtk 2 stages.
[LONG DESC]
Lowers the user's Special Attack two stages.


[NAME]
Pain Split
[SHORT DESC]
Averages both Pokemon's HP.
[LONG DESC]
Both Pokemon's HP are set to (user's current HP + target's current HP) / 2.


[NAME]
Pay Day
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Peck
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Perish Song
[SHORT DESC]
All active Pokemon faint after 3 turns.
[LONG DESC]
All Pokemon on the field faint after 3 turns. The effect is removed by switching.


[NAME]
Petal Dance
[SHORT DESC]
Repeats for 2-3 turns. Confuses the user at the end.
[LONG DESC]
Locks the user into this move for 2-3 turns. Confuses the user at the end.


[NAME]
Pin Missile
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Poison Fang
[SHORT DESC]
30% chance to inflict Toxic Poison.
[LONG DESC]
Has a 30% chance to inflict Toxic Poison on the target.


[NAME]
Poison Gas
[SHORT DESC]
Poisons the foe.
[LONG DESC]
Poisons the target.


[NAME]
Poison Jab
[SHORT DESC]
30% chance to Poison.
[LONG DESC]
Has a 30% chance to Poison the target.


[NAME]
Poison Sting
[SHORT DESC]
30% chance to Poison.
[LONG DESC]
Has a 30% chance to Poison the target.


[NAME]
Poison Tail
[SHORT DESC]
Has a high Critical Hit rate. 10% chance to Poison.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal. Has a 10% chance to Poison the target.


[NAME]
Poisonpowder
[SHORT DESC]
Poisons the foe.
[LONG DESC]
Poisons the target.


[NAME]
Pound
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Powder Snow
[SHORT DESC]
10% chance to Freeze.
[LONG DESC]
Has a 10% chance to Freeze the target.


[NAME]
Present
[SHORT DESC]
Has random power and a chance to heal the target.
[LONG DESC]
Randomly does a move of 40, 80, or 120 power, or heals the target 80 points.


[NAME]
Protect
[SHORT DESC]
Prevents anything from working on the user that turn.
[LONG DESC]
Prevents anything from working on the user next turn. Perish Song hits through Protect. Consecutive uses lower the chance of working by 50%, so the first use has a 100% success rate, and if it is used the following turn again, it has a 50% chance to work, and then it has a 25% chance to work. Detect, Endure, and Protect are all on the same counter, so if a Pokemon uses Detect, Endure, and Protect, Protect will have a 25% chance to work.


[NAME]
Psybeam
[SHORT DESC]
10% chance to Confuse.
[LONG DESC]
Has a 10% chance to Confuse the target.


[NAME]
Psych Up
[SHORT DESC]
Copies the foe's stat boosts.
[LONG DESC]
Copies the target's stat boosts.


[NAME]
Psychic
[SHORT DESC]
10% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 10% chance to lower the target's Special Defense one stage.


[NAME]
Psycho Boost
[SHORT DESC]
Lowers user's SpAtk 2 stages.
[LONG DESC]
Lowers the user's Special Attack two stages.


[NAME]
Psywave
[SHORT DESC]
Damage is .5x to 1.5x the user's level.
[LONG DESC]
Damage is 0.5x, 0.6x, 0.7x, 0.8x, 0.9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x, or 1.5x the user's level.


[NAME]
Pursuit
[SHORT DESC]
Doubles in power if the target switches, and hits them before they can escape.
[LONG DESC]
Doubles in power if the target switches, and hits them before they can escape. Does not get boosted damage against a Pokemon using Baton Pass ever.


[NAME]
Quick Attack
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Rage
[SHORT DESC]
Boosts Atk 1 stage if hit.
[LONG DESC]
Boosts the user's Attack one stage when hit between using Rage and selecting the next move.


[NAME]
Rain Dance
[SHORT DESC]
Summons Rain for 5 turns.
[LONG DESC]
Summons Rain for 5 turns. This boosts the damage of Water moves by 50%, and causes Fire moves to do 50% damage. Thunder always hits. Solarbeam has 60 power.


[NAME]
Rapid Spin
[SHORT DESC]
Removes Leech Seed and Spikes.
[LONG DESC]
Removes Leech Seed from the user. Clear's the user's side of Spikes. Has no effect if it hits a Ghost. Has no effect if it misses.


[NAME]
Razor Leaf
[SHORT DESC]
Has a high Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Razor Wind
[SHORT DESC]
Charges up the first turn; attacks on the second turn. Has a high Critical Hit rate.
[LONG DESC]
Charges up the first turn, and then attacks on the second turn. Has a Critical Hit rate two stages higher than normal.


