[CAP ASB] CAP ASB Main Organization Thread

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Well, I've just about had it with word. I'll be typing up the first half of S here.

Sacred Fire: The Pokemon releases a powerful flame from its body to scorch the opponent. The intense heat may burn the opponent.
Attack Power:10 | Accuracy:95% | Energy Cost:8 | Effect Chance:50%

Sacred Sword: The Pokemon creates a sword made of its fighting spirit and slams into the foe with it. The mystical properties of the sword ignore all boosts to the opponent's Defense and evasion stats.
Attack Power:9 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Safeguard: The Pokemon coats itself in a veil that makes it immune to any status effects. The veil will dissipate if the user switches out. This effect lasts for three rounds. Subsequent uses refresh the effect.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Sand Tomb: The Pokemon creates a small sandstorm under its foe that sinks it into the ground. During Sand Tomb, both Pokemon may still issue attacks, however any attack using a part of the body used to kick up the sandstorm will cause it to release. The steady sinking of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as they are in the sand tomb.
Attack Power: 3 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obsuring its vision and lowering their accuracy by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s accuracy by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:100% | Energy Cost:3 | Effect Chance:--

Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm. The flying gravel and rocks will damage and Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) by 5 percent each round. The Sandstorm will last for to rounds after the user initiates it. Subsequent uses of the move refresh the effect.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitsnt to attack. This lowers their speed by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s speed by 1 stage and the effect duration by 1 round. This attack fails if the target cannot see its opponent or has no reason to be intimidated.
Attack Power:-- | Accuracy:90% | Energy Cost:6 | Effect Chance:--

Scratch: The Pokemon rakes its claws or talons across its opponent's body.
Attack Power:4 | Accuracy:100% | Energy Cost:2 | Effect Chance:--

Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Defense by 1 stage and the effect duration by 1 round. This move will fail if the opponent cannot hear the screech.
Attack Power:-- | Accuracy:85% | Energy Cost:6 | Effect Chance:--

Secret Power: The Pokemon draws power from the environemt into a ball of energy and launches it at its opponent. Depending on what environment the move is used in a different side effect may occur. If the move is used in a forest or other grassy area the scent of plants may put the opponent to sleep. If used in or around water the corrosive salt may lower the opponent's attack. If used in a marsh or bog the sticky mud may stick to the opponent and lower its speed. If used on a beach the heavy rocks may cause the opponent to flinch. If used in snow the freezing ice and snow may freeze the target. All stat lowerings lower the opponent's respective stat by one stage until the end of the next round.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%

Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or else the attack will fail.
Attack Power:8 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Seed Flare: The Pokemon releases a large shockwave of natural energy from its body. The calming nature of the energy may slow down the opponent's mind, lowering their Special Defense by two stages until the end of the next round.
Attack Power:12 | Accuracy:85% | Energy Cost:10 | Effect Chance:40%

Seismic Toss: The Pokemon lifts its opponent over its head and brutally hurls it to the ground. This move will fail if the Pokemon is physically incapable of picking up its opponent.
Attack Power:10 | Accuracy:100% | Energy Cost:7 | Effect Chance:--

Selfdestruct: The Pokemon focuses all of its energy and blows up, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has 20 or more energy.
Attack Power:20 | Accuracy:100% | Energy Cost:20 | Effect Chance:--

Shadow Ball: The Pokemon creates a ball out of shadows and hurls it at its opponent. The shadows may penetrate the opponent's defenses and lower their Special Defense by one stage until the end of the next round.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:20%

Shadow Claw: The Pokemon forms shadows around its hand into an extremely sharp claw and slashes at the opponent with it. The extreme sharpness of the claw makes the attack more likely to result in a critical hit.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Shadow Force: The Pokemon uses the power of shadows to vanish from the physical world for two actions. After two actions the Pokemon reappears close to its opponent. It then charges the ghostly aura up for one action and fires it at its opponent. If the Pokemon is hit at any point during the attack with an attack power of more than 4, the attack halts and the Pokemon expends 6 energy.
Attack Power:12 | Accuracy:100% | Energy Cost:10 | Effect Chance:--

Shadow Punch: The Pokemon envelops its fist in shadows and punches at the opponent. If the initial strike misses the opponent the shadows will track them for a few seconds.
Attack Power:6 | Accuracy:101% | Energy Cost:4 | Effect Chance:--

Shadow Sneak: The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks.
Attack Power:4 | Accuracy:100% | Energy Cost:2 | Effect Chance:--

Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one stage. Attack will not be dropped at the end of the round.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Sheer Cold: The Pokemon fires an extremely small, concentrated beam of ice at its opponent. The beam's extreme power and concentration causes it to go through struck opponents.
Attack Power:25 | Accuracy:30% | Energy Cost:18 | Effect Chance:--

Shell Blade: The Pokemon slashes at its opponent with its sharpened shell. The piercing properties of the shell may lower he opponent's Defense by one stage.
Attack Power:8 | Accuracy:95% | Energy Cost:6 | Effect Chance:50%

Shell Smash: The Pokemon breaks its shell in half. This enables it to move more freely, raising its Attack, Special Attack, and Speed by two stages each. However, as the shell is broken the Pokemon's Defense and Special Defense decrease by one stage.
Attack Power:-- | Accuracy:-- | Energy Cost:11 | Effect Chance:--

Shock Wave: The Pokemon fires a quick jolt of electricity at its opponent. The electricity homes in on the opponent for a few second before dissipating.
Attack Power:6 | Accuracy:101% | Energy Cost:4 | Effect Chance:--

Side Change: The Pokemon uses telekinetic powers to switch places with one of its allies. This move fails outside of Double and Triple battles.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scarmble an opponent's ability to concentrate, confsing it.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:10%

Silver Wind: The Pokemon fires a gust of wind at its foe. The odd properties of the wind may increase all of the Pokemon's stats by one stage.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:10%

Simple Beam: The Pokemon fires a beam made up of mental signals containing the ability Simple, changing the target's ability to Simple for the next three actions.
Attack Power:-- | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep.
Attack Power:-- | Accuracy:55% | Energy Cost:6 | Effect Chance:--

Sketch: The Pokemon copies down the last move the opponent used, learning the move permanently. A Pokemon may only have 7 Sketched moves known at once, past that they must forget a Sketched move of the Trainer's choice every time they use Sketch.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Skill Swap: The Pokemon tranfers its ability(s) into a beam which it then fires at the opponent. When the beam strikes the opponent, it transfers the user's ability to the target and aborbs the target's ability, which it tranfers into the user's mind.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Skull Bash: The Pokemon toughens up it skull for one action, increasing its Defense by one stage, then headbutts the foe with its thickened skull.
Attack Power:10 | Accuracy:100% | Energy Cost:8 | Effect Chance:--

Sky Attack: The Pokemon flies up into the air and gathers its strength for one action, then flies down at an incredible speed and slams into the foe.
The speed and power of the attack may knock the opponent off balance, causing it to flinch.
Attack Power:14 | Accuracy:90% | Energy Cost:10 | Effect Chance:30%

Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents
that are flying or otherwise in the air.
Attack Power:9 | Accuracy:90% | Energy Cost:6 | Effect Chance:--

Slack Off: The Pokemon goes to sleep and rests its body, restoring 20 percentage points of their health.
Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Slam: The Pokemon slams into the opponent with their tail or other appendages.
Attack Power:8 | Accuracy:75% | Energy Cost:5 | Effect Chance:--

Slash: The Pokemon slashes at its opponent with sharp claws. Because of the sharpness of the claws, this attack is likely to reult in a critical hit.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Sleep Powder: The Pokemon sprays a powder on its opponent that calms its nerves, putting it to sleep for one round.
Attack Power:-- | Accuracy:75% | Energy Cost:5 | Effect Chance:--

Sleep Talk: The Pokemon simulates its brain while asleep and randomly uses one of its known moves. This move fails if the user is not asleep.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--

Slime Wave: The Pokemon shoots a wave of slime at its opponent. The toxic slime may poison the target.
Attack Power:10 | Accuracy:100% | Energy Cost:7 | Effect Chance:10%

Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may posion the target.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%

Sludge Bomb: The Pokemon shoots several concentrated balls of sludge at its opponent. The toxic sludge may poison the opponent.
Attack Power:9 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%


Smellingsalt: The Pokemon attacks its opponent while giving off a strong scent. If the opponent is paralyzed the scent will shock its nerves, which doubles the power of the attack but also snaps the opponent out of the paralysis.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:--

Smog: The user releases a cloud of poisonous smog from its body. The toxic smog may poison the opponent.
Attack Power:2 | Accuracy:70% | Energy Cost:1 | Effect Chance:40%

Smokescreen: The Pokemon releases a cloud of smoke into the target's face, obscuring its vision and lowering their accuracy by 1 stage.
Attack Power:-- | Accuracy:100% | Energy Cost:3 | Effect Chance:--


More Coming.
 

Fusxfaranto

gonna smoke five blunts and watch anime
Yay, I is done now.

Ice Ball: The pokemon encases itself in a ball of ice, and repeatedly rams itself into the foe, doing twice as much damage and costing two more energy each time. The damage is also doubled if the user used Defense Curl earlier in the match (but the boost is reset when the pokemon uses Ice Ball).

