SwSh Omnibus Thread

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JJayyFeather

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SwSh Omnibus Thread
This will be where on the forum all discussion regarding SwSh heading into it's release will be held. The first few posts will be reserved for a large amount of data, the last of these posts will be the starting questions for the discussion, and then the rest of the thread is discussion.

POKEMON
Only noting what had its in-game stats changed, everything is getting their ranks changed in some form or another.

Aegislash-S: -10 Def, -10 Sp. Def
Aegislash-B: -10 Def, -10 Sp. Def


ABILITIES
Ball Fetch - If the Pokemon is not holding an item, it will automatically pick up items opponents lose to Fling or Knock Off. In Multi-Battles, if a teammate loses an item to Fling or Knock Off while this Pokemon is not holding an item, this Pokemon will automatically return the lost item to its holder.

Cotton Down - When a Pokemon with this Ability is hit by a move, the Speed of the attacking Pokemon is decreased by one (1) stage.

Dauntless Shield - Boosts the Pokemon's Defense by one (1) stage when the Pokemon enters battle.

Gorilla Tactics - By default: Increases the BAP of the Pokemon's Physical attacks by 2. If the Pokemon attempts a move (other than Chill), it becomes locked into repeating that move until the end of the round (same-move Combinations lock the user into the component move). While locked, the Pokemon may only use the locked move, same-move Combinations of the locked move, or Chill. Illegal orders in the main order set cause the Pokemon to use the locked move instead. The Pokemon is immune to Encore. Opposing Pokemon's moves cannot prevent the Pokemon from using a move (e.g. Taunt, Torment, etc.). The Pokemon cannot use different-move Combinations. (All this item's effects end if this item is removed).
When toggled: no effect.

Gulp Missile - While in default form, after using Surf or entering the Evasive Stage of Dive, the Pokemon will catch prey in its mouth. The type of prey caught depends on Cramorant's remaining HP. If an opponent strikes the Pokemon with a damaging move, the Pokemon will spit out its captured prey as a projectile, returning to default form. This deals fixed damage to the attacker equal to 0.25x the incoming damage, and will also apply an added effect depending on its prey:
Gulping Form: Activates when remaining HP >= 50%. The opponent's Defense is lowered one (1) stage.
Gorging Form: Activates when remaining HP < 50%. The opponent is Paralyzed (25%).
Magic Guard will nullify this Ability's fixed damage but not its secondary effects. Cramorant returns to default form if it switches out. This ability cannot be removed or copied by any means.

Hunger Switch - The Pokemon starts in Full Belly Mode by default. At the end of each Action, the Pokemon will switch between Full Belly Mode and Hangry Mode. This ability cannot be removed or copied by any means.

Ice Face - The Pokemon starts the battle in Ice-Face Form. While in Ice-Face Form, the first Physical attack this Pokemon receives will have no effect and will cause the Pokemon to turn into Unmasked Form. If the weather changes to Hail while the Pokemon is in Unmasked Form, it will revert to Ice-Face Form. If the Pokemon is sent out in Unmasked Form during hail, it will also revert to Ice-Face Form. This ability cannot be removed or copied by any means.

Ice Scales - The Pokemon's ice-covered scales reduce the BAP of incoming Special Attacks by 4.

Intrepid Sword - Boosts the Pokemon's Attack by one (1) stage when the Pokemon enters battle.

Libero - See: Protean.

Mimicry - The user changes its body's makeup based on its surroundings. If there is a Terrain in effect, the Pokemon's Type will match it. Otherwise, it bases its type on the arena's description, or lacking that this Ability has no effect.

Mirror Armor - Bounces back any stat-lowerign effects that the Pokemon receives.

Neutralizing Gas - Suppresses the effects of Abilities of all other Pokemon currently in battle.

Pastel Veil - While the Pokemon is on the field, it and its allies cannot be afflicted by Poison. In Multi-Battles, when this Pokemon is sent out it cures allies of Poison.

Perish Body - If the Pokemon is struck by a contact attack, the Pokemon inflicts both the attacker and itself with Perish Song (ignoring Soundproof).

Power Spot - In Multi-Battles, increases the BAP of allied Pokemon by 2.

Propeller Tail - The Abilities of opposing Pokemon cannot redirect the Pokemon's moves.

Punk Rock - Increases the BAP of moves tagged as #Sound by 2. The damage this Pokemon takes from moves tagged as #Sound is halved.

Ripen - If the Pokemon would consume a berry that has at least two uses left, it consumes it twice, doubling its effect.

Sand Spit - When damaged by an attack, the Pokemon creates a sandstorm that lasts four (4) rounds.

Screen Cleaner - When the Pokemon enters battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both teams.

Stalwart - The Abilities and moves of opposing Pokemon cannot redirect the Pokemon's moves.

Steam Engine - When damaged by a Fire-Type or Water-Type move, boosts the Pokemon's Speed by six (6) stages, adjusting the natural stage. Does not stack.

Steely Spirit - Increases the BAP of allied Pokemon's Steel-Type moves by 2.
Adaptability - The moves that match this Pokemon's type have their Base Attack Power increased by one (1).

Aerilate - By default, this Pokemon's Normal-type moves are Flying-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by one (1). Only Normal-typed moves changed by Aerilate receive this boost, and not all Flying-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Analytic - If this Pokemon attacks after its target during an action, its attacks have one (1) more Base Attack Power.

Anticipation - This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Self-Destruct, and Explosion by one (1).

Battery - This Pokémon is able to power up special moves for the team, boosting the BAP of Special Attacks for this Pokémon and its teammates by one (1).

Blaze - When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 9 to 11, Fire Blast from 11 to 13)

Dark Aura - This Pokemon emanates an intense malevolent aura that increases the Base Attack Power of all Dark type moves on the field by one (1).

Dry Skin - This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by one (1). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Fairy Aura - This Pokemon emanates an intense mystical aura that increases the Base Attack Power of all Fairy type moves on the field by one (1).

Filter - This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by one (1).

Flare Boost - This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Flash Fire - This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack's Base Attack Power by two (2).

Flower Gift - This Pokemon's flower opens up in intense sunlight, it releases a glow that is infused into itself and its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2).

Fluffy - This Pokémon's body is very fluffy in structure. The structure helps soften blows from contact attacks, lowering their BAP by four (4) when used against this Pokémon. This same structure is more flammable however, so Fire-type moves have their BAP increased by four (4) when used against this Pokémon.

Friend Guard - The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by one (1).

Fur Coat - This Pokemon's thick fur coat reduces the BAP of all incoming physical attacks by four (4).

Galvanize - By default, this Pokemon's Normal-type moves are Electric-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by one (1). Only Normal-typed moves changed by Galvanize receive this boost, and not all Electric-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Grass Pelt - This Pokemon thrives on environments with Grass Arena type or under the Grassy Terrain effect, reducing the damage from incoming physical attacks by two (2) BAP.