[NAME]
Recover
[SHORT DESC]
Heals 50% max HP.
[LONG DESC]
Recovers 50% of the user's max HP.


[NAME]
Recycle
[SHORT DESC]
Restores a used up item.
[LONG DESC]
Returns activated one-time use items to the user. It restores items lost to Fling, Natural Gift, and Pluck. It does not restore items lost to Covet, Knock Off, Switcheroo, Thief, or Trick.


[NAME]
Reflect
[SHORT DESC]
Lowers damage from physical attacks for 5 turns.
[LONG DESC]
Damage from physical attacks is reduced by 1/2 for five turns in a single battle. In 2v2, the damage is lowered by 1/3. The effect remains even if the user switches out.


[NAME]
Refresh
[SHORT DESC]
Removes status.
[LONG DESC]
Removes Burn, Paralysis, and Poison from the user.


[NAME]
Rest
[SHORT DESC]
The user goes to Sleep for two turns and restores all HP.
[LONG DESC]
The user goes to Sleep for two turns, restores all HP, and is cured of Burn, Paralysis, and Poison.


[NAME]
Return
[SHORT DESC]
No additional effect.
[LONG DESC]
Base Power = floor(Happiness * 2 / 5)
If this formula returns 0, the Base Power is changed to 1.


[NAME]
Revenge
[SHORT DESC]
Doubles in power if damaged.
[LONG DESC]
Doubles in power if the user is damaged the turn this move is used.


[NAME]
Reversal
[SHORT DESC]
Does more damage as HP decreases.
[LONG DESC]
N = floor(64 * User's current HP / User's total HP)
Value of N: Base Damage
0-1: 200
2-5: 150
6-12: 100
13-21: 80
22-42: 40
43-64: 20


[NAME]
Roar
[SHORT DESC]
Forces a switch to a random Pokemon.
[LONG DESC]
Forces the target to switch to a random Pokemon. Has no effect on a Pokemon with Suction Cups or one that has used Ingrain.


[NAME]
Rock Blast
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Rock Slide
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.


[NAME]
Rock Smash
[SHORT DESC]
50% chance to lower Def 1 stage.
[LONG DESC]
Has a 50% chance to lower the target's Defense one stage.


[NAME]
Rock Throw
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Rock Tomb
[SHORT DESC]
Lowers Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.


[NAME]
Role Play
[SHORT DESC]
Copies the foe's trait and overwrites the user's trait.
[LONG DESC]
Copies the target's trait and overwrites the user's trait. Does not work on Wonder Guard Pokemon.


[NAME]
Rolling Kick
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target.


[NAME]
Rollout
[SHORT DESC]
Doubles in power with each hit. Repeats for 5 turns.
[LONG DESC]
Doubles in power with each consecutive hit. Locks the user into it for 5 turns. If the user selects Rollout after this 5th turn, the base power resets. Using Defense Curl before Rollout doubles its base power for as long as the user stays in the battle.


[NAME]
Sacred Fire
[SHORT DESC]
50% chance to Burn. Thaws the user.
[LONG DESC]
Has a 50% chance to Burn the target. Thaws the user if Frozen.


[NAME]
Safeguard
[SHORT DESC]
Blocks status conditions for 5 turns.
[LONG DESC]
Blocks Burn, Confusion, Freeze, Paralysis, Poison, and Sleep for 5 turns. This effect remains even if the user switches.


[NAME]
Sand Tomb
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Sand-Attack
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.


[NAME]
Sandstorm
[SHORT DESC]
Summons a Sandstorm for 5 turns.
[LONG DESC]
Summons a Sandstorm for 5 turns. This does 1/16 damage to all Pokemon that aren't part Rock, Ground, or Steel, or have the trait Sand Veil. Solarbeam has 60 power. Moonlight, Morning Sun, and Synthesis heal 25%.


[NAME]
Scary Face
[SHORT DESC]
Lowers Spd 2 stages.
[LONG DESC]
Lowers the target's Speed two stages.


[NAME]
Scratch
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Screech
[SHORT DESC]
Lowers Def two stages.
[LONG DESC]
Lowers the target's Defense two stages.