Attack Power: 3 | Accuracy: 90% | Energy Cost: 5 | Effect Chance: --

Ice Beam: The pokemon opens its mouth wide, unleashing a bright azure beam so cold that it can freeze the opponent solid.

Attack Power: 10 | Accuracy: 10% | Energy Cost: 7 | Effect Chance: 10%

Ice Breath: The pokemon blows a frosty gust of wind at the opponent’s weak spots, causing a critical hit every time.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Ice Fang: The pokemon's jaw and teeth get coated in sharp and jagged ice as it chomps down on the opponent. It has a chance of both flinching and freezing, checked separately for each.

Attack Power: 7 | Accuracy: 95% | Energy Cost: 5 | Effect Chance: 10%

Ice Punch: The pokemon's fist flies towards the opponent, while being coated in layers of ice cold enough to freeze the opponent solid.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 10%

Ice Shard: The pokemon forms a large chunk of ice, then fires it at the opponent at blinding speed. This move has +1 priority.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Icicle Drop: The pokemon grabs a giant icicle and jumps on the opponent with it, impaling the opponent. The forceful blow can cause the opponent to flinch.

Attack Power: 9 | Accuracy: 90% | Energy Cost: 6 | Effect Chance: 30%

Icicle Spear: The pokemon launches several long, thin icicles in quick succession. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Icy Wind: The pokemon blows a wide blast of cold air, impeding the opponent and lowering their speed by one stage until the end of the next round. Subsequent uses will reduce the opponent’s speed by 1 stage each, but will not alter the duration.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 5 | Effect Chance: 100%

Imprison: The pokemon mentally blocks the opponent from using any moves the user can.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Incinerate: The pokemon blasts the opponent with an arc of flame concentrated on the opponent's berry, burning it and making it useless.

Attack Power: 3 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Ingrain: The pokemon grows roots that burrow down into the ground, restoring 3 HP per action for 2 rounds but also making it immobile and unable to move. It can be dismissed at any time, canceling both effects.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Iron Defense: The pokemon infuses its skin with iron, boosting its defense +2 and preventing knockback while active. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order).

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Iron Head: The pokemon covers its head in iron and headbutts the opponent. It can cause the opponent to flinch.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

Iron Tail: The pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defenses.

Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Effect Chance: 30%
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
I think I've managed about half of what I've been assigned, but I really need to get to work preparing for next week's exams. Sorry I couldn't do more :(
Uproar: The Pokemon uses great blasts of sound to damage the opponent, preventing all Pokemon in the arena from sleeping until it dissipates. This effect lasts for two rounds.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance:--

U-turn: [Switch=KO] The Pokemon strikes the opponent before dashing off in a different direction, outpacing even trapping abilities.
[Switch=OK] The Pokemon strikes the opponent before dashing off back to its trainer, outpacing even trapping abilities. At the end of the round, the Pokemon will return to its Pokeball, getting rid of any stat-boosts and status afflictions. The Pokemon is then forced to switch.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Vacuum Wave: The Pokemon strikes before the opponent, whirling a limb to cause a vacuum to fly towards the opposing Pokemon.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Venom Shock: The Pokemon rains down drops of poison on the foe to inflict damage. The power is doubled if the opponent is poisoned.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

V-Generate: The Pokemon engulfs itself in flames and charges toward the opponent, inflicting massive damage. The Pokemon's Defense, Special Defense and Speed are lowered as a result of this attack.
Attack Power: 18 | Accuracy: 95% | Energy Cost: 12 | Effect Chance: --

ViceGrip: The Pokemon uses large pinsirs to grab and crush the opponent.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Vine Whip: The Pokemon whips the opponent with long, slender vines.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Vital Throw: The Pokemon waits for the opponent to attack before picking them up and throwing them away. If the user moves last, then this attack is guaranteed to hit.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Volt Change: [Switch=KO] The Pokemon strikes the opponent with electricity before dashing off in a different direction, outpacing even trapping abilities.
[Switch=OK] The Pokemon strikes the opponent with electricity before dashing off back to its trainer, outpacing even trapping abilities. At the end of the round, the Pokemon will return to its Pokeball, getting rid of any stat-boosts and status afflictions. The Pokemon is then forced to switch.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Volt Tackle: The Pokemon engulfs itself in electricity and slams into the foe. As a result of this attack, the user takes 1/3 of the damage that it dealt to the opponent.
Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Wake-Up Slap: The Pokemon slaps the opponent violently, both inflicting damage and healing the foe from sleep. Its power is doubled if used on a sleeping foe.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Water Gun: The Pokemon sprays a light jet of water at the foe.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Water Oath: The Pokemon uses a plume of water to attack the foe.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Water Pulse: The Pokemon fires a ring of water at the foe to inflict damage. Due to the force of the water, this attack has a chance to confuse the opponent.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 20%

Water Sport: The Pokemon sprays water across the arena to lower the effect of Fire-type moves.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Water Spout: The Pokemon lets loose a spout of water to attack the opponent. Its power depends on the amount of Health remaining.
Attack Power: 15 * HP Percentage | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Waterfall: The Pokemon propels itself towards, and strikes, the opponent using water. Due to the impact of this attack, it has a chance to flinch.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 20%

Waterlog: The Pokemon grabs the opponent and plunges them into a pool of water, submerging them for so long that they become a Water-type.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Weather Ball: The Pokemon gathers a ball of weather energy and fires it at the opponent. Its power doubles if Sunny, Rainy, Hail or Sandstorm conditions are in effect. It also changes type to match the weather.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Whirlpool: The Pokemon traps the opponent in a swirling tornado of water for 2-5 actions.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Whirlwind
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wide Guard
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wild Bolt
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Will-O-Wisp
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Windstorm
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wing Attack
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wish
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Withdraw
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wonder Room
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wood Hammer
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wood Horn
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Worry Seed
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wrap
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Wring Out
Attack Power: 5 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
OK folks, all letters have officially been assigned. We're getting closer and closer to the big day. Now I need to uphold my part and finish up Abilities.

Here is the Ability system outline I had created for the last ASB. It still needs to be scrutinized.

Easiest way to search is use Ctrl + F and the Ability name.

Right now this is a WIP. I'm up to the beginning of H in the restructuring.

ASB Ability Guide


A-M Here, N-Z next post.

Format:

Ability Name: Name of the Ability

Ability Type:

Innate: This Ability is always in effect, although it may only be activated situationally.
Can be Activated: This Ability can be activated (specified by each ability) in battle at any time, but it uses an action. Activated Abilities have an Energy Cost of 2.
Can be Enabled: This Ability can be enabled at the beginning of a round without using an action, however the trainer must then issue their attacks first. It will remain enabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be enabled without forfeiting turn advantage.
Can be Disabled: This Ability can be disabled at the beginning of a round without using an action, however the trainer must then issue their attacks first. It will remain disabled until ordered otherwise. In the Pokemon has just been sent out, the ability may be disabled wihout forfeiting turn advantage.

Description: Description of Ability’s effect

Pokemon with this Ability: The Pokemon with this ability.

Adaptability:

Type: Innate

The moves that match this Pokemon’s type deal two (2) more damage.

Pokemon with this ability: Eevee, PorygonZ, Corphish, Crawdaunt, Feebas, Basculin.

Aftermath:

Type: Innate

If this Pokemon uses Selfdestruct or Explosion, the attack does ten (10) more damage.

Pokemon with this ability: Voltorb, Electrode, Drifloon, Drifblim, Stunky, Skuntank, Trubbish, Garbodor.

Air Lock:

Type: Innate

This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Pokemon with this ability: Rayquaza, Revenankh.

Analyze:

Type: Can be Enabled

If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Pokemon with this ability: Magnemite, Magneton, Staryu, Starmie, Porygon, Porygon2, Magnezone, Porygon-Z, Patrat, Watchog, Elgyem, Beheeyem.

Anger Point:

Type: Innate

When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Pokemon with this ability: Mankey, Primeape, Tauros, Camerupt, Sandile, Krokorok, Krookodile.

Anticipation:

Type: Innate

This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Pokemon with this ability: Eevee, Barboach, Whiscash, Wormadam, Croagunk, Toxicroak.

Arena Trap:

Type: Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.

Pokemon with this ability: Diglett, Dugtrio, Trapinch.


Bad Dreams:

Type: Innate

This Pokemon’s frightening presence causes sleeping Pokemon to take two (2) damage/action when sleeping.

Pokemon with this ability: Darkrai

Battle Armor:

Type: Innate

This Pokemon’s thick armor prevents it from taking critical hits.

Pokemon with this ability: Cubone, Marowak, Kabuto, Kabutops, Anortith, Armaldo, Skorupi, Drapion.

Big Pecks:

Type: Innate

This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Chatot, Pidove, Tranquill, Unfezant, Ducklett, Swanna, Vullaby, Mandibuzz.

Blaze:

Type: Innate

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 10 to 12, Fire Blast from 12 to 14)

Pokemon with this ability: Charmander, Charmeleon, Charizard, Cyndaquil, Quilava, Typhlosion, Torchic, Combusken, Blaziken, Chimchar, Monferno, Infernape, Tepig, Pignite, Emboar, Pansear, Simisear.