Guts - This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Hustle - By default this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (2), but the haste used lowers their accuracy to 80% of normal. When toggled, no effect.

Inner Focus - This Pokemon has unshakable mental composure. It is immune to Intimidate. Also, Flinching does not prevent it from acting, but if it has another ability that would be activated by flinching, that ability still activates.

Iron Fist - The Base Attack Power of this Pokemon's moves tagged as #Punch is increased by one (1).

Keen Eye - This Pokemon has extremely good vision. Its accuracy cannot be lowered, its attacks ignore opposing Evasion boosts, and it is immune to Intimidate.

Mega Launcher - This Pokemon has impressive launching power built into its physiology, and all of its moves tagged as #Pulse have their BAP increased by two (2). This Pokemon's Heal Pulse will also heal five (5) more HP.

Minus - This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Neuroforce - This Pokémon is an efficient attacker, boosting the BAP of Super Effective moves this Pokémon uses by one (1).

Normalize - By default, this Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. The Pokemon's Normal-type attacks will have three (3) more Base Attack Power. Its other attacks will change their typing to Normal, retain status-inducing and other properties, and not receive the Base Attack Power boost from this ability. When toggled, there is no effect.

Oblivious - This Pokemon cannot become Infatuated. In addition, it is immune to the effects of Captivate, Intimidate, and Taunt.

Overgrow - When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)

Own Tempo - This Pokemon moves at its own pace. It is immune to Intimidate and will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage while Confused.

Pixilate - By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by one (1). Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Plus - This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Prism Armor - This Pokemon has very strong armor that reduces the Base Attack Power of any opponent's super effective attack by one (1).

Rattled - This Pokemon is easily frightened. Being struck by Intimidate or by a Ghost-, Bug-, or Dark-typed attack will raise its Speed by one (1) stage. If this ability was triggered by an opponent, the natural stage is also adjusted.

Reckless - This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have one (1) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.

Refrigerate - By default, this Pokemon's Normal-type moves are Ice-type moves, and have an additional one (1) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by one (1). Only Normal-typed moves changed by Refrigerate receive this boost, and not all Ice-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Rivalry - This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by one (1) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by one (1) when it attacks an opponent of the opposite gender.

Sand Force - This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by one (1). Pokemon with this ability are immune to Sandstorm damage.

Sheer Force - By default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by one (1), but they will never have their usual secondary effect. When toggled, no effect.

Solar Power - When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Solid Rock - This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by one (1).

Steelworker - This Pokémon is capable of using Steel-type moves as proficiently as its own STAB moves, raising the BAP of Steel-type attacks by two (2) and lowering the EN Cost of all Steel-type moves by one (1).

Strong Jaw - This Pokemon's massive jaws give it incredibly powerful biting attacks, increasing the BAP of all moves tagged as #Jaw by two (2) BAP.

Swarm - When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 7, X-Scissor from 8 to 10)

Tough Claws - This Pokemon has sharp claws that enhance the power of all of its contact attacks by one (1) BAP.

Toxic Boost - This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all of its physical attacks have two (2) more Base Attack Power.

Water Bubble - This Pokémon is protected by a bubble of water which makes it immune to the Burn status and shifts Fire-type moves to their next level of resistance (e.g. ×2 -> ×1, ×1 -> ×0.5). Furthermore, the bubble helps strengthen its Water-type attacks, increasing their BAP by four (4).
 
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JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
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MOVES
Apple Acid - Grass | Special | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | 100% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user attacks the target with an acidic liquid created from tart apples. This also lowers the target's Sp. Def by one (1) stage.

Aura Wheel - Electric | Physical | Any Single Target | 11 BAP | 100% Acc | 9 EN Cost | 100% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user creates a spinning wheel of energy, then uses its feet to send the wheel rolling towards the target. This move boosts the user's Speed by one (1) stage. If the user is in Hangry Mode, this move is Dark-Type. This move can only be used by Morpeko.

Behemoth Bash - Steel | Physical | Any Single Target | 10 BAP | 100% Acc | EN Cost: 8, 11 on Dynamax target | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user becomes a gigantic shield and slams into the target. This move's BAP becomes 20 instead of 10 if the opponent is Dynamaxed.

Behemoth Blade - Steel | Physical | Any Single Target | 10 BAP | 100% Acc | EN Cost: 8, 11 on Dynamax target | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user becomes a gigantic sword and cuts the target. This move's BAP becomes 20 instead of 10 if the opponent is Dynamaxed.

Body Press - Fighting | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user attacks by slamming its body into the target. This move's damage is calculated using the user's Defense rank and stage boosts in place of its Attack. The user's item, STAB, Burn status, and abilities are applied normally.

Bolt Beak - Electric | Physical | Any Single Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user stabs the target with its electrified beak. This move's BAP becomes 12 instead of 9 if the user attacks before the target.

Branch Poke - Grass | Physical | Any Single Target | 4 BAP | 100% Acc | 3 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user attacks the target by poking it with a sharply pointed branch.

Breaking Swipe - Dragon | Physical | Up to 3 Targets | 6 BAP | 100% Acc | 4 EN Cost | 100% Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user swings its tough tail wildly, reducing the Attack of all targets it hits by one (1) stage.

Clangorous Soul - Dragon | Status | User | -- BAP | -- Acc | 30 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No | Tags: #Sound
The user clangs its scales together, riling itself up. In exchange for thirty percent (30%) of its maximum HP, the user receives a permanent one (1) stage boost to its Attack, Defense, Special Attack, Special Defense, and Speed for the duration of the battle, even if it leaves play. Clangorous Soul will fail if the user is at or below 30% of its maximum HP. This move ignores Soundproof.
Z-Move Effect: None.

Court Change - Normal | Status | Entire Battle | -- BAP | 100% Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user uses a mysterious power to swap the effects on either side of the field.
Z-Move Effect: None.

Decorate - Fairy | Status | Any Single Target | -- BAP | -- Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user decorates the target, making them feel more confident. The target receives a two (2) stage boost to Attack and Special Attack.
Z-Move Effect: None.

Double Iron Bash - Steel | Physical | Any Single Target | BAP: 6 per hit | 100% Acc | 10 EN Cost | 30% Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user spins its upper body, striking the target with its heavy arms twice in a row. The force of the attack may cause the victim to flinch.

Dragon Darts - Dragon | Physical | Up to 2 Targets | BAP: 5 per hit | 100% Acc | 8 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user launches a pair of Dreepy from its cannons at mach speed. The function of this move changes depending on how many valid targets are on the opponent's side of the field.
Single Battles: This move hits the target twice.
Multi-Battles: This move hits two different targets once each. However, if one of the targets is immune to Dragon Darts (due to typing, P/E, or D/E) and the other is not, the Dreepy will swerve mid-flight to hit the vulnerable target twice instead.