[NAME]
Secret Power
[SHORT DESC]
Effects vary with terrain.
[LONG DESC]
Effects vary with terrain. Has a 30% chance to have the given effect associated with each terrain on the target:

Wi-Fi: Paralyze

Gateway: Lowers Attack one stage
Main Street: Paralyze
Waterfall: Sleep
Neon: Paralyze
Crystal: Flinch
Sunny Park: Sleep
Magma: Flinch
Sunset: Lowers Accuracy one stage
Courtyard: Paralyze
Stargazer: Flinch


[NAME]
Seismic Toss
[SHORT DESC]
Does damage equal to the user's level.
[LONG DESC]
Does damage equal to the user's level. Ghost Pokemon are immune, all other Pokemon take regular damage.


[NAME]
Selfdestruct
[SHORT DESC]
Faints the user.
[LONG DESC]
Faints the user. Damage is calculated as though the defender has half its Defense.


[NAME]
Shadow Ball
[SHORT DESC]
20% chance to lower SpDef 1 stage.
[LONG DESC]
Has a 20% chance to lower the target's Special Defense one stage.


[NAME]
Shadow Punch
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Shadow Punch ignores all Accuracy and Evasion modifiers.


[NAME]
Sharpen
[SHORT DESC]
Boosts Atk 1 stage.
[LONG DESC]
Boosts the user's Attack one stage.


[NAME]
Sheer Cold
[SHORT DESC]
Will OHKO the target.
[LONG DESC]
Does damage equal to the target's max HP. If the target uses Endure, it will leave them with 1 HP. If Lock-On or Mind Reader has been used the previous turn, Sheer Cold will hit. Sheer Cold ignores all other Accuracy and Evasion modifiers, but instead has its own accuracy formula.

Accuracy = ((U - T) + 30) / 100

U = Level of the user
T = Level of the target

Sheer Cold fails if the user's level is less than the target's level.


[NAME]
Shock Wave
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Shock Wave ignores all Accuracy and Evasion modifiers.


[NAME]
Signal Beam
[SHORT DESC]
10% chance to Confuse.
[LONG DESC]
Has a 10% chance to Confuse the target.


[NAME]
Silver Wind
[SHORT DESC]
10% chance to boost all stats 1 stage.
[LONG DESC]
Has a 10% chance to boost Attack, Defense, Special Attack, Special Defense, and Speed one stage.


[NAME]
Sing
[SHORT DESC]
Puts the target to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Sketch
[SHORT DESC]
Permanently copies the last move used by the target.
[LONG DESC]
Permanently copies the last move used by the target. Struggle cannot be Sketched.


[NAME]
Skill Swap
[SHORT DESC]
The user and the target trade abilities.
[LONG DESC]
The user and the target trade abilities. Does not work on Wonder Guard Pokemon.


[NAME]
Skull Bash
[SHORT DESC]
Charges up turn one; attacks turn two. Boosts Def 1 stage.
[LONG DESC]
Charges up turn one, and then attacks turn two. Boosts the user's Defense one stage on the charge up turn.


[NAME]
Sky Attack
[SHORT DESC]
Hits the turn after being used. 30% chance to flinch.
[LONG DESC]
Charges up turn one, and then attacks turn two. Has a 30% chance to flinch the target.


[NAME]
Sky Uppercut
[SHORT DESC]
Hits a Bouncing and Flying target.
[LONG DESC]
Hits a Pokémon in the charge-up stage of Fly and Bounce with normal Accuracy and base power.


[NAME]
Slack Off
[SHORT DESC]
Heals 50% max HP.
[LONG DESC]
Recovers 50% of the user's max HP.


[NAME]
Slam
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Slash
[SHORT DESC]
Has a high Critical Hit rate.
[LONG DESC]
Has a Critical Hit rate two stages higher than normal.


[NAME]
Sleep Powder
[SHORT DESC]
Puts the target to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Sleep Talk
[SHORT DESC]
Picks one of the user's moves at random. Can only be used while Sleeping.
[LONG DESC]
Picks one of the user's moves at random. Can only be used while Sleeping.

The following moves cannot be chosen:
* Assist
* Bide
* Focus Punch
* Metronome
* Mirror Move
* Sleep Talk
* Uproar
* Any two-turn attack
* Any move with zero PP
* Any move the user cannot choose for use

No PP is spent for the move used.


[NAME]
Sludge
[SHORT DESC]
30% chance to Poison.
[LONG DESC]
Has a 30% chance to Poison the target.


[NAME]
Sludge Bomb
[SHORT DESC]
30% chance to Poison.
[LONG DESC]
Has a 30% chance to Poison the target.