Breakable Armor:

Type: Can be Enabled

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Pokemon with this ability: Onix, Omantye, Omastar, Kabuto, Kabutops, Slugma, Magcargo, Skarmory, Dwebble, Crustle, Garbodor, Vanillite, Vanillish, Vanilluxe, Vullaby, Mandibuzz.


Chlorophyll:

Type: Innate

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Pokemon with this ability: Bulbasaur, Ivysair, Venusaur, Oddish, Gloom, Vileplume, Bellsprout, Weepinbell, Victreebel, Exeggcute, Exeggutor, Tangela, Bellossom, Hoppip, Skiploom, Jumpluff, Sunkern, Sunflora, Seedot, Nuzleaf, Shiftry, Tropius, Cherubi, Tangrowth, Leafeon, Sewaddle, Swadloon, Leavanny, Cottonee, Whimsicott, Liligant, Maractus, Deerling, Sawsbuck.

Clear Body:

Type: Innate

This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Pokemon with this ability: Tentacool, Tentacruel, Beldum, Metang, Metagross, Regirock, Regice, Registeel, Klink, Klang, Klinklang.

Cloud Nine:

Type: Can Be Activated

This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Command: (Ability: Cloud Nine)

Pokemon with this ability: Psyduck, Golduck, Lickitung, Swablu, Altaria, Lickilicky.

Color Change:

Type: Innate

When hit with an attack, this Pokemon alters its cell structure to change its type to the type of that attack.

Pokemon with this ability: Kecleon

Competitive Spirit:

Type: Innate

The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Pokemon with this ability: Mankey, Primeape, Farfetch'd, Piplup, Prinplup, Empoleon, Purugly, Pawniard, Bisharp, Braviary, Tornadus, Thundurus.

Compoundeyes:

Type: Innate

This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Pokemon with this trait: Butterfree, Venonat, Yanma, Dustox, Nincada, Joltik, Galvantula.

Cursed Body:

Type: Innate

When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Pokemon with this ability: Shuppet, Bannette, Froslass, Frillish, Jellicent.

Cute Charm:

Type: Innate

This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Pokemon with this ability: Clefairy, Clefable, Jigglypuff, Wigglytuff, Cleffa, Igglybuff, Skitty, Delcatty, Milotic, Lopunny, Minccino, Cinccino.


Daruma Mode:

Type: Can be Enabled

Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Pokemon with this ability: Darmanitan

Damp:

Type: Innate

This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Pokemon with this ability: Psyduck, Golduck, Poliwag, Polowhirl, Poliwrath, Politoed, Wooper, Quagsire.

Download:

Type: Innate

At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.

Pokemon with this ability: Porygon, Porygon2, Porygon-Z, Genesect

Drizzle:

Type: Innate

When this Pokemon is sent out it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so.

Pokemon with this ability: Politoed, Kyogre.

Drought:

Type: Innate

When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Pokemon with this ability: Vulpix, Ninetales, Groudon

Dry Skin:

Type: Innate

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 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Pokemon with this ability: Paras, Parasect, Jynx, Croagunk, Toxicroak.

Dust-proof:

Type: Innate

This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Pokemon with this ability: Shellder, Cloyster, Pineco, Forretress, Shelgon, Burmy, Wormadam (all formes), Kurimiru, Kurumayu, Leavanny, Solosis, Duosion, Reuniclus, Escavalier, Shelmet, Vullaby, Mandibuzz.


Early Bird:

Type: Innate

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Pokemon with this ability: Doduo, Dodrio, Kangaskhan, Ledyba, Ledian, Natu, Xatu, Sunkern, Sunflora. Girafarig, Houndour, Houndoom, Seedot, Nuzleaf, Shiftry.

Eccentric:

Type: Innate

This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

Pokemon with this ability: Ditto.

Effect Spore:

Type: Can be Disabled

This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

When disabled, the Pokemon's Powder attacks are 10% more accurate.

Pokemon with this ability: Vileplume, Paras, Parasect, Shroomish, Breloom, Foongus, Amoonguss.


Faint-Hearted:

Type: Innate

The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Pokemon with this ability: Archen, Archeops

Filter:

Type: Innate

This Pokemon has a special energy barrier that reduces the damage on any opponent’s super-effective by three (3) damage.

Pokemon with this ability: Mr. Mime, Mime Jr.

Flame Body:

Type: Innate

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Pokemon with this ability: Ponyta, Rapidash, Magmar, Moltres, Slugma, Magcargo, Magby, Magmortar, Heatran, Litwick, Lampent, Chandelure, Larvesta, Volcarona.

Flash Fire:

Type: Innate

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

Pokemon with this ability: Vulpix, Ninetales, Growlithe, Arcanine, Ponyta, Rapidash, Flareon, Cyndaquil, Quilava, Typhlosion, Houndour, Houndoom, Entei, Heatran, Litwick, Lampent, Chandelure, Heatmor.

Flower Gift:

Type: Innate

This Pokemon’s flower opens up in intense sunlight, ir releases a glow that is infused into its allies, increasing the damage dealt by their physical attacks by two (2) and reducing the deamage they recieve from special attacks by two (2).

Pokemon with this ability: Cherrim

Forecast:

Type: Innate

Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

Pokemon with this ability: Castform.

Forewarn:

Type: Innate

This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna.

Friend Card:

Type: Innate

The Pokemon's body emits an aura of joy that reduces damage for allies in multiple battles by two (2).

Pokemon with this ability: Clefairy, Jigglypuff, Cleffa, Igglybuff, Happiny

Frisk:

Type: Can be Activated

The Pokemon charges the opponent with the intent to knock off their item. If Frisk is succesful and the Pokemon with Frisk is not holding an item, they will pick that item up.

Command: (Ability: Frisk)

Pokemon with this ability: Wigglytuff, Sentret, Furret, Yanma, Stantler, Shuppet, Banette, Yanmega, Gothita, Gothorita, Gothitelle, Kitsunoh.


Gluttony:

Type: Innate

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Pokemon with this ability: Bellsprout, Weepinbell, Victreebel, Snorlax, Shuckle, Zigzagoon, Linoone, Gulpin, Swalot, Spoink, Grumpig, Munchlax, Pansage, Simisage, Pansear, Simisear, Panpour, Simipour, Heatmor.

Guts:

Type: Innate

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.

Pokemon with this ability: Rattata, Raticate, Machop, Machoke, Machamp, Flareon, Heracross, Ursaring, Tyrogue, Larvitar, Tailow, Swellow, Makuhita, Hariyama, Shinx, Luxio, Luxray, Timburr, Gurdurr, Conkeldurr, Throh, Colosshale, Colossoil.


Harvest:

Type: Innate

At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Pokemon with this ability: Exeggcute, Exeggutor, Tropius.

Healing Heart:

Type: Innate

This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

Pokemon with this ability: Chansey, Bellossom, Blissey, Audino, Alomomola

Heart of Justice:

Type: Innate

This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Pokemon with this ability: Growlithe, Arcanine, Absol, Lucario, Gallade, Cobalion, Terakkion, Virizion, Keldio.

Heat Rampage:

Type: Innate

This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Pokemon with this ability: Drifloon, Drifblim, Colosshale.

Heatproof:

Type: Innate

This Pokemon's mirror-like skin protects it from Fire-type attacks, reducing damage by three (3). The damage inflicted by burns is also cut in half.

Pokemon with this ability: Bronzor, Bronzong.

Heavy Metal:

Type: Innate

The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Pokemon with this ability: Aron, Lairon, Aggron, Bronzor, Bronzong.

Herbivore:

Type: Innate

This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Pokemon with this ability: Marill, Azumarill, Girafarig, Stantler, Miltank, Azurill, Blitzle, Zebstrika, Deerling, Sawsbuck.

Honey Gather:

Type: Innate

This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Pokemon with this ability: Teddiursa, Combee

Huge Power:

Type: Innate

This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Pokemon with this ability: Marill, Azumarill, Azurill.

Hustle:

Type: Can be Enabled

This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Pokemon with this ability: Rattata, Raticate, Nidoran(F), Nidorina, Nidoran(M), Nidorino, Togepi, Togetic, Corsola, Remoraid, Delibird, Combee, Togekiss, Darumaka, Durant, Rufflet, Deino, Zweilous.

Hydration:

Type: Innate

This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Pokemon with this ability: Seel, Dewgong, Lapras, Vaporeon, Smoochum, Barboach, Whiscash, Gorebyss, Luvdisc, Phione, Manaphy, Tympole, Palpitoad, Ducklett, Swanna, Alomomola, Shelmet, Accelgor.

Hyper Cutter:

Type: Innate

This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Pokemon with this ability: Krabby, Kingler, Pinsir, Gligar, Mawile, Trapinch, Corphish, Crawdaunt, Gliscor.


Ice Body:

Type: Innate

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Pokemon with this ability: Seel, Dewgong, Snorunt, Glalie, Spheal, Sealeo, Walrein, Regice, Glaceon, Vanillite, Vanillish, Vanilluxe.

Illuminate:

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Pokemon with this ability: Staryu, Starmie, Chinchou, Lanturn, Volbeat, Watchog.