Drum Beating - Grass | Physical | Any Single Target | BAP: 8 | 100% Acc | 6 EN Cost | 100% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user plays its drum, causing roots and vines to emerge from the ground to strike the target. The attack reduces the target's Speed by one (1) stage.

Dynamax Cannon - Dragon | Special | Any Single Target | BAP: 10 | 100% Acc | EN Cost: 8, 11 on Dynamax target | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user unleashes a powerful beam from its core. This move's BAP becomes 20 instead of 10 if the opponent is Dynamaxed.

Eternabeam - Dragon | Special | Any Single Target | BAP: 16 | 90% Acc | 11 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user focuses all its energy into an immensely powerful beam, doing great damage. After using this move, the user becomes Sluggish.

False Surrender - Dark | Physical | Any Single Target | BAP: 8 | -- Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user pretends to bow its head in surrender, but then it suddenly stabs the target with its prickly hair. A surprise attack that can never miss.

Fishious Rend - Water | Physical | Any Single Target | 9 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user rends the target with its hard gills. This move's BAP becomes 12 instead of 9 if the user attacks before the target.

Grav Apple - Grass | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | 100% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user drops an apple from high above the target. The impact disorients the opponent, reducing their Defense by one (1) stage.

Jaw Lock - Dark | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user clamps down on the target with its powerful jaws and refuses to let go. If this move damages the target, then both the user and the target become unable to switch out during Switch Phases. If either the user or the target leaves the field (by fainting, through phasing moves, or via other effects), this move's effect immediately ends.

Life Dew - Water | Status | Up to 2 Allies | -- BAP | -- Acc | 14 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: Yes | Tags: #Recovery
The user scatters mysterious water around and restores 10 HP to itself and one ally.
Z-Move Effect: None.

Magic Powder - Psychic | Status | Any Single Target | -- BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: Yes
The user scatters a cloud of magic powder that changes the target to Psychic type for six (6) actions.
Z-Move Effect: None.

Meteor Assault - Fighting | Physical | Any Single Target | 15 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user points its leek at the opponent then charges toward them at great speed. The force of the attack creates a gigantic explosion. However, after using the attack, the user becomes Sluggish.

No Retreat - Fighting | Status | User | -- BAP | -- Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user plants itself firmly into a fighting stance. Increases the user's Attack, Defense, Special Attack, Special Defense, and Speed by one (1) stage each, but the user cannot switch out during Switch Phases. This move does not stack.
Z-Move Effect: None.

Obstruct - Dark | Status | User | -- BAP | 100% Acc | EN Cost = 4 + (Damage evaded/2.5) | -- Eff% | Contact: No | 4 Priority | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No | Tags: #P/E
The user crosses its arms to block damaging attacks. Damaging attacks used on this Pokemon will have no effect. If it blocks a damaging Contact attack, the user will let out a fearsome screech that lowers the attacker's Defense by two (2) stages. This move fails when used on successive actions, or after a move tagged as #P/E.
Z-Move Effect: None.

Octolock - Fighting | Status | Any Single Target | -- BAP | 100% Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user wraps its arms around the target, grappling them into submission. The trapping effect reduces the target's Defense and Special Defense by one (1) stage at the end of each action, prevents the target from switching out during Switch phases, and lasts up to four (4) actions.

Overdrive - Electric | Special | Up to 3 Targets | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No | Tags: #Sound
The user attacks by twanging its guitar, creating a huge echo.

Pyro Ball - Fire | Physical | Any Single Target | 12 BAP | 90% Acc | 10 EN Cost | 10% Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No | Tags: #Ballistic
The user sets a small stone on fire and kicks it towards the target. This may also leave the target with a burn.

Snap Trap - Grass | Physical | Any Single Target | 4 BAP | 100% Acc | 5 EN Cost | -- Eff% | Contact: Yes | 0 Priority | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user snaps its jagged fins shut around the target's leg or another similar limb, dealing damage and preventing the target from switching out during the next Switch Phase.

Snipe Shot - Water | Special | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user takes aim, concentrates, then shoots a precise stream of water at the target. The user's mind is so focused during this attack that moves and abilities cannot redirect this move to an unintended target. Has a high critical hit rate.

Spirit Break - Fairy | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost | 100% Eff% | Contact: Yes | 0 Priority | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user attacks the target with so much force that it could break the target's spirit. This also lowers the target's Special Attack by one (1) stage.

Steel Beam - Steel | Special | Any Single Target | 14 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user fires a beam of steel that it collected from its entire body. The user also takes 30% of its maximum HP in recoil.

Strange Steam - Fairy | Special | Any Single Target | 9 BAP | 95% Acc | 7 EN Cost | 20% Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user attacks the target by emitting steam. The strange fragrance may leave the target confused.

Stuff Cheeks - Normal | Status | User | -- BAP | -- Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Deferring | Snatch: Yes | Magic Coat: No
The user eats its held Berry, then raises its Defense by two (2) stages. This move consumes one (1) use of the user's held Berry. If the user is not holding a Berry, this attack fails.
Z-Move Effect: None.

Tar Shot - Rock | Status | Any Single Target | -- BAP | -- Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: Yes
The user drenches the target in sticky tar, reducing the target's Speed stat by one (1) stage. Also, inflicts the target with a "tarring" effect that lasts for six (6) actions. While tarred, the opponent's weakness to Fire-Type attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Fire-Type Pokemon cannot be burned with Fire-Type attacks, even while tarred.

Teatime - Normal | Status | Entire Battle | -- BAP | -- Acc | ??? EN Cost | -- Eff% | Contact: No | 0 Priority | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user invites all Pokemon on the field to a friendly teatime. All Pokemon that are holding Berries consume one (1) use of their held Berry.
Z-Move Effect: None.
Aurora Veil - Ice | Status | Up to 3 Allies | -- BAP | -- Acc | 10 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user shrouds its allies in a veil of cold aura that weakens moves used against them, reducing the BAP of Physical and Special attacks used against the affected by 3 (or 2 if multiple allies share an Aurora Veil) for six (6) actions. This move maintains its effect on a Pokémon's position even after that Pokémon leaves play. This move must be used while it is hailing, otherwise it fails.
Z-Move Effect: Increases the user's Speed by one (1) stage, adjusting the natural stage.

Encore - Normal | Status | Any Single Target | -- BAP | 100% Acc | 10 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: Yes
The user gives its opponent an enthusiastic round of applause. For its next action, the target is forced to repeat the last action it successfully performed. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was Bodyblock, Chill, Encore, Mimic, Mirror Move, Shift, Sketch, Take Cover, Transform, a combo, an Ability command, a Z-Move, or a cooldown.
Z-Move Effect: Raises the user's Speed by one (1) stage, adjusting the natural stage.