[NAME]
Smellingsalt
[SHORT DESC]
Has 120 power on a Paralyzed target, but cures it of Paralysis.
[LONG DESC]
Has 120 power on a Paralyzed target, but cures it of Paralysis.


[NAME]
Smog
[SHORT DESC]
40% chance to Poison.
[LONG DESC]
Has a 40% chance to Poison the target.


[NAME]
Smokescreen
[SHORT DESC]
Lowers Accuracy 1 stage.
[LONG DESC]
Lowers the target's Accuracy one stage.


[NAME]
Snatch
[SHORT DESC]
If certain moves are used, the user of Snatch uses the moves instead.
[LONG DESC]
Stuff Snatch works on:

* All self-effecting stat ups (including Belly Drum and Defense Curl, but excluding Curse)
* Aromatherapy
* Camouflage
* Charge
* Ingrain
* Light Screen
* Milk Drink
* Mist
* Moonlight
* Morning Sun
* Psych Up
* Recover
* Reflect
* Refresh
* Rest
* Safeguard
* Softboiled
* Stockpile
* Substitute
* Synthesis
* Swallow
* Synthesis

Snatch will take the first Snatchable move used, and not attempt to Snatch any others.

Snatch's interaction with Snatch:

If two Pokemon use Snatch on the same turn, the faster Pokemon will Snatch the first Snatchable move, then the slower Pokemon will Snatch that move from the faster Snatcher, meaning only the slowest Snatcher on the field will get the bonuses from whatever is being Snatched.

Snatch's interaction with Psych Up: If a Pokemon Snatches Psych Up, Psych Up will target whichever Pokemon used Psych Up.


[NAME]
Snore
[SHORT DESC]
Can only be used while Sleeping. 30% chance to flinch.
[LONG DESC]
Can only be used while Sleeping. Has a 30% chance to flinch the target.


[NAME]
Softboiled
[SHORT DESC]
Heals 50% max HP.
[LONG DESC]
Recovers 50% of the user's max HP.


[NAME]
Solarbeam
[SHORT DESC]
Charges up turn 1; attacks on turn 2.
[LONG DESC]
Charges up turn 1, then attacks on turn 2. Has no charge up turn in Sun, but has half power in Hail, Rain, or Sandstorm.


[NAME]
Sonicboom
[SHORT DESC]
Does 20 damage. Ghosts are immune.
[LONG DESC]
Always does 20 damage, even to Rock and Steel Pokemon. Ghosts are immune.


[NAME]
Spark
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target.


[NAME]
Spider Web
[SHORT DESC]
The target cannot switch out.
[LONG DESC]
The target cannot switch out. The effect is lost when the user switches.


[NAME]
Spike Cannon
[SHORT DESC]
Hits 2-5 times in one turn.
[LONG DESC]
Hits 2-5 times in one turn. There is a 37.5% chance to hit 2 or 3 times, and a 12.5% chance to hit 4 or 5 times.


[NAME]
Spikes
[SHORT DESC]
Causes damage to the enemy whenever they switch.
[LONG DESC]
Does 12.5% damage with one layer, 18.75% damage with two layers, and 25% damage with three layers to the enemy when they switch in a new Pokemon. Is removed from opponent's side of the field when they use Rapid Spin. Flying Pokemon and Pokemon with the ability Levitate are immune. Hits through Wonder Guard.


[NAME]
Spit Up
[SHORT DESC]
Varies in power depending on the number of uses of Stockpile.
[LONG DESC]
Has 100 power if the user has used Stockpile once, 200 power if the user has used Stockpile twice, or 300 power if the user has used Stockpile thrice. Spit Up always rolls 100/100 damage in the random damage part of the damage formula, meaning it does max damage.


[NAME]
Spite
[SHORT DESC]
Lowers the PP of the move used last by 1-5.
[LONG DESC]
Lowers the PP of the move the target used last by 1-5. Fails if the target has not used a move since it has switched in.


[NAME]
Splash
[SHORT DESC]
No effect whatsoever.
[LONG DESC]
No effect whatsoever.


[NAME]
Spore
[SHORT DESC]
Puts the target to Sleep.
[LONG DESC]
Puts the target to Sleep.


[NAME]
Steel Wing
[SHORT DESC]
10% chance to raise the user's Def 1 stage.
[LONG DESC]
Has a 10% chance to raise the user's Defense one stage on striking.


[NAME]
Stockpile
[SHORT DESC]
Sets the user up to use Spit Up and Swallow.
[LONG DESC]
Sets the user up to use Spit Up and Swallow. Can be stacked to three uses. The Stockpile is lost when the user switches. If the user uses Baton Pass, the Stockpiles are lost.