Illusion:

Type: Innate

Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Pokemon with this ability: Zorua, Zoroark

Immunity:

Type: Innate

This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Pokemon with this ability: Snorlax, Gligar, Zangoose.

Inconsistent:

Type: Innate

This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Pokemon with this ability: Remoraid, Octillery, Smeargle, Snorunt, Glalie, Bidoof, Bibarel.

Inner Focus:

Type: Innate

When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pokemon with this ability: Zubat, Golbat, Abra, Kadabra, Alakazam, Drowzee, Hypno, Farfetch’d, Hitmonchan, Kangaskhan Dragonite, Crobat, Umbreon, Girafarig, Sneasel, Snorunt, Glalie, Riolu, Lucario, Throh, Sawk, Darumaka, Mienfoo, Mienshao, Pawniard, Bisharp.

Insomnia:

Type: Innate

This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Pokemon with this ability: Drowzee, Hypno, Hoothoot, Noctowl, Spinarak, Ariados, Murkrow, Delibird, Shuppet, Banette, Honchkrow.

Intimidate:

Type: Can be Activated

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Command: (Ability: Intimidate)

Pokemon with this ability: Ekans, Arbok, Growlithe, Arcanine, Tauros, Gyarados, Snubbull, Granbull, Qwilfish, Stantler, Hitmontop, Mightyena, Masquerain, Mawile, Salamence, Staravia, Staraptor, Shinx, Luxio, Luxray, Herdier, Stoutland, Sandile, Krokorok, Krookodile, Scraggy, Scrafty.

Iron Fist:

Type: Innate

This base attack power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Pokemon with this ability: Hitmonchan, Ledian, Chimchar, Monferno, Infernape, Timburr, Gurdurr, Conkeldurr, Golett, Golurk.


Keen Eye:

Type: Innate

This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Spearow, Fearow, Farfetch’d, Hitmonchan, Sentret, Furret, Hoothoot, Noctowl, Sneasel, Skarmory, Wingull, Pelipper, Sableye, Starly, Chatot, Ducklett, Swanna, Rufflet, Braviary.

Klutz:

Type: Can be Disabled

The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is neccesarry to pull it off.

Pokemon with this ability: Buneary, Lopunny, Woobat, Swoobat, Golett, Golurk, Audino.


Leaf Guard:

Type: Innate

In bright sunlight the Pokemon surrounds it in a faint green glow. The glow protects it from all permanent and temporary status conditions.

Pokemon with this ability: Tangela, Chikorita, Bayleef, Meganium, Hoppip, Skiploom, Jumpluff, Roselia, Budew, Tangrowth, Leafeon, Swadloon, Petilil, Lilligant, Embirch, Flarelm.

Levitate:

Type: Innate

This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Pokemon with this ability: Gastly, Haunter, Gengar, Koffing, Weezing, Misdreavus, Unown, Vibrava, Flygon, Lunatone, Solrock, Baltoy, Claydol, Duskull, Chimecho, Latias, Latios, Mismagius, Chingling, Bronzor, Bronzong, Carnivine, Rotom, Uxie, Mesprit, Azelf, Cresselia, Giratina (Origin Forme), Tynamo, Eelektrik, Eelektross, Cryogonal, Hydreigon.

(Other Pokemon with "Levitation:" Beedrill, Venomoth, Magnemite, Magneton, Mew, Celebi, Dustox, Shedinja, Beldum, Jirachi, Deoxys, Magnezone, Yamask, Cofagrigus, Vanillite, Vanillish, Vanilluxe, Klink, Klang, Klinklang, Accelgor.)

Note: For those who don’t naturally Levitate here, Magnet Rise or a command is necessary before they can fly/float. Otherwise Magnet Rise simply counters the effects of the move “Gravity.” (Magnetism > Gravity science fact) Other Pokemon are capable of flight according to the anime by either psychic ability (carbuncular) or basic wings (Heracross, Scizor), but they also require an action to take off from the ground.

Light Metal:

Type: Innate

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Pokemon with this ability: Scizor, Beldum, Metang, Metagross, Registeel.

Lightning Rod:

Type: Innate

These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Pokemon with this ability: Pikachu, Raichu, Cubone, Marowak, Rhyhorn, Rhydon, Goldeen, Seaking, Zapdos, Pichu, Electrike, Manectric, Rhyperior, Blitzle, Zebstrika.

Limber:

Type: Innate

This Pokemon’s body is well trained and immune to paralysis.

Pokemon with this ability: Persian, Hitmonlee, Ditto, Glameow, Buneary, Lopunny, Purrloin, Liepard, Stunfisk.

Liquid Ooze:

Type: Innate

This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.

Pokemon with this ability: Tentacool, Tentacruel, Gulpin, Swalot.


Magic Guard:

Type: Innate

This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Pokemon with this ability: Clefairy, Clefable, Abra, Kadabra, Alakazam, Cleffa, Sigilyph, Solosis, Duosion, Reuniclus, Krillowatt.

Magic Mirror:

Type: Innate

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Pokemon with this ability: Natu, Xatu, Espeon.

Magma Armor:

Type: Innate

This Pokemon has a heated armor that makes it incapable of being frozen.

Pokemon with this ability: Slugma, Magcargo, Camerupt.

Magnet Pull:

Type: Can be Activated

This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

Pokemon with this ability: Magnemite, Magneton, Nosepass, Magnezone, Probopass.

Marvel Scale:

Type: Innate

This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two (2).

Pokemon with this ability: Dratini, Dragonair, Milotic.

Minus:

Type: Innate

This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.

Pokemon with this ability: Electrike, Manectric, Minun, Klink, Klang, Klinklang.

Miracle Skin:

Type: Innate

The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.

Pokemon with this ability: Venomoth, Skitty, Delcatty, Sigilyph.

Mischievous Heart:

Type: Innate

The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Pokemon with this ability: Murkrow, Sableye, Volbeat, Illumise, Riolu, Purrloin, Liepard, Cottonee, Whimsicott, Tornadus, Thundurus.

Mold Breaker:

Type: Innate

Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceeding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Pokemon with this ability: Pinsir, Cranidos, Rampardos, Drilbur, Excadrill, Throh, Sawk, Basculin, Axew, Fraxure, Haxorus, Druddigon.

Motor Drive:

Type: Innate

This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Pokemon with this ability: Electivire, Blitzle, Zebstrika, Emolga.

Mountaineer:

Type: Innate

This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.

Pokemon with this ability: Sylar, Syclant.

Moxie:

Type: Innate

This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.

Pokemon with this ability: Pinsir, Gyarados, Heracross, Mightyena, Salamence, Honchkrow, Sandile, Krokorok, Krookodile, Scraggy, Scrafty.

Multi-Scale:

Type: Innate

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Pokemon with this ability: Dragonite, Lugia

Multitype:

Type: Innate

This Pokemon’s type changes based on its held plate.

Pokemon with this ability: Arceus

Mummy:

Type: Innate

This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Pokemon with with ability: Yamask, Cofagrigus, Revenankh.


Natural Cure:

Type: Innate

This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Pokemon with this ability: Chansey, Staryu, Starmie, Corsola, Blissey, Celebi, Roselia, Swablu, Altaria, Budew, Roserade, Happiny, Shaymin.

No Guard:

Type: Innate

This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.

Pokemon with this ability: Machop, Machoke, Machamp, Karrablast, Golett, Golurk.

Normalize:

Type: Can be Deactivated

This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.

Pokemon with this ability: Skitty, Delcatty.


Oblivious:

Type: Innate

This Pokemon is incapable of being effected by Attract or Cute Charm.

Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Jynx, Slowking, Swinub, Piloswine, Smoochum, Illumise, Wailmer, Wailord, Numel, Barboach, Whiscash, Spheal, Sealeo, Walrein, Lickilicky, Mamoswine.

Overgrow:

Type: Innate

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, Solarbeam from 12 to 14)

Pokemon with this ability: Bulbasaur, Ivysaur, Venusaur, Chikorita, Bayleef, Meganium, Treecko, Grovyle, Sceptile, Turtwig, Grotle, Torterra, Snivy, Janova, Serperior, Pansage, Simipour.

Own Tempo:

Type: Innate

This Pokemon moves at its own pace and cannot be confused by any method.

Pokemon with this ability: Slowpoke, Slowbro, Lickitung, Slowking, Smeargle, Lotad, Lombre, Ludicolo, Numel, Spoink, Grumpig, Spinda, Glameow, Purugly, Lickilicky, Petilil, Lilligant.


Persistence

Type: Innate

This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves effected are Gravity, Heal Block, Lucky Chant, Safeguard, and Tailwind by an additional one (1) round or three (3) actions.

Pokemon with this ability: Breezi, Fidgit.

Perversity

Type: Can be Enabled.

This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Pokemon with this ability: Shuckle, Spinda, Snivy, Servine, Serperior.

Pick Up:

Type: Innate

This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Pokemon with this ability: Meowth, Aipom, Teddiursa, Phanpy, Zigzagoon, Linoone, Pachurisu, Ambipom, Munchlax, Lillipup.