Endure - Normal | Status | User | -- BAP | -- Acc | 15 EN cost | -- Eff% | Contact: No | +4 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: No
The user braces itself for impact and until the end of the round will not be KOed by damaging attacks or energy exhaustion through subsequent uses of Endure during the same round, surviving with at least 1 HP and 1 EN instead. The user becomes Sluggish until the end of the round. Enduring users may not use Combos. If a move's description states that it fails unless the user has enough energy the Pokemon still needs to have enough energy to use the move. Endure does not help the user survive residual damage such as poison, burn, sandstorm, Future Sight, etc., and Endure does not prevent EN KO caused by other moves or the effects of moves used on the user, such as Nightmare. All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the user act as though the opponent did full damage, even if Endure negated some of the damage. Endure can be used successfully multiple times in the same round by the same Pokemon, however a Pokemon cannot use Endure if it successfully used Endure in the previous round. This move fails unless the user can pay the entire Energy Cost.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Heavy Slam - Steel | Physical | Any Single Target | BAP = 6 + (User WC - Target WC) | 100% Acc | EN Cost = 5 + (User WC/1.5) | -- Eff% | Contact: Yes | 0 Prio | 16 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user jumps into the air and then smashes into the opponent with great force.

Howl - Normal | Status | Up to 3 Allies | -- BAP | -- Acc | 5 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user lets out a spine-tingling howl, giving itself and its teammates a one (1) stage increase in Attack.
If Howl is used in a combination, any stat-changes affected by the combination double.
Z-Move Effect: Raises the user's Attack by one (1) stage, adjusting the natural stage.

King's Shield - Steel | Status | User | -- BAP | -- Acc | EN Cost = 4 + (Damage evaded/2.5) | -- Eff% | Contact: No | 4 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No | Tags: P/E
The Pokemon instantly reverts to its Shield Forme, protecting itself from damaging attacks, reducing the Attack stat of any attacker that makes contact with the shield by one (1) stage for each of their hits. Z-Moves will only have 75% of the damage blocked. The attack will fail if used consecutively, or if a move tagged as #P/E was used the previous action.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Light Screen - Psychic | Status | Up to 3 Allies | -- BAP | -- Acc | 10 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user erects a shield that protects it and its teammates from Special damage. Special attacks targeting a Pokemon behind Light Screen have their BAP reduced by 3, or by 2 if multiple Pokemon are sharing a Light Screen. The effect lasts for six (6) actions after use. This move maintains its effect on a Pokemon's position even after that Pokemon leaves play.
Z-Move Effect: Raises the user's Sp. Defense by one (1) stage, adjusting the natural stage.

Multi-Attack - Normal | Physical | Any Single Target | 12 BAP | 100% Acc | 10 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 19 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user rams into the opponent with one powerful charge. If the user is holding a Memory item, this move's type changes to match it.

Rapid Spin - Normal | Physical | Any Single Target | 5 BAP | 100% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | 10 Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user spins extremely quickly in place, then charges into the opponent. If Rapid Spin deals damage, it frees the user from any binding move and Leech Seed; removes all Spikes, Toxic Spikes, and Stealth Rock from the user's side of the field; and also provides a one (1) stage boost to the user's speed.

Reflect - Psychic | Status | Up to 3 Allies | -- BAP | -- Acc | 10 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: Yes | Magic Coat: No
The user erects a paling that protects it and its teammates from Physical damage. Physical attacks targeting a Pokemon behind Reflect have their BAP reduced by 3, or by 2 if multiple Pokemon are sharing a Reflect. The effect lasts for six (6) actions after use. This move maintains its effect on a Pokemon's position even after that Pokemon leaves play.
Z-Move Effect: Raises the user's Defense by one (1) stage, adjusting the natural stage.

Rest - Psychic | Status | User | -- BAP | -- Acc | 15 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user takes a soothing nap, rejuvenating themselves in the heat of battle. When Rest is used, the user puts itself to Sleep for three (3) actions. Every time the user spends an action asleep, including the action they use Rest, they will cure themselves all non-Sleep status ailments and recover 10 HP. Taking 16 or more damage from a single attack will end the user's Rest. This move fails if the user has full HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Rock Polish - Rock | Status | User | -- BAP | -- Acc | 7 EN cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: Yes | Magic Coat: No
The user streamlines their rough edges, becoming sleeker and losing drag. This move increases the user's Speed by two (2) stages.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.
• All D/E moves (except Sky Drop) can be Suspended.
• The universal mechanics of D/E moves will be moved to the Handbook, instead of being included in each move’s description.

Bounce - Flying | Physical | Any Single Target | BAP = 7 + (User WC/2.5) | 85% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | 30% Eff% | Contact: Yes | 0/-1 Prio | 16 Z-BAP | Combo Type: Force (Default), None (Suspended) | Snatch: No | Magic Coat: No
The user leaps above an incoming attack and crashes down on the opponent with immense force that may paralyze. This move has Damaging Evasive properties. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind ignore Bounce's evasive properties. Being struck by Smack Down and Gravity will cancel Bounce; the Bounce user will take falling damage equal to twice their own Weight Class, plus 4. Being struck by Gust, Twister, and Whirlwind will cause Bounce to automatically miss, but will not result in falling damage.

Dig - Ground | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 16 Z-BAP | Combo Type: Deferring (Default), None (Suspended) | Snatch: No | Magic Coat: No
The user burrows under the ground to attack the target by surprise. This move has Damaging Evasive properties. If the user is at least SC 5, is Hovering, or is a Flying-type; it ignores the target's Hovering status. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude ignore Dig's evasive properties. Bulldoze, Earthquake, and Magnitude strike for doubled BAP, and ignore any immunity granted by the Flying Type and the Hovering status.

Dive - Water | Physical | Any Single Target | 8 BAP | 100% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 16 Z-BAP | Combo Type: Deferring (Default), None (Suspended) | Snatch: No | Magic Coat: No
The user dives underwater and surfaces under the opponent to attack them. This move has Damaging Evasive properties. If the user is at least SC 5, is Hovering, or is a Flying-type; it ignores the target's Hovering status. Dive will fail if the arena lacks a body of water. Surf and Whirlpool ignore Dive's evasive properties and strike with double BAP.

Fly - Flying | Physical | Any Single Target | 9 BAP | 95% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 18 Z-BAP | Combo Type: Deferring (Default), None (Suspended) | Snatch: No | Magic Coat: No
The Pokémon flies up high, and strikes down in a tackle. This move has Damaging Evasive properties. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against the user. Smack Down and Gravity will cause the user to crash to the ground, cancelling Fly and making it take (2 * Weight Class + 4) crash damage. Gust, Twister, and Whirlwind will make Fly miss when used during the evasive stage, but will not deal crash damage.