[NAME]
Stomp
[SHORT DESC]
30% chance to flinch.
[LONG DESC]
Has a 30% chance to flinch the target. Base power doubles if the target has used Minimize.


[NAME]
Strength
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
String Shot
[SHORT DESC]
Lowers Spd 1 stage.
[LONG DESC]
Lowers the target's Speed one stage.


[NAME]
Struggle
[SHORT DESC]
Does 1/2 recoil.
[LONG DESC]
Does 1/2 of the damage done to the user as recoil. Struggle is only used when this Pokemon is unable to use any other move. Struggle hits all Pokemon for neutral damage.


[NAME]
Stun Spore
[SHORT DESC]
Paralyzes the target.
[LONG DESC]
Paralyzes the target.


[NAME]
Submission
[SHORT DESC]
Has 1/4 recoil.
[LONG DESC]
Does 1/4 of the damage done to the user as recoil.


[NAME]
Substitute
[SHORT DESC]
Takes 1/4 the user's max HP to create a Substitute that takes damage for the user.
[LONG DESC]
Takes 1/4 the user's max HP to create a Substitute that takes damage and blocks non-damaging moves until it's broken or the user switches. If Substitute "blocks" something, it means that if a Substitute is up, whatever is blocked will fail if targeted at the Pokemon behind the Substitute. Unless specifically noted, all moves work normally when used by a Pokemon that has a Substitute up.

Substitute blocks all status effects. Synchronize can still inflict status on a Substituted Pokemon. Substitute blocks Leech Seed. Doom Desire and Future Sight do damage to the Substitute. All other end-of-turn damage is done to the Pokemon, not the Substitute. Substitute blocks flinching.

Substitute blocks Ghost's Curse, Dream Eater, Grudge, Lock-On, Mimic, Mind Reader, Nightmare, Pain Split, Sketch, Taunt, and Trick.

Substitute does not block Destiny Bond, Disable, Foresight, Haze, Imprison, Odor Sleuth, Perish Song, Psych Up, Roar, Role Play, Skill Swap, Spite, Tickle, Transform, Yawn, or Whirlwind.

If Yawn is used on a Pokemon who then uses Substitute, however, it will still go to Sleep.

Present damages the Substitute if it rolls damage, but heals the Pokemon if it rolls healing.

Rage does not boost Attack when a Substitute is hit.

If a Pokemon has a Substitute up and switches out, the Substitute will take the damage from Pursuit.

Moves that leech damage still leech when used on a Substitute.

If a multi-hit move breaks the Substitute, successive hits will damage the Pokemon that was formerly behind the Substitute.

When Baton Passed, Substitute keeps its HP. The Substitute does not take damage from Spikes; the Pokemon receiving the Substitute does.

Partial-trapping moves (Bind, Clamp, Fire Spin, Sand Tomb, Whirlpool, and Wrap) do their single-hit damage, but do not do any end-of-turn damage, nor do they trap for 2-5 turns. Substitute blocks the effects of an enemy's full-trapping move (Block, Mean Look, and Spider Web).

Damage due to a Pokemon hitting itself in its Confusion goes straight to the Pokemon, not to the Substitute. Recoil goes to the user, not the Substitute. Substitute blocks both the stat boost and the Confusion of Flatter and Swagger.

Pokemon cannot Counter or Mirror Coat damage done to Substitutes. Pokemon cannot store energy via Bide with damage done to a Substitute. Pokemon can reflect moves with Magic Coat while behind a Substitute, even if the move would fail on the Substitute. Revenge is not boosted if the Substitute takes damage but the Pokemon does not.

Confusion-inducing berries heal, but do not induce Confusion on a Substituted Pokemon.

Endeavor does damage based on the HP of the Pokemon behind the Substitute, not the remaining HP of the Substitute. Super Fang does damage based on the Pokemon's HP, not the Substitute's. False Swipe can break Substitutes.

Substitute blocks the item-removing aspect of Knock Off. Substitute does not block the secondary effects of Rapid Spin. Smellingsalt does not get double power against, nor does it cure the Paralysis of a Paralyzed Pokemon behind a Substitute.

Substitute blocks Intimidate, but aside from that, all abilities ignore Substitute completely.