Plus:

Type: Innate

This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Pokemon with this ability: Mareep, Flaaffy, Ampharos, Plusle, Klink, Klang, Klinklang.

Poison Hand:

Type: Can be Disabled.

This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Pokemon with this ability: Grimer, Muk, Croagunk, Toxicroak, Seismitoad.

Poison Heal:

Type: Innate

Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Pokemon with this ability: Shroomish, Breloom, Gliscor.

Poison Point:

Type: Can be Disabled.

This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.

Pokemon with this ability: Nidoran(F), Nidorina, Nidoqueen, Nidoran(M), Nidorino, Nidoking, Seadra, Qwilfish, Roselia, Budew, Roserade, Venipede, Whirlipede, Scolipede.

Poison Rampage:

Type: Innate

This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, it does two (2) more damage with all physical attacks.

Pokemon with this ability: Zangoose.

Pressure:

Type: Innate

This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Pokemon with this ability: Aerodactyl, Articuno, Zapdos, Moltres, Mewtwo, Raikou, Entei, Suicune, Lugia, Ho-oh, Wailmer, Wailord, Dusclops, Absol, Deoxys, Vespiquen, Spiritomb, Weavile, Dusknoir, Dialga, Palkia, Giratina, Pawniard, Bisharp, Kyurem, Colossoil.

Pure Power:

Type: Innate

This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.

Pokemon with this ability: Meditite, Medicham


Quick Feet:

Type: Innate

This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Pokemon with this ability: Jolteon, Granbull, Teddiursa, Ursaring, Poochyena, Mightyena, Zigzagoon, Linoone, Shroomish, Venipede, Whirlipede, Scolipede.


Rain Dish:

Type: Innate

This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Pokemon with this ability: Squirtle, Wartortle, Blastoise, Tentacool, Tentacruel, Lotad, Lombre, Ludicolo, Wingull, Pelipper, Surskit.

Rebound:

Type: Innate

When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Pokemon with this ability: Colosshale, Colossoil.

Reckless:

Type: Innate

This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Pokemon with this ability: Hitmonlee, Rhyhorn, Rhydon, Staravia, Staraptor, Rhyperior, Emboar, Basculin, Mienfoo, Mienshao, Bouffalant.

Regeneration:

Type: Innate

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Pokemon with this ability: Slowpoke, Slowbro, Tangela, Slowking, Corsola, Ho-oh, Tangrowth, Audino, Solosis, Duosion, Reuniclus, Foongus, Amoonguss, Alomomola, Mienfoo, Mienshao.

Rivalry:

Type: Innate

This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Pokemon with this ability: Nidoran(F), Nidorina, Nidoqueen, Nidoran(M), Nidorino, Nidoking, Beautifly, Shinx, Luxio, Luxray, Pidove, Tranquill, Unfezant, Axew, Fraxure, Haxorus.

Rock Head:

Type: Innate

This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Pokemon with this ability: Geodude, Graveler, Golem, Onix, Cubone, Marowak, Rhyhorn, Rhydon, Aerodactyl, Sudowoodo, Steelix, Aron, Lairon, Aggron, Relicanth, Bagon, Shelgon, Bonsly, Basculin.

Rough Skin:

Type: Innate

When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Pokemon with this ability: Carvanha, Sharpedo, Gible, Gabite, Garchomp, Druddigon.

Run Away:

Type: Innate

This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Pokemon with this ability: Caterpie, Weedle, Rattata, Raticate, Oddish, Venonat, Ponyta, Rapidash, Doduo, Dodrio, Eevee, Sentret, Furret, Aipom, Dunsparce, Snubull, Poochyena, Wurmple, Nincada, Kricketot, Pachurisu, Buneary, Patrat, Lillipup.


Sand Stream:

Type: Innate

When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so.

Pokemon with this ability: Tyranitar, Hippopotas, Hippowdon.

Sand Strength:

Type: Innate

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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Pokemon with this ability: Diglett, Dugtrio, Nosepass, Shellos, Gastrodon, Hippopotas, Hippowdon, Probopass, Roggenrola, Boldore, Gigalith, Drilbur, Excadrill, Landorus.

Sand Throw:

Type: Innate

This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Pokeon with this ability: Sandshrew, Sandslash, Herdier, Stoutland, Drilbur, Excadrill.

Sand Veil:

Type: Innate

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Pokemon with this ability: Sandshrew, Sandslash, Diglett, Dugtrio, Geodude, Graveler, Golem, Gligar, Phanpy, Donphan, Larvitar, Cacnea, Cacturne, Gible, Gabite, Garchomp, Gliscor, Stunfisk.

Scrappy:

Type: Innate

This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Pokemon with this ability: Kangaskhan, Miltank, Taillow, Swellow, Loudred, Exploud, Herdier, Stoutland.

Self-Concious:

Type: Innate

These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Pokemn with this ability: Magikarp, Ledyba, Sudowoodo, Dunsparse, Snubbull, Granbull, Poochyena, Whismur, Clamperl, Bonsly, Cubchoo.

Serene Grace:

Type: Innate

This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Pokemon with this ability: Chansey, Togepi, Togetic, Dunsparce, Blissey, Jirachi, Happiny, Togekiss, Shaymin (Sky Forme), Deerling, Sawsbuck, Meloetta.

Shadow Tag:

Type: Innate

Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Pokemon with this ability: Wobbuffet, Wynaut, Gothita, Gothorita, Gothitelle, Litwick, Lampent, Chandelure.

Shed Skin:

Type: Innate

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Pokemon with this ability: Metapod, Kakuna, Ekans, Arbok, Dratini, Dragonair, Pupitar, Silcoon, Cascoon, Seviper, Kricketot, Burmy, Scraggy, Scrafty, Karrablast.

Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus, Monohm, Duclohm, Cyclohm.

Shell Armor:

Type: Innate

This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Pokemon with this ability: Shellder, Cloyster, Krabby, Kingler, Lapras, Omanyte, Omastar, Torkoal, Corphish, Crawdaunt, Clamperl, Turtwig, Grotle, Torterra, Oshawatt, Dewott, Sumarott, Dwebble, Crustle, Escavalier, Shelmet.

Shield Dust:

Type: Innate

This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Pokemon with this ability: Caterpie, Weedle, Venomoth, Wurmple, Dustox, Monohm, Duclohm, Cyclohm.

Simple:

Type: Innate

This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Pokemon with this ability: Numel, Bidoof, Bibarel, Woobat, Swoobat.

Skill Link:

Type: Innate

This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Pokemon with this ability: Shellder, Cloyster, Aipom, Ambipom, Minccino, Cinccino.

Slip Through:

Type: Innate

Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Pokemon with this ability: Zubat, Golbat, Crobat, Hoppip, Skiploom, Jumpluff, Ninjask, Seviper, Spiritomb, Cottonee, Whimsicott.

Slow Start:

Type: Innate

This Pokemon’s Attack and Speed are at half (0.5x) power for five (5) actions.

Pokemon with this ability: Regigigas

Sniper:

Type: Innate

This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.

Pokemon with this ability: Beedrill, Spearow, Fearow, Horsea, Seadra, Spinarak, Ariados, Remoraid, Octillery, Kingdra, Skorupi, Drapion.

Snow Cloak:

Type: Innate

This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.

Pokemon with this ability: Articuno, Swinub, Piloswine, Glaceon, Mamoswine, Froslass, Cubchoo, Beartic.

Snow Warning:

Type: Innate

This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so.

Pokemon with this ability: Snover, Abomasnow.

Solar Power:

Type: Innate

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).

Pokemon with this ability: Charmander, Charmeleon, Charizard, Sunkern, Sunflora, Tropius.

Solid Rock:

Type: Innate

This Pokemon’s body is extremely solid and durable, and it takes three (3) less damage from all super-effective enemy attacks.

Pokemon with this ability: Camerupt, Rhyperior, Tirtouga, Carracosta.

Soundproof:

Type: Innate

Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Pokemon with this ability: Voltorb, Electrode, Mr. Mime, Whismur, Loudred, Exploud, Sheildon, Bastiodon, Mime Jr., Snover, Abomasnow, Bouffalant.

Speed Boost:

Type: Innate

Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Pokemon with this ability: Yanma, Torchic, Combusken, Blaziken, Ninjask, Carvanha, Sharpedo, Yanmega.

Static:

Type: Innate

This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Pokemon with this ability: Pikachu, Raichu, Voltorb, Electrode, Electabuzz, Pichu, Mareep, Flaafy, Ampharos, Elekid, Electrike, Manectric, Emolga, Stunfisk.

Stall:

Type: Innate

This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Pokemon with this ability: Sableye

Steadfast:

Type: Innate

If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Pokemon with this ability: Machop, Machoke, Machamp, Scyther, Tyrogue, Hitmontop, Riolu, Lucario, Gallade.

Steel Thorns:

Type: Innate

When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Pokemon with this ability: Ferroseed, Ferrothorn.

Stench:

Type: Innate

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Pokemon with this ability: Gloom, Grimer, Muk, Stunky, Skuntank, Trubbish, Garbodor.

Sticky Hold:

Type: Innate

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Pokemon with this ability: Grimer, Muk, Gulpin, Swalot, Shellos, Gastrodon, Trubbish, Accelgor.