Phantom Force - Ghost | Physical | Any Single Target | 9 BAP | 100% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 18 Z-BAP | Combo Type: Set (Default), None (Suspended) | Snatch: No | Magic Coat: No
The Pokemon disappears briefly into a shadow dimension before striking an opponent from behind. This move has Damaging Evasive properties. This attack nullifies any Protect, Detect, Quick Guard, Wide Guard, Crafty Shield, King's Shield or Spiky Shield active on the target, as well as the effects of Evasive Agility and Evasive Teleport. If the target is under the effects of Minimize, Phantom Force has its Base Attack Power doubled (x2).

Shadow Force - Ghost | Physical | Any Single Target | 12 BAP | 100% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 19 Z-BAP | Combo Type: Set (Default), None (Suspended) | Snatch: No | Magic Coat: No
The user slips into a parallel dimension, waiting for the perfect moment to reappear and strike. TThis move has Damaging Evasive properties. Shadow Force is not blocked by Protect or Detect and hits users of those moves normally.

Sky Drop - Flying | Physical | Any Single Target | BAP = 4 + Target WC | 100% Acc | 6 EN Cost (Evasive), 5 EN Cost (Attacking) | -- Eff% | Contact: Yes | 0/-1 Prio | 12 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The Pokémon grabs the opponent in its talons, and drops them from a great height. This move has Damaging Evasive properties, but CANNOT be Suspended. While in midair, the target of Sky Drop has its attack redirected to the user, and can only hit the user with its attacks (and cannot use Evasive Damaging Moves). Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against either Pokemon in the evasive stage of Sky Drop. If the user of Sky Drop is hit by Smack down while in the evasive stage, it crashes to the ground and takes (2 * Weight Class + 4) damage while the target lands unharmed. If Gravity is used, both Pokemon take this crash damage. Sky Drop fails when used on a Substitute, or if the target's Weight Class is equal to or greater than the user's Weight Class + 3. If used on a Flying-type Pokémon, it will deal no damage but the attack will still lift the target into the air as normal.
Explanations for the following changes can be found in the Combo Feasibility Chart.

Aqua Ring - Water | Status | User | -- BAP | -- Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user surrounds itself in looping rings of water that pulsate with healing energy, restoring four (4) HP per action for the next six (6) actions.
Z-Move Effect: Raises the user's Defense by one (1) stage, adjusting the natural stage.

Baton Pass - Normal | Status | User (Switch), Ally (Target Ally) | -- BAP | -- Acc | 10 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
This move has multiple functions.
The user transfers their status changes to an ally. Baton Pass can only target members of the user's team. Baton Pass transfers stage Boosts, Aqua Ring, trapping effects, Ghost-type Curse, Embargo, critical hit rate boosts, Gastro Acid, Ingrain, Leech Seed, Lock-On and Mind Reader, Magnet Rise, Perish Song's counter, Power Trick status, and Substitute decoys.
Baton Pass (Switch): The user will switch out at the end of the round, transfering their status to the ally that replaces them.
Baton Pass (Target Ally): Only usable in multi-battle formats. The user transfers their status to a target active ally.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Counter - Fighting | Physical | User | BAP = FD: Physical damage taken * 1.5 | 100% Acc | EN Cost = 6 + (Physical damage taken/2) | -- Eff% | Contact: Yes | -5 Prio | 10 Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user retaliates against oncoming Physical assaults. The user then charges towards the last opponent that hit them with a Physical attack, dealing 1.5x the damage of said attack. If the user has not been damaged by a Physical attack this Action, this move fails.

Curse - Ghost | Status | User (Regular), Any Single Target (Ghost) | -- BAP | -- Acc | 6 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: No
This move has multiple functions. Curse (Regular): If the Pokemon is not a Ghost-type, it draws strength from negative energy, raising its Attack and Defense by one (1) stage and decreasing Speed by one (1) stage.
Z-Move Effect: Raises the user's Attack by one (1) stage, adjusting the natural stage.
Curse (Ghost): If the user is a Ghost-type, this move costs 30 HP and 10 Energy instead of merely 6 Energy. They pay this price in order to cast a wicked and crippling affliction on the opponent. Pokemon afflicted with Ghost Curse take five (5) damage at the end of each action, and Chill and Rest only restore half as much energy or HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare. This version of Curse will fail if the user is at or below 30 HP.
Z-Move Effect: Restores the user's HP by 30 points.

Heal Order - Bug | Status | User | -- BAP | -- Acc | EN Cost = (Max HP/10) + 2 | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user calls in its hive to heal 20 HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Heal Pulse - Psychic | Status | Any Single Target | -- BAP | -- Acc | 14 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: Yes
The user releases a wave of energy that restores 20 HP to a target Pokemon on the field.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Healing Wish - Psychic | Status | User (Switch), Ally (Target Ally) | -- BAP | -- Acc | 15 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
This move has multiple functions.
The user funnels all of its energy into a pink glowing orb, launches it at a teammate, and faints. The pink orb infuses itself into the ally, restoring 25 HP, 20 Energy and curing all status ailments. This move fails unless the user can pay the entire Energy Cost.
Healing Wish (Switch): Only usable in Switch=OK formats. The move applies to the Pokemon that switches in after the user of Healing Wish.
Healing Wish (Target Ally): Only usable in multi-battle formats. The move applies to a targeted ally Pokemon.
Z-Move Effect: None.

Ingrain - Grass | Status | User | -- BAP | -- Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user grows roots that burrow down into the ground, restoring four (4) HP per action for six (6) actions. While Ingrained, the Pokemon is not affected by phazing attacks, and loses any Ground immunity it might possess.
Z-Move Effect: Raises the user's Sp. Defense by one (1) stage, adjusting the natural stage.

Lunar Dance - Psychic | Status | User | -- BAP | -- Acc | 15 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user glows white with the power of the moon and starts preforming an ancient dance. The user suddenly faints, and the next Pokemon to switch in will be surrounded in a white aura and have its HP and Energy restored by 30% and will be healed of all status. This move fails unless the user can pay the entire Energy Cost.
Z-Move Effect: None.

Milk Drink - Normal | Status | User or Ally | -- BAP | -- Acc | EN Cost = (Max HP/10) + 2 | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The Pokémon allows the target to drink milk from its udders. The nutrients in its milk heal 20 HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Mirror Coat - Psychic | Special | User | BAP = FD: Special damage taken * 1.5 | 100% Acc | EN Cost = 6 + (Specialdamage taken/2) | -- Eff% | Contact: No | -5 Prio | 10 Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user retaliates against oncoming Special assaults. The user then pulses towards the last opponent that hit them with a Special attack, dealing 1.5x the damage of said attack. If the user has not been damaged by a Special attack this Action, this move fails.