[NAME]
Sunny Day
[SHORT DESC]
Summons Sun for 5 turns.
[LONG DESC]
Summons Sunlight for 5 turns. This boosts the damage of Fire moves by 50%, and causes Water moves to do 50% damage. Thunder is 50% accurate. Solarbeam has no recharge turn. No Pokemon can be Frozen while the Sunlight is active.


[NAME]
Super Fang
[SHORT DESC]
Does damage equal to half the foe's current HP.
[LONG DESC]
Does damage equal to half of the target's current HP. Is not affected by type effectiveness, but has no effect on Ghosts. Does at least 1 damage.


[NAME]
Superpower
[SHORT DESC]
Lowers the user's Atk and Def 1 stage.
[LONG DESC]
Lowers the user's Attack and Defense one stage on striking.


[NAME]
Supersonic
[SHORT DESC]
Confuses the foe.
[LONG DESC]
Confuses the target.


[NAME]
Surf
[SHORT DESC]
Hits Pokemon using Dive with double base power.
[LONG DESC]
Hits Pokemon using Dive with double base power.


[NAME]
Swagger
[SHORT DESC]
Confuses the target. Boosts its Atk 2 stages.
[LONG DESC]
Confuses the target and boosts its Attack two stages.


[NAME]
Swallow
[SHORT DESC]
Healing varies based on the number of uses of Stockpile.
[LONG DESC]
Heals the user 25% if it has used Stockpile once, 50% if it's used Stockpile twice, and 100% if it's used Stockpile thrice.


[NAME]
Sweet Kiss
[SHORT DESC]
Confuses the target.
[LONG DESC]
Confuses the target.


[NAME]
Sweet Scent
[SHORT DESC]
Lowers Evasion 1 stage.
[LONG DESC]
Lowers the target's Evasion one stage.


[NAME]
Swift
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Swift ignores all Accuracy and Evasion modifiers.


[NAME]
Swords Dance
[SHORT DESC]
Boosts Atk 2 stages.
[LONG DESC]
Boosts the user's Attack two stages.


[NAME]
Synthesis
[SHORT DESC]
Heals variably depending on the weather.
[LONG DESC]
Heals 1/2 max HP in no weather, 2/3 in Sun, and 1/4 in Hail, Rain, and Sandstorm.


[NAME]
Tackle
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Tail Glow
[SHORT DESC]
Boosts SpAtk 2 stages.
[LONG DESC]
Boosts the user's Special Attack two stages.


[NAME]
Tail Whip
[SHORT DESC]
Lowers Def 1 stage.
[LONG DESC]
Lowers the foes' Defense one stage.


[NAME]
Take Down
[SHORT DESC]
Has 1/4 recoil.
[LONG DESC]
Does 1/4 of the damage done to the user as recoil.


[NAME]
Taunt
[SHORT DESC]
Forces the foe to use damaging moves for 2 turns.
[LONG DESC]
Forces the target to use damaging moves for 2 turns. Prevents the use of Assist, Metronome, Mirror Move, and Sleep Talk. Does not prevent the use of Bide, Counter, Endeavor, or Mirror Coat.


[NAME]
Teeter Dance
[SHORT DESC]
Confuses all other active Pokemon.
[LONG DESC]
Confuses all other active Pokemon.


[NAME]
Teleport
[SHORT DESC]
Has no effect.
[LONG DESC]
Has no effect.


[NAME]
Thief
[SHORT DESC]
Gives the user the foe's item.
[LONG DESC]
Gives the user the target's item. If the user already has an item, or the target doesn't have an item, Thief does damage, but has no secondary effect. Does damage, but has no secondary effect on Pokemon with Sticky Hold.


[NAME]
Thrash
[SHORT DESC]
Repeats for 2-3 turns. Confuses the user.
[LONG DESC]
Locks the user into this move for 2-3 turns. Confuses the user at the end.


[NAME]
Thunder
[SHORT DESC]
30% chance to Paralyze.
[LONG DESC]
Has a 30% chance to Paralyze the target. Is 100% accurate in Rain, but 50% accurate in Sun.


[NAME]
Thunder Wave
[SHORT DESC]
Paralyzes the foe.
[LONG DESC]
Paralyzes the target. Has no effect on Ground Pokemon. Paralyzes Pokemon with Volt Absorb, and does not activate their ability.


[NAME]
Thunderbolt
[SHORT DESC]
10% chance to Paralyze.
[LONG DESC]
Has a 10% chance to Paralyze the target.


[NAME]
ThunderPunch
[SHORT DESC]
10% chance to Paralyze.
[LONG DESC]
Has a 10% chance to Paralyze the target.