Storm Drain:

Type: Innate

This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Pokemon with this ability: Lileep, Cradilly, Shellos, Gastrodon, Finneon, Lumineon, Maractus, Colosshale.

Sturdy:

Type: Innate

This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Pokemon with this ability: Geodude, Graveler, Golem, Magnemite, Magneton, Onix, Sudowoodo, Pineco, Forretress, Steelix, Shuckle, Skarmory, Donphan, Nosepass, Aron, Lairon, Aggron, Relicanth, Regirock, Shieldon, Bastiodon, Bonsly, Magnezone, Probopass, Roggenrola, Boldore, Gigalith, Sawk, Dwebble, Crustle, Tirtouga, Carracosta.

Suction Cups:

Type: Innate

This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.

Pokemon with this ability: Octillery, Lileep, Cradily.

Super Luck:

Type: Innate

This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Pokemon with this ability: Togepi, Togetic, Absol, Murkrow, Honchkrow, Togekiss, Pidove, Hatooboo, Kenhorou.

Swarm:

Type: Innate

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 8, Scissor Cross from 8 to 10)

Pokemon with this ability: Beedrill, Scyther, Ledyba, Ledian, Spinarak, Ariados, Scizor, Heracross, Beautifly, Volbeat, Kricketune, Mothim, Sewaddle, Leavanny, Venipede, Whirlipede, Scolipede, Karrablast, Escavalier, Joltik, Galvantula, Durant, Larvesta, Volcarona.

Swift Swim:

Type: Innate

The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Pokemon with this ability: Psyduck, Golduck, Poliwag, Poliwhirl, Poliwrath, Horsea, Goldeen, Seaking, Magikarp, Omanyte, Omastar, Kabuto, Kabutops, Qwilfish, Mantine, Kingdra, Lotad, Lombre, Ludicolo, Surskit, Anorith, Armaldo, Feebas, Huntail, Gorebyss, Relicanth, Luvdisc, Bouysel, Floatsel, Finneon, Lumineon, Mantyke, Tympole, Palpitoad, Seismitoad, Tirtouga, Carracosta, Beartic.

Synchronize:

Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Pokemon with this ability: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir, Munna, Musharna, Elgyem, Beheeyem.


Tangled Feet:

Type: Innate

When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion.

Pokemon with this ability: Pidgey, Pidgeotto, Pidgeot, Doduo, Dodrio, Chatot.

Technician:

Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Pokemon with this ability: Meowth, Persian, Mr. Mime, Scyther, Scizor, Smeargle, Hitmontop, Breloom, Kricketune, Roserade, Ambipom, Mime Jr., Minccino, Cinccino.

Telepathy:

Type: Innate

This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Pokemon with this ability: Wobbuffet, Ralts, Kirlia, Gardevoir, Meditite, Medicham, Wynaut, Dialga, Palkia, Giratina (Altered Forme), Munna, Musharna, Elgyem, Beheeyem.

Tension:

Type: Innate

The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Pokemon with this ability: Ekans, Arbok, Meowth, Persian, Aerodactyl, Mewtwo, Ursaring, Houdour, Houndoom, Tyranitar, Masquerain, Vespiquen, Joltik, Galvantula, Axew, Fraxure, Haxorus.

Terravolt:

Type: Innate

The Pokemon crackles with intense electricity. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

Pokemon with this ability: Zekrom.

Thick Fat:

Type: Innate

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Pokemon with this trait: Seel, Dewgong, Snorlax, Marill, Azumarill, Swinub, Piloswine, Miltank, Makuhita, Hariyama, Azurill, Spoink, Grumpig, Spheal, Sealeo, Walrein, Purugly, Munchlax, Mamoswine, Tepig, Pignite.

Tinted Lens:

Type: Innate

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Pokemon with this trait: Butterfree, Venonat, Venomoth, Hoothoot, Noctowl, Illumise, Mothim, Yanmega, Sigilyph.

Torrent:

Type: Innate

When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Pokemon with this ability: Squirtle, Wartortle, Blastoise, Totodile, Croconaw, Feraligatr, Mudkip, Marshtomp, Swampert, Piplup, Prinplup, Empoleon, Oshawatt, Dewott, Sumarott, Pansear, Simipour.

Trace:

Type: Can be Activated

This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Command: (Ability: Trace (Target Ability) )

Pokemon with this ability: Porygon, Porygon2, Ralts, Kirlia, Gardevoir.

Truant:

Type: Innate

This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 2% energy during each Truant turn.

Pokemon with this ability: Slakoth, Slaking, Durant.

Turboblaze:

Type: Innate

The Pokemon's flames swirl around it with an intense heat. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

Pokemon with this ability: Reshiram.


Unaware:

Type: Innate

When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Pokemon with this ability: Clefable, Wooper, Quagsire, Bidoof, Bibarel, Woobat, Swoobat, Privatyke, Arghonaut.

Unburden:

Type: Innate

This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it recieves another item.

Pokemon with this ability: Hitmonlee, Treecko, Grovyle, Sceptile, Drifloon, Drifblim, Purrloin, Liepard, Accelgor.


Victory Star:

Type: Innate

This Pokemon has an unnatural percepton which it shares with its allies in a multiple battle. The accuracy of this Pokemon and allies is increased by 10% (flat).

Pokemon with this ability: Victini.

Vital Spirit:

Type: Innate

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Pokemon with this ability: Mankey, Primeape, Electabuzz, Magmar, Delibird, Tyrogue, Elekid, Magby, Vigoroth, Electivire, Magmortar, Lillipup.

Volt Absorb:

Type: Innate

This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Pokemon with this trait: Jolteon, Chinchou, Lanturn, Raikou, Pachirisu.


Water Absorb:

Type: Innate

This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.

Pokemon with this ability: Poliwag, Poliwhirl, Poliwrath, Lapras, Vaporeon, Chinchou, Lanturn, Politoed, Wooper, Quagsire, Mantine, Suicune, Cacnea, Cacturne, Mantyke, Tympole, Palpitoad, Seismitoad, Maractus, Frillish, Jellicent.

Water Veil:

Type: Innate

Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Pokemon with this ability: Goldeen, Seaking, Mantine, Wailmer, Wailord, Huntail, Buizel, Floatzel, Finneon, Lumineon, Mantyke.

White Smoke:

Type: Innate

Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Initimidate, etc.)

Pokemon with this ability: Torkoal, Heatmor.

Wicked Thief:

Type: Innate

This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Pokemon with this ability: Sneasel, Seedot, Nuzleaf, Shiftry, Weavile.

Wonder Guard:

Type: Innate

Pokemon with this ability have 20% less HP than normal, but suffer no damage from attacks that are not Super-Effective.

Pokemon with this ability: Shedinja.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
"L" is pretty much done, although I need to list Low Kick's base power.

Last Resort

The Pokemon musters up all of its energy and frustration, and rams into the foe. This move can only be used when every other move has been used at least once.
Attack Power: 14 | Accuracy: 100% | Energy Cost: 9 | Effect Chance: --

Lava Plume

The Pokemon creates an explosion around it, causing smoke and fire to hit everything in the field. The smoke blinds all affected Pokemon and the fire has a chance of burning them. Levetating or Flying-type Pokemon can avoid the fire, but will still be blinded by the smoke.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 30%

Leaf Blade

Any leaf-like structure on the Pokemon's body starts to glow green. The Pokemon then slashes the foe with such ferociousness that it may cause a critical hit.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Leaf Storm

Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so devestating that it lowers the user's Special Attack stat by 2 stages for two turns.
Attack Power: 14 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: --

Leech Life

The Pokemon sneaks up on the foe, bites them and drinks their blood. The attack heals 1/2 of the damage inflicted.
Attack Power: 2 | Accuracy: 100% | Energy Cost: 1 | Effect Chance: --

Leech Seed

The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the flow. The vines turn red and shocks the foe into giving 1/8 of the it's HP to the Pokemon. Leech Seed still heals if the original attacker is switched out. Leech Seed stops healing when the foe either faints or switches out.
Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

Leer

The Pokemon's eyes glow red and the foe shakes with fear, lowering their defense by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s defense by 1 stage and the effect duration by 1 round.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Level Ground

The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lowers their speed by one stage. Attack power doubles if the foe is using Dig.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 100%

Lick

The Pokemon wraps its long tounge around the foe and licks it. The foe finds this extremely uncomfortable can be paralyzed through the ordeal.
Attack Power: 2 | Accuracy: 100% | Energy Cost: 1 | Effect Chance: 30%

Light Screen

The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of special attacks by half.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Lightning Strike

The Pokemon covers its entire body with electricity and slams into the foe. The electricity has a chance of passing onto the foe upon contact, and thus has a chance of paralyzing it.
Attack Power: 13 | Accuracy: 85% | Energy Cost: 10 | Effect Chance: 20%

Little by Little

The Pokemon carefully observes the foe, looking for weak spots. When one is found, it attacks. Stat changes do not affect this move.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Lock-On

The Pokemon's eyes glow red and shoots a red ring at the opponent. Any long-ranged attack used during the next turn will automatically be re directed to the ring. The ring prevents the foe from moving if a short-ranged attack is used. The duration of this moves will only last for one turn.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Lovely Kiss

The Pokemon's lips glow pink and blows a kiss at the foe. If the kiss hits, the foe falls in love and goes to sleep. The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously.