Moonlight - Fairy | Status | User | -- BAP | -- Acc | EN Cost = 6 + (Max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The Pokémon absorbs moonlight to restore health. Moonlight restores 35 HP in strong sunlight or moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Morning Sun - Normal | Status | User | -- BAP | -- Acc | EN Cost = 6 + (Max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The Pokémon looks up to the sun to restore health. Morning Sun restores 35 HP of maximum health in strong sunlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Pollen Puff - Bug | Special | Any Single Target | 9 BAP | 100% Acc | EN Cost = 10 | -- Eff% | Contact: No | 0 Prio | 18 Z-BAP | Combo Type: Force (Target Foe), None (Target Ally) | Snatch: No | Magic Coat: No
The user fires a ball of pollen at the target. If the target is an opponent, the pollen explodes and deals damage. If the target is an ally, the pollen heals the target, restoring 20 HP.

Protect - Normal | Status | User or Ally | -- BAP | -- Acc | EN Cost = 7 + (Damage evaded/2.5) | -- Eff% | Contact: No | 4 or 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The Pokemon erects a barrier that prevents any move that targets the user from taking effect for the turn it is used in. Attacks will not miss when used on the Pokemon but will not have any effect. Attacks targetting the field will succeed as normal. Z-Moves will only have 75% of the damage blocked. Whilst a Pokemon is under the effect of Protect it is immune to critical hits. This move fails if used on successive actions, or after a move tagged as #P/E. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost. Protect will only protect the user if used in a combination such as Protect + Light Screen, Reflect, and Safeguard.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Purify - Poison | Status | Any Single Target | -- BAP | -- Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: Yes
The user fires a ball of cleansing energy at the target which heals all major status afflictions the target has. If it does heal a major status affliction on the target, the cleansing energy affects the user as well, restoring the user's HP by 10 points.
Z-Move Effect: Increases the user's Attack, Defense, Sp. Attack, Sp. Defense, and Speed by one (1) stage, adjusting the natural stage.

Recover - Normal | Status | User | -- BAP | -- Acc | EN Cost = 2 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user focuses mental energy into their wounds, restoring 20 HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Roost - Flying | Status | User | -- BAP | -- Acc | EN Cost = 2 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user's wings grow heavy and are surrounded by a white energy. The user grounds itself and recovers 20 HP. Until the end of the action, the user loses the weaknesses, resistances, and immunities provided to them by Flying-typing or the ability Levitate.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Shore Up - Ground | Status | User | -- BAP | -- Acc | EN Cost = 2 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user restores its HP by replenishing its sand supply and using it to heal itself by 20 HP points. The high abundance of sand during an active Sandstorm makes replenishing much stronger, restoring the user's HP by 30 points in such conditions.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Slack Off - Normal | Status | User | -- BAP | -- Acc | EN Cost = 2 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user goes to sleep and rests its body, restoring 20 HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Soft-Boiled - Normal | Status | User or Ally | -- BAP | -- Acc | EN Cost = 2 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user allows a target to tap into the restorative properties of an egg, healing them for 20 HP.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Strength Sap - Grass | Status | Any Single Target | -- BAP | 100% Acc | EN Cost = 2 + (Target's Attack Rank * 2) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: Yes
The user drains the strength from the opponent and transfers it into life force for the user. The move lowers the opponent's Attack by one (1) stage and restores the users HP. This move fails if the target's Attack stage is at -6. The Pokémon recovers HP equivalent to (5 × Opponent's Attack Rank) + (2 × Opponent's Attack Stage).
Z-Move Effect: Increases the user's Defense by one (1) stage, adjusting the natural stage.

Swallow - Normal | Status | User | -- BAP | -- Acc | EN Cost = (Maximum HP/10) + 5 | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user uses up the energy it stored with Stockpile to heal itself, recovering 10 HP (flat) per Stockpile, up to a maximum of 30 HP. If the Pokemon has no Stockpile effect when it uses this move, the move fails. Once the Pokemon has used Swallow, it loses its defense bonuses instantly and its Stockpile counter drops to 0.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

Synthesis - Grass | Status | User | -- BAP | -- Acc | EN Cost = 5 + (User's max HP/10) | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: Yes | Magic Coat: No
The user basks itself in the light, restoring 30 HP in strong sunlight, 20 HP in normal weather or a well lit indoors arena, or 10 HP in other weather or a poorly lit indoors arena.
Z-Move Effect: The user's negative stat changes are reset to 0, adjusting the natural stage of the reset stats.

...more to be added later.


ITEMS
Adventure Rules - An instruction manual full of tips and battle strategies. Increases BAP by 1. The holder's Abilities can't reduce its own stats, reduce its HP, or increase the BAP of incoming moves.

Exp. Share - A high-tech device that grants the holder battle experience against a variety of attacks. Increases BAP by 1. On sendout, for each Ability the holder has that boosts a stat(s) when struck, increases the corresponding stat(s) by one (1) Stage (adjusting the Natural Stage).

Lucky Egg - A lucky charm said to bring the bearer great luck and good health. Reduces the BAP of incoming attacks by 1. At the end of each action, for each Ability the holder has that recovers HP when struck by a move, it regains 2 HP.

Barometer - A tool used for taking note of changes in wind speeds and other meteorological data. Increases BAP by 1. For each Ability the holder has, if that Ability would take effect in the continued presence of one specific weather, that ability takes effect regardless of weather.


Throat Spray - (Consumable) After the holder successfully uses a sound-based move, raises the holder's Special Attack by one (1) stage, adjusting the natural stage.

Blunder Policy - (Consumable) When an enemy Pokemon avoids the holder's attack because of accuracy, raises the holder's Speed by two (2) stages, adjusting the natural stage. Does not trigger when moves are blocked or evaded by P/E or D/E moves. Does not trigger when OHKO moves miss. Does not trigger when an ally avoids the holder's attack.

Heavy-Duty Boots - Renders the holder immune to entry hazards.

Eject Pack - (Consumable) After the holder's stats are lowered, during that action, this item may be activated by the player without using an action. To activate it use the trigger syntax or anything similar, without it taking a sub slot. The player can specify one specific stat, one specific stat-lowering attack, or make it activate after any stat is lowered. When activated, this item is consumed and the activating Pokemon may do any one of the following:
1: Be guaranteed a successful dodge against the opposing Pokemon's next action.
2: Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon).

Room Service - (Consumable) In Trick Room, lowers the holder's Speed by one (1) stage, adjusting the natural stage.

Rusted Shield - (Attachment) Allows Zamazenta to choose between its default forme and Crowned Shield Forme each time it is sent out. It may start as either, and may shift to a different forme in mid-battle only if switched out and back in again. If U-turn or Volt Switch are used in Switch=KO, it may shift forme at the start of the next round.