[NAME]
Thundershock
[SHORT DESC]
10% chance to Paralyze.
[LONG DESC]
Has a 10% chance to Paralyze the target.


[NAME]
Tickle
[SHORT DESC]
Lowers Atk and Def 1 stage.
[LONG DESC]
Lowers the target's Attack and Defense one stage.


[NAME]
Torment
[SHORT DESC]
Prevents the target from using the same move twice in a row.
[LONG DESC]
Prevents the target from using the same move twice in a row. If the target is forced to use the same move twice in a row due to Choice Band, Choice Scarf, Choice Specs, Disable, Encore, Taunt, or not having any other moves with PP remaining, the target uses Struggle every other turn. Effect is lost when the target switches out.


[NAME]
Toxic
[SHORT DESC]
Inflicts intensifying Poison the target.
[LONG DESC]
Inflicts intensifying Poison the target that does 1/16 max HP damage the first turn, 2/16 max HP on the second turn, then 3/16, etc., adding 1/16 to the damage each turn. It maxes out at 15/16 max HP damage.


[NAME]
Transform
[SHORT DESC]
Transforms into the foe.
[LONG DESC]
Transforms into the target, copying its stats (except HP), moves (at 5 PP each), type, and ability. The stats are copied exactly, so EVs, IVs, and level are irrelevant. IVs of the target are copied for purposes of Hidden Power, as well. Metal Powder and Speed Powder's boosts are lost upon Transforming. Choice Band, Choice Scarf, and Choice Specs keep their boost upon Transforming.


[NAME]
Tri Attack
[SHORT DESC]
20% chance to Burn, Freeze, or Paralyze.
[LONG DESC]
Has a 20% chance to status the target. If this check passes, the target is Burned, Frozen, or Paralyzed with equal probabilities for each.


[NAME]
Trick
[SHORT DESC]
Switches items with the foe.
[LONG DESC]
Switches hold items with the target. Does not work on Pokemon with Sticky Hold.


[NAME]
Triple Kick
[SHORT DESC]
Attacks up to 3 times in 1 turn.
[LONG DESC]
Attacks up to 3 times in one turn. Has 10 power for the first kick, 20 power for the second, and 30 power for the third and final kick. Each kick has its own accuracy check, and the move ends as soon as one of the kicks misses. As it is technically 3 attacks in a single turn, rather than a single attack with up to 3 hits, Skill Link will not guarantee 3 hits.


[NAME]
Twineedle
[SHORT DESC]
Hits twice in one turn. Each hit has a 20% chance to Poison.
[LONG DESC]
Hits twice in one turn. Each hit has a 20% chance to Poison the target.


[NAME]
Twister
[SHORT DESC]
20% chance to flinch.
[LONG DESC]
Has a 20% chance to flinch the target. Has double base power against Pokemon in the charge-up stage of Bounce or Fly.


[NAME]
Uproar
[SHORT DESC]
Repeats for 2-5 turns. No Pokemon can Sleep during these turns.
[LONG DESC]
Locks the user into Uproar for 2-5 turns. No Pokemon can be put to Sleep or use Rest during these turns. If a Pokemon is already Sleeping, it will wake up. The effects remain even if used on a Ghost.


[NAME]
Vicegrip
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Vine Whip
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Vital Throw
[SHORT DESC]
Ignores Accuracy modifiers.
[LONG DESC]
Vital Throw ignores all Accuracy and Evasion modifiers.


[NAME]
Volt Tackle
[SHORT DESC]
Has 1/3 recoil.
[LONG DESC]
Does 1/3 of the damage dealt to the user as recoil.


[NAME]
Water Gun
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Water Pulse
[SHORT DESC]
20% chance to Confuse.
[LONG DESC]
Has a 20% chance to Confuse the target on striking.


[NAME]
Water Sport
[SHORT DESC]
Fire attacks do 50% damage.
[LONG DESC]
Fire attacks do 50% less damage to all Pokemon until the user switches out.


[NAME]
Water Spout
[SHORT DESC]
Does less damage as the user's HP decreases.
[LONG DESC]
The formula for the power is 150 * Current HP / Max HP. At 100% health, therefore, the power is 150.


[NAME]
Waterfall
[SHORT DESC]
No additional effect.
[LONG DESC]
No additional effect.


[NAME]
Weather Ball
[SHORT DESC]
Doubles in power and changes type if there is weather.
[LONG DESC]
Has 100 power under any weather. Hail turns it into an Ice attack, Rain turns it into a Water attack, Sandstorm turns it into a Rock attack, and Sunlight turns it into a Fire attack.