Attack Power: -- | Accuracy: 75% | Energy Cost: 6 | Effect Chance: --

Low Kick

The Pokemon kicks the foe at the knees or legs. The damage is more intense if the foe is very heavy.
Attack Power: -- | Accuracy: 100 | Energy Cost: ** | Effect Chance: --

Lucky Chant

The Pokemon starts to murmer ancient words. While doing this, pink tentacles sprout from its body and wrap the foe. The tentacles prevent the foe from landing a critical hit. The duration of this move lasts for two turns.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Lunar Dance

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 to the maximum value.
Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Effect Chance: --

Luster Purge

The Pokemon creates a purple ball of aura at the front of its mouth. The ball then turns into a beam of energy, which has a chance of reducing the foe's Special Defense stat.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 50%
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Limewire:

Just steal Cartoons!' Grass Knot shpeal (Grass Knot is also up on the Attack List Anchor.)

smashlloyd:

Sheer Cold is going to be another one of those "Super Attacks" with 25 Attack / 30 Acc / 18 Energy or so.

Shell Break is going to do what it's supposed to do, but it'll cost more energy. I'd say crank it up to 11 or so, I'll see how it looks.

Side Change is basically going to be like a 2-way teleportation transfer in multiple battles, although I may interpret it that you can also swap with an attacking opponent. Not sure yet. Either way the energy cost should probably be 6 or 7 or something.
 
All right. Sorry I can't get anything done tonight, I have to study for a science competition tomorrow. Estimating S will be up by Saturday.
 
Here's a big chunk of 'S'
Snatch: The Pokemon distracts their opponent at a crucial moment, stealing the effect of any healing, stat boosting, or supportive move.
Attack Power: -- | Accuracy: 100 | Energy Cost: 8 | Effect Chance: --

Snore: The sleeping Pokemon snores loud enough to cause mild internal damage to the listening opponent. The harsh noise may cause the listener to recoil, losing an attack turn. Snore is avoidable by Pokemon with the Soundproof ability, by Pokemon a good distance away, above, or below, or if directed by their trainer to cover their ears.
Attack Power: 4 | Accuracy: 100 | Energy Cost: 3 | Effect Chance: --

Softboiled: The Pokemon heats its own egg, producing a broth that is absorbed it into its body, healing itself. If the Pokemon does not have an egg of their own, they create an egg shaped ball of energy to absorb.
Attack Power: heals 20 | Accuracy: -- | Energy Cost: 18 | Effect Chance: --

Solarbeam: The Pokemon spends one attack turn, immobile, absorbing sunlight, before firing a colossal beam of solar energy at their opponent. If the sun is especially bright, then no charge turn is required. If it is raining, hailing, sandstorming, foggy or if there is anything else obstructing direct sunlight, two turns are required to charge. If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used. If the Pokemon charges on their last attack of the round, they can begin the next round firing the beam.
Attack Power: 12 | Accuracy: 100 | Energy Cost: 10 | Effect Chance:

Sonicboom: The Pokemon slices the air before it, creating a shock wave projectile. The trainer can direct the Pokemon to create a slow but long-lingering wave, a fast but quickly dissipating one, or an in-between option. This move ignores all stat changes
Attack Power: 2 | Accuracy: 90 | Energy Cost: 2 | Effect Chance: 0

Spatial Rend: The Pokemon distorts an area of space along with the Pokemon occupying it. Has a higher rate for critical hits.
Attack Power: 10 | Accuracy: 95 | Energy Cost: 7 | Effect Chance: --

Spark: The Pokemon tackles their opponent while electrically charged. The surge may leave the victim paralyzed.
Attack Power: 7 | Accuracy: 100 | Energy Cost: 5 | Effect Chance: 30

Spider Web: The Pokemon spins a web in its general vicinity that it can hang on any objects on the field, or lay on the ground. If its opponent is close, they risk getting caught in the web immediately. A Pokemon stuck in the web will be unable to move around for two rounds, though they are still free to launch certain special attacks or do anything that doesn’t require movement. Opposing Bug Pokemon stay stuck in the web for three turns, but spider-like Pokemon can navigate across the web freely. Multiple Webs can even be strewn together. Fire attacks will burn down the webbing.
Attack Power: -- | Accuracy: -- | Energy Cost: 12 | Effect Chance: --

Spike Cannon: The Pokemon fires multiple spikes, throwing the opponent off balance and disrupting attacks that take a while to charge up.
Attack Power: 2 per hit | Accuracy: 100 | Energy Cost: 3 | Effect Chance: --

Spikes: The Pokemon spreads spikes and barbs across the ground. Opponents take damage anytime they travel across the spiked area. A Pokemon can cover the entire arena by using the attack three times, making traveling across these spikes unavoidable by foot. One section (or a third) can be blown away or discarded at a time by the moves Rapid Spin or Defog. The user recognizes their own handiwork and can travel through the spikes unharmed.
Attack Power: 1 (per turn moving upon the spikes) | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Spit Up: The Pokemon ejects its stored foodstuffs as raw bile-like energy. The damage from this attack is dependant on the number of times the Pokemon has Stockpiled. Once the Pokemon has spit up, it loses its defense bonuses instantly.
Attack Power: 10/20/30 | Accuracy: 100 | Energy Cost: 15 | Effect Chance: --

Spite: The Pokemon spitefully makes it clear to their opponent that it really doesn’t care for their shenanigans. For the next two rounds, all opposing enemy attacks cost 2 extra Energy.
Attack Power: -- | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --

Splash: The Pokemon flops around uselessly eliciting a perception of overconfidence (or stupidity) from the trainer.
Attack Power: -- | Accuracy: -- | Energy Cost: 25 | Effect Chance: --

Spore: The Pokemon releases a burst of spores into the air that lingers for the duration of the round. Any Pokemon that breathes in the spores falls asleep instantly. Can be avoided if adequate distance is maintained.
Attack Power: -- | Accuracy: 100 | Energy Cost: 8 | Effect Chance: --

Stealth Rock: The Pokemon thrusts rocks at the opponents feet which then hover around them for the following two rounds. The rocks react to aggression and will damage their victim for every turn they spend actively attacking. Rapid Spin or Defog will disperse the rocks immediately. Multiple layers of rocks cannot be laid.
Attack Power: 1-resists Rock | Accuracy: 100% | Energy Cost: 12 | Effect Chance: --
3-neutral to Rock
6-weak to Rock

Steel Wing: The Pokemon tenses its wing muscles until they become as hard as steel, even the feathers become momentarily rigid. The Pokemon then attempts to ram the opponent with their steely hard wings. There is a chance some of its feathers may retain that toughness, increasing the Pokemon’s defense by one stage.
Attack Power: 7 | Accuracy: 90 | Energy Cost: 7 | Effect Chance: 10

Stockpile: The Pokemon begins to store previously reserved food matter into vital parts of its body, increasing its defense and special defense by one stage each for the rest of the match, or until Swallow or Spit Up are used. Can be used a maximum of three times until there are no food stores left.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Stomp: The Pokemon stomps down hard with its foot or equivalent. If its opponent is much taller than the user can raise its leg, the Pokemon aims for a vulnerable area like toes or a tail. May cause the victim to flinch in pain.
Attack Power: 7 | Accuracy: 100 | Energy Cost: 5 | Effect Chance: 30

Stone Edge: The Pokemon thrusts the pointed edge of a stone or stony appendage at their opponent, with a good possibility of inflicting a critical hit.
Attack Power: 10 | Accuracy: 80 | Energy Cost: 8 | Effect Chance: --

Strength: The Pokemon summons its strength to ram their foe with a powerful barge that can push away a foe of any weight. Can also be used to move around heavy objects on the field.
Attack Power: 8 | Accuracy: 100 | Energy Cost: 7 | Effect Chance: --

String Shot: The Pokemon spits a sticky silk at their opponent, tangling them up and lowering their speed by one stage for two rounds.
Attack Power: -- | Accuracy: 95 | Energy Cost: 5 | Effect Chance: --

Struggle: The Pokemon struggles desperately in an attempt to do some damage to its foe. This attack is only available when all other options are removed due to being locked into a Disabled move or trapped in a foe’s appendages, vortex or web. A close proximity attack only.
Attack Power: 5 (2 to self) | Accuracy: 100 | Energy Cost: 10 | Effect Chance: --


Limewire, if I could make a comment, could I suggest that the requirement for Last Resort being available be something else? The Pokemon won't be limited by four move slots, so most Pokemon will be walking around with dozens of moves, many of them obsolete.
 

Deck Knight

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Just as a note:

Again, if you run into a particularly clusterfarkey attack that I haven't addressed, just do your best and complete the rest of the list. I will be going through and balancing things or making them less unweildy.


Fantastic work everyone, now I have to play catch-up on the anchor again.

OK, so I updated the Anchor to also reflect the stage boost changes. It should be smooth sailing.
 
All right! S is coming along, perhaps tomorow night.