Rusted Sword - (Attachment) Allows Zacian to choose between its default forme and Crowned Sword Forme each time it is sent out. It may start as either, and may shift to a different forme in mid-battle only if switched out and back in again. If U-turn or Volt Switch are used in Switch=KO, it may shift forme at the start of the next round.

Utility Umbrella - The holder's abilities are unaffected by weather. When the user attacks or is attacked, ignore BAP changes from weather.
Name-Change: Stick -> Leek

Exp. Share
- see new sig items
Lucky Egg - see new sig items

Leek - Increases Critical Hit rate by two (2) stages: both forms of Farfetch'd.

Lucky Punch - Increases Critical Hit rate by two (2) stages.

Kings Rock - All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully.

Razor Claw - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" moves is increased by three (3).

Razor Fang - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3).

Shed Shell - Allows the holder to switch in a Switch = OK battle regardless of trapping moves or abilities. Also, prevents residual damage and stat reductions from partial trapping moves.
Amulet Coin
Heart Scale

Armor Fossil
Black Bamboo Leaf
Boxing Gloves
Brood Queen's Necklace
Casteliacone Deluxe
Charged Stone
Claw Fossil
Cover Fossil
Dawn Stone
Deep Sea Scale
Deep Sea Tooth
Dome Fossil
Dragon Scale
Dragon Venom
Dubious Disc
Dueling Gloves
Dusk Stone
Electrizer
Empty Shell
Everstone
Fairy Tech
Helix Fossil
Ice Stone
Jaw Fossil
Fire Stone
Full Incense
Ice Rock
Inversion Charm
Kicking Gear
Lax incense
Leaf Stone
Link Cable
Luck Incense
Lunar Ray
Magmarizer
Moon Stone
Moss Rock
Moth Dust
Odd Incense
Odd Keystone
Old Amber
Oval Stone
Plant Cloak
Plume Fossil
Prism Scale
Protector
Pure Incense
Queen's Brooch
Rainbow Nectar
Rain Brooch
Rare Candy
Reaper Cloth
Relic Crown
Rock Incense
Root Fossil
Rose Incense
Sachet
Sail Fossil
Sandy Cloak
Sea Incense
Shiny Stone
Skull Fossil
Solar Ray
Soothe Bell
Spinning Top
Sun Stone
ThunderStone
Trash Cloak
Twilight Ray
Up-Grade
Water Stone
Wave Incense
Whipped Dream
 
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JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
COMBAT
Final Damage = [(Base Attack Power * BAP Modifier + STAB + Critical Hit + Stat Rank Difference + BAP Adjustment) * Type Effectiveness] + (Combat Stage Difference * 2) + Additional Damage

Changes: Stat Rank Difference no longer is multiplied by anything.

The definitions of the terms in the formula are identical to those that already are present.
New Rank Cutoffs:
RankMin. StatMax. StatHP Value
102460
2254970
3507480
4759990
5100124100
6125149110
7150174115
8175199120
9200224125
10225-130
D/E moves are getting harmonized this gen. All D/E moves now have a +0 Evasive priority and a -1 strike priority.







Some move descriptions say that a move has Damaging Evasive properties. These moves are called Damaging Evasive moves (D/E moves). They are two-phase moves. First, the user enters an Evasive state. During this Evasive state, the user avoids most attacks. Secondly, the user emerges from its Evasive state to attack the opponent.

There are three ways to perform a Damaging Evasive move:

(Default): The user enters the Evasive state at +0 Priority and pays the move's Evasive EN cost. Then, the user attacks at -1 Priority the same action, and pays the move's Attacking EN cost. STAB EN cost reduction is only applied to the Attacking EN cost for this version.

(Suspend): The user enters the Evasive state at +0 Priority and pays the move's Evasive EN cost. If a Pokémon is in the Evasive state at the end of the round, it may not be switched out. While in the Evasive state, a Pokémon can only use the (Suspend) or (Attack) versions of the same move, or a combination involving the (Attack) version of the same move. Failing to do so causes the user to exit the Evasive state and lose their turn. For the purposes of Consecutive EN cost, the (Suspend) version is considered a different move from the (Default) and (Attack) versions. (Suspend) versions of Damaging Evasive moves do not trigger substitutions for Damaging [Type] Move

(Attack): This version replaces the (Default) version if the user is already in an Evasive state at the start of their turn. The user strikes at +0 Priority and pays the sum value of the move's Evasive and Attacking EN costs. For the purposes of Consecutive EN cost, the (Suspend) version does not contribute an EN cost penalty to the (Attack) version. STAB EN reduction is only applied once to the (Attack) version.
Fly: The Pokémon flies up high, and strikes down in a tackle. This move has Damaging Evasive properties. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against the user. Smack Down and Gravity will cause the user to crash to the ground, cancelling Fly and making it take (2 * Weight Class + 4) crash damage. Gust, Twister, and Whirlwind will make Fly miss when used during the evasive stage, but will not deal crash damage.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Bounce: The user leaps above an incoming attack and crashes down on the opponent with immense force that may paralyze. This move has Damaging Evasive properties.
Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind ignore Bounce's evasive properties. Being struck by Smack Down and Gravity will cancel Bounce; the Bounce user will take falling damage equal to twice their own Weight Class, plus 4. Being struck by Gust, Twister, and Whirlwind will cause Bounce to automatically miss, but will not result in falling damage.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Dive: The user dives underwater and surfaces under the opponent to attack them. This move has Damaging Evasive properties. If the user is at least SC 5, at least 3.5 meters long, is Hovering, or is a Flying-type; it ignores the target's Hovering status. Dive will fail if the arena lacks a body of water. Surf and Whirlpool ignore Dive's evasive properties and strike with double BAP.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Phantom Force: The Pokemon disappears briefly into a shadow dimension before striking an opponent from behind. This move has Damaging Evasive properties. This attack nullifies any Protect, Detect, Quick Guard, Wide Guard, Crafty Shield, King's Shield or Spiky Shield active on the target, as well as the effects of Evasive Agility and Evasive Teleport. If the target is under the effects of Minimize, Phantom Force has its Base Attack Power doubled (x2).