[NAME]
Whirlpool
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Whirlwind
[SHORT DESC]
Forces the target to switch to a random Pokemon.
[LONG DESC]
Forces the target to switch to a random Pokemon. Has no effect on a Pokemon with Suction Cups or one that has used Ingrain.


[NAME]
Will-O-Wisp
[SHORT DESC]
Burns the foe.
[LONG DESC]
Burns the target.


[NAME]
Wing Attack
[SHORT DESC]
No additional effect
[LONG DESC]
No additional effect.


[NAME]
Wish
[SHORT DESC]
Heals 50% max HP after 2 turns.
[LONG DESC]
Heals whichever Pokemon is active in the user's team at the end of the second turn 50%.


[NAME]
Withdraw
[SHORT DESC]
Boosts Def 1 stage.
[LONG DESC]
Boosts user's Defense one stage.


[NAME]
Wrap
[SHORT DESC]
Traps and damages over multiple turns.
[LONG DESC]
This move lasts for 2-5 turns as a passive effect, so the user can choose other moves after using this while it is still in effect. It does 1/16 damage at the end of the turn for each turn in effect, and prevents the target from switching. The effect goes away when the user switches, even if the 2-5 turn counter isn't up.


[NAME]
Yawn
[SHORT DESC]
Puts the target to Sleep after 2 turns.
[LONG DESC]
Puts the target to Sleep at the end of the second turn. Yawn fails if the target switches out or leaves the field via Baton Pass.


[NAME]
Zap Cannon
[SHORT DESC]
Paralyzes the foe.
[LONG DESC]
Paralyzes the target.
 

Great Sage

Banned deucer.
For Psywave, it might be helpful to note whether different powers have an even probability of being selected (I believe they do) as you did for Magnitude.

Also consider noting the moves that are based on sound and therefore are blocked by the Soundproof ability, such as Roar (since you mentioned Suction Cups in its description, it would probably be fair to mention Soundproof too). There's a list of them here.
 

obi

formerly david stone
is a Site Content Manager Alumnusis a Programmer Alumnusis a Senior Staff Member Alumnusis a Smogon Discord Contributor Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
For Psywave, it might be helpful to note whether different powers have an even probability of being selected (I believe they do) as you did for Magnitude.

Also consider noting the moves that are based on sound and therefore are blocked by the Soundproof ability, such as Roar (since you mentioned Suction Cups in its description, it would probably be fair to mention Soundproof too). There's a list of them here.
I believe Soundproof stuff will be added via bot. I don't think that I have seen any testing on whether Psywave's ranges are, in fact, uniformly distributed, but I did see testing for Magnitude.
 

chaos

is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Smogon Discord Contributoris a Contributor to Smogonis an Administratoris a Tournament Director Alumnusis a Researcher Alumnus
Owner
stuff like sleep talk needs to be marked up correctly, you cant get away with that shit anywhere else in the scms i dont know why this would be an exception
 
Nature power gets diffrent results in ADV than it is in DP

Link battles/stadium and open fields = Swift
Short grass = Stun Spore
Tall grass = Razor Leaf
Ponds = I think its Bubble Beam i don't recall for sure and i'll need to try it there again
Ocean = Surf
Underwater = Hydro Pump
Caves = Shadow Ball
Mountainous terrain = Rock Slide
 
also secret power also has other effects in advance than DP but i forgot what they all were the only big things is sleep in tall grass and par in link and openfields
 
Reminder: Vacuum Wave is a DP move.

Also:

[NAME]
Water Sport
[SHORT DESC]
Fire attacks do 50% less damage.
[LONG DESC]
Fire attacks do 50% less damage to all Pokemon until the user switches out.

That's all I can see, but I wasn't exactly looking too hard.
 

X-Act

np: Biffy Clyro - Shock Shock
is a Site Content Manager Alumnusis a Programmer Alumnusis a Smogon Discord Contributor Alumnusis a Top Researcher Alumnusis a Top CAP Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
Umm, wouldn't dealing 50% less damage result in dealing 50% of the damage?
 
Yes, but the effect as described here is more open to interpretation than it should be in my opinion. Does it really halve the damage that Fire attacks inflict or could it really make Fire attacks always do a set 50% damage to the foe? Idiots, newbies, and people running on little sleep (me) could come to the second conclusion even though it's obvious to the rest of us.
 
because obi was lazy and didn't take out some of the DP stuff from the copy paste he did :O
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top