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Shadow Force: The user slips into a parallel dimension, waiting for the perfect moment to reappear and strike. TThis move has Damaging Evasive properties. Shadow Force is not blocked by Protect or Detect and hits users of those moves normally.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Dig: The user burrows under the ground to attack the target by surprise. This move has Damaging Evasive properties. If the user is at least SC 5, at least 3.5 meters long, is Hovering, or is a Flying-type; it ignores the target's Hovering status. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude ignore Dig's evasive properties. Bulldoze, Earthquake, and Magnitude strike for doubled BAP, and ignore any immunity granted by the Flying Type and the Hovering status.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN

Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. This move has Damaging Evasive properties, but CANNOT be Suspended. While in midair, the target of Sky Drop has its attack redirected to the user, and can only hit the user with its attacks (and cannot use Evasive Damaging Moves). Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against either Pokemon in the evasive stage of Sky Drop. If the user of Sky Drop is hit by Smack down while in the evasive stage, it crashes to the ground and takes (2 * Weight Class + 4) damage while the target lands unharmed. If Gravity is used, both Pokemon take this crash damage. Sky Drop fails when used on a Substitute, or if the target's Weight Class is equal to or greater than the user's Weight Class + 3. If used on a Flying-type Pokémon, it will deal no damage but the attack will still lift the target into the air as normal.

Evasive EN cost: 6 EN
Attacking EN cost: 5 EN


Dynamax and Gigantamax
Dynamax and Gigantamax are not implemented in BBP due to balance and compatibility concerns.

Combinations
Combination feasability will now be shifted from referee discretion (likely to be subjective) to an objective, tangible combo chart that will serve as basis for reffing.

The rule is as follows: two moves must share a Class, a Subclass and at least a target to be used together in a different-move combo. Please not that some moves cannot combo at all.

CURRENCY
The revamp will greatly change the way currency works, with MC and UC thrown out of the window and CC revamped. So, let's welcome TC, RC and JC with open arms!
TC (Training Counters) are the new token of progression through the game. TC are used to upgrade your Pokémon through fighting. The progression ill be as follows:
(Start) 1* - Basic Pokemon, Level Up moves, Serious nature, No HA, No Items
(1 TC needed) 2* - Unlocks HA, Can evolve, Egg moves
(1 TC needed) 3* - Unlocks Items, Can evolve, TM/HM moves
4* - Unlocks Nature, Tutor moves
5* - Unlocks Mechanics: Z-Crystals, Mega Stones, Dynamax/G-Max
TC are earned through fighting, but any TC can be applied to any Pokémon at any given time. TC can be stockpiled, much like UC previously.
RC (Rental Counters) is the new shiny term for CC, and they will be used to buy Pokémon. Please note that any Pokémon will now cost 4 RC as long as it's purchaseable (no legendaries for sale here!).
JC (Jayy Judge Counters) are the new big currency and will be central in the new and improved BBP. JC are used to take part in battles, since you'll have to pay a small fee for entering any battle. But then, how are JC earned, you ask? Well it's simple: by reffing! For standard battles, all paid JC are earned by the referee, who can then use their cash to enter other battles. It is to be noted that special battles (such as Gyms and TLRs) will have an entry fee as well.

TC: Upon the conclusion of a battle, each battler is awarded 1 TC for each Pokemon on the smallest team (for example, a 2v2 awards 2 TC). Reffing does not award TC.
Stage Up: A Pokemon that completes a 5-win streak in the Battle Hall becomes eligible to transition from 3* to 4* at any point in the future.
Other methods to progress to 4* and to 5* are pending.
RC: Upon the conclusion of a battle, battlers and refs are awarded 1 RC for each Pokemon on the smallest team (for example, a 2v2 awards 2 RC). Players who self-reffed are awarded RC twice: once for battling and once for reffing.
Additionally, if the battle was NOT self-reffed, the ref is paid +1 RC for each extra round.
JC: Entering a battle that is not self-reffed costs a battler 4 JC. Entering a self-reffed battle you do not self-ref costs 2 JC. Entering a battle you self-ref costs nothing. Upon completion, the ref is paid according to the following formula:

(sum of JC paid by all battlers) + (number of Pokemon on the smallest team) – 1.

If a battle ends with battler DQ or forfeit, all remaining battlers are refunded half of the JC they paid (rounded down), the value of which is deducted from ref payment. If this happens, calculate ref payment using the following formula:

(sum of JC paid by all battlers) - (JC refunded) + [(number of Pokemon sent out in fully reffed rounds)/(number of players)] – 1, rounded down.

Double-Self-Reffing
All battlers in a battle may agree to double-self-ref the battle. In that case, each battler is responsible for self-reffing only the rounds in which they order last. They are all treated as self-refs: their JC fees are waived, and they are all paid in full for reffing.

PROFILES

LEGENDARY TIER LIST

The following is all the work of JjayyFeather (thank you!). Legendary Pokemon have been assigned Tiers 0-4, with 0 being the strongest and 4 being the weakest. The purpose is so that we can potentially design future rewards as “claim a Legendary Pokemon from X Tier”.

I know y’all have been waiting to see this. - Jayy

Tier 4: Phione
• Yes, I made Phione its own fucking tier
Tier 3: Floette-E, Celebi, Keldeo, Cobalion, Virizion, Diancie, Magearna, Zeraora, Articuno, Moltres, Zapdos, Entei, Suicune, Raikou
• Lower-end legendaries that are likely really easy to outclass, but hey, these are legendaries :p
Tier 2: Jirachi, Manaphy, Darkrai, Shaymin, Terrakion, Meloetta, Genesect, Mega Diancie, Volcanion, Lati@s, Marshadow, Registeel, Regirock, Regice, Regigigas, Rayquaza, Azelf, Mesprit, Uxie, Cresselia, Heatran, Landorus, Landorus-T, Thundurus, Thundurus-T, Tornadus, Tornadus-T, Reshiram, Zekrom, Kyurem, Hoopa, Tapu Lele, Tapu Fini, Tapu Koko, Tapu Bulu, Necrozma
• Middle/Upper-Middle tier legendaries that definitely all carry their own water easily
Tier 1: Dialga, Palkia, Giratina, Kyurem-B, Kyurem-W, Xerneas, Zygarde, Yveltal, Necrozma-DW, Necrozma-DM, Ho-Oh, Lugia, Kyogre, Groudon, Mew, Mewtwo, Victini, Hoopa-U, Deoxys, Solgaleo, Lunala, Mega Lati@s
• These them bois right here
Tier 0: Mega Rayquaza, Primal Kyogre, Primal Groudon, Ultra Necrozma, Mega Mewtwo X, Mega Mewtwo Y, Arceus
• These right here won’t be gracing BBP with their presence anytime soon lmao

GYMS
Gyms are getting a revamp this gen!
First, the Normal Mode/Hard Mode duality is discontinued. The reward tree is going to be revamped once more (reward tree TBA).
Next, the team brought by the Gym Leader has its limits expanded. Instead of strictly sticking to their type, the Gym Leader is allowed to bring up to 2 (may vary depending on Gym format) Pokémon of another type clearly defined in the arena rules.
In return, the Gym Leader may expecter tighter restrictions on arena effects.
 
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JJayyFeather

Drifting~
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GIve this some time before I have a good list.

Thread will open once the rest of the above is filled in with current knowledge.
 
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