By the way if you didn't notice we are developing the CAP prevos in a different thread. Check it out!
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Limewire, if I could make a comment, could I suggest that the requirement for Last Resort being available be something else? The Pokemon won't be limited by four move slots, so most Pokemon will be walking around with dozens of moves, many of them obsolete.
Good catch there. "Last Resort" is a move that, well, is used only a last resort option, so I suppose I'll change it so that it only works when the user's energy level drops to 50% or less than its maximum value. Does this sound like a good idea?
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Good catch there. "Last Resort" is a move that, well, is used only a last resort option, so I suppose I'll change it so that it only works when the user's energy level drops to 50% or less than its maximum value. Does this sound like a good idea?
I've already updated the attack list anchor with L, so it shouldn't be an issue. Remember I'm balancing all the weird crap, so don't kill yourself trying to fix every oddball move.
 
S is finally done! Hallelujah!

Sacred Fire: The Pokemon releases a powerful flame from its body to scorch the opponent. The intense heat may burn the opponent.
Attack Power:10 | Accuracy:95% | Energy Cost:8 | Effect Chance:50%

Sacred Sword: The Pokemon creates a sword made of its fighting spirit and slams into the foe with it. The mystical properties of the sword ignore all boosts to the opponent's Defense and evasion stats.
Attack Power:9 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Safeguard: The Pokemon coats itself in a veil that makes it immune to any status effects. The veil will dissipate if the user switches out. This effect lasts for three rounds. Subsequent uses refresh the effect.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Sand Tomb: The Pokemon creates a small sandstorm under its foe that sinks it into the ground. During Sand Tomb, both Pokemon may still issue attacks, however any attack using a part of the body used to kick up the sandstorm will cause it to release. The steady sinking of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as they are in the sand tomb.
Attack Power: 3 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obsuring its vision and lowering their accuracy by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s accuracy by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:100% | Energy Cost:3 | Effect Chance:--

Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm. The flying gravel and rocks will damage and Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) by 5 percent each round. The Sandstorm will last for to rounds after the user initiates it. Subsequent uses of the move refresh the effect.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitsnt to attack. This lowers their speed by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s speed by 1 stage and the effect duration by 1 round. This attack fails if the target cannot see its opponent or has no reason to be intimidated.
Attack Power:-- | Accuracy:90% | Energy Cost:6 | Effect Chance:--

Scratch: The Pokemon rakes its claws or talons across its opponent's body.
Attack Power:4 | Accuracy:100% | Energy Cost:2 | Effect Chance:--

Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Defense by 1 stage and the effect duration by 1 round. This move will fail if the opponent cannot hear the screech.
Attack Power:-- | Accuracy:85% | Energy Cost:6 | Effect Chance:--

Secret Power: The Pokemon draws power from the environemt into a ball of energy and launches it at its opponent. Depending on what environment the move is used in a different side effect may occur. If the move is used in a forest or other grassy area the scent of plants may put the opponent to sleep. If used in or around water the corrosive salt may lower the opponent's attack. If used in a marsh or bog the sticky mud may stick to the opponent and lower its speed. If used on a beach the heavy rocks may cause the opponent to flinch. If used in snow the freezing ice and snow may freeze the target. All stat lowerings lower the opponent's respective stat by one stage until the end of the next round.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%

Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or else the attack will fail.
Attack Power:8 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Seed Flare: The Pokemon releases a large shockwave of natural energy from its body. The calming nature of the energy may slow down the opponent's mind, lowering their Special Defense by two stages until the end of the next round.
Attack Power:12 | Accuracy:85% | Energy Cost:10 | Effect Chance:40%

Seismic Toss: The Pokemon lifts its opponent over its head and brutally hurls it to the ground. This move will fail if the Pokemon is physically incapable of picking up its opponent.
Attack Power:10 | Accuracy:100% | Energy Cost:7 | Effect Chance:--

Selfdestruct: The Pokemon focuses all of its energy and blows up, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has 20 or more energy.
Attack Power:20 | Accuracy:100% | Energy Cost:20 | Effect Chance:--

Shadow Ball: The Pokemon creates a ball out of shadows and hurls it at its opponent. The shadows may penetrate the opponent's defenses and lower their Special Defense by one stage until the end of the next round.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:20%

Shadow Claw: The Pokemon forms shadows around its hand into an extremely sharp claw and slashes at the opponent with it. The extreme sharpness of the claw makes the attack more likely to result in a critical hit.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Shadow Force: The Pokemon uses the power of shadows to vanish from the physical world for two actions. After two actions the Pokemon reappears close to its opponent. It then charges the ghostly aura up for one action and fires it at its opponent. If the Pokemon is hit at any point during the attack with an attack power of more than 4, the attack halts and the Pokemon expends 6 energy.
Attack Power:12 | Accuracy:100% | Energy Cost:10 | Effect Chance:--

Shadow Punch: The Pokemon envelops its fist in shadows and punches at the opponent. If the initial strike misses the opponent the shadows will track them for a few seconds.
Attack Power:6 | Accuracy:101% | Energy Cost:4 | Effect Chance:--

Shadow Sneak: The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks.
Attack Power:4 | Accuracy:100% | Energy Cost:2 | Effect Chance:--

Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one stage. Attack will not be dropped at the end of the round.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Sheer Cold: The Pokemon fires an extremely small, concentrated beam of ice at its opponent. The beam's extreme power and concentration causes it to go through struck opponents.
Attack Power:25 | Accuracy:30% | Energy Cost:18 | Effect Chance:--

Shell Blade: The Pokemon slashes at its opponent with its sharpened shell. The piercing properties of the shell may lower he opponent's Defense by one stage.
Attack Power:8 | Accuracy:95% | Energy Cost:6 | Effect Chance:50%

Shell Smash: The Pokemon breaks its shell in half. This enables it to move more freely, raising its Attack, Special Attack, and Speed by two stages each. However, as the shell is broken the Pokemon's Defense and Special Defense decrease by one stage.
Attack Power:-- | Accuracy:-- | Energy Cost:11 | Effect Chance:--

Shock Wave: The Pokemon fires a quick jolt of electricity at its opponent. The electricity homes in on the opponent for a few second before dissipating.
Attack Power:6 | Accuracy:101% | Energy Cost:4 | Effect Chance:--

Side Change: The Pokemon uses telekinetic powers to switch places with one of its allies. This move fails outside of Double and Triple battles.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scarmble an opponent's ability to concentrate, confsing it.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:10%

Silver Wind: The Pokemon fires a gust of wind at its foe. The odd properties of the wind may increase all of the Pokemon's stats by one stage.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:10%

Simple Beam: The Pokemon fires a beam made up of mental signals containing the ability Simple, changing the target's ability to Simple for the next three actions.
Attack Power:-- | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep.
Attack Power:-- | Accuracy:55% | Energy Cost:6 | Effect Chance:--

Sketch: The Pokemon copies down the last move the opponent used, learning the move permanently. A Pokemon may only have 7 Sketched moves known at once, past that they must forget a Sketched move of the Trainer's choice every time they use Sketch.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Skill Swap: The Pokemon tranfers its ability(s) into a beam which it then fires at the opponent. When the beam strikes the opponent, it transfers the user's ability to the target and aborbs the target's ability, which it tranfers into the user's mind.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Skull Bash: The Pokemon toughens up it skull for one action, increasing its Defense by one stage, then headbutts the foe with its thickened skull.
Attack Power:10 | Accuracy:100% | Energy Cost:8 | Effect Chance:--

Sky Attack: The Pokemon flies up into the air and gathers its strength for one action, then flies down at an incredible speed and slams into the foe.
The speed and power of the attack may knock the opponent off balance, causing it to flinch.
Attack Power:14 | Accuracy:90% | Energy Cost:10 | Effect Chance:30%

Sky Uppercut: The Pokemon leaps into the air and uppercuts the opponent. As the attack is performed while jumping it can hit opponents
that are flying or otherwise in the air.
Attack Power:9 | Accuracy:90% | Energy Cost:6 | Effect Chance:--

Slack Off: The Pokemon goes to sleep and rests its body, restoring 20 percentage points of their health.
Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Slam: The Pokemon slams into the opponent with their tail or other appendages.
Attack Power:8 | Accuracy:75% | Energy Cost:5 | Effect Chance:--

Slash: The Pokemon slashes at its opponent with sharp claws. Because of the sharpness of the claws, this attack is likely to reult in a critical hit.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Sleep Powder: The Pokemon sprays a powder on its opponent that calms its nerves, putting it to sleep for one round.
Attack Power:-- | Accuracy:75% | Energy Cost:5 | Effect Chance:--

Sleep Talk: The Pokemon simulates its brain while asleep and randomly uses one of its known moves. This move fails if the user is not asleep.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--

Slime Wave: The Pokemon shoots a wave of slime at its opponent. The toxic slime may poison the target.
Attack Power:10 | Accuracy:100% | Energy Cost:7 | Effect Chance:10%

Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may posion the target.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%

Sludge Bomb: The Pokemon shoots several concentrated balls of sludge at its opponent. The toxic sludge may poison the opponent.
Attack Power:9 | Accuracy:100% | Energy Cost:5 | Effect Chance:30%


Smellingsalt: The Pokemon attacks its opponent while giving off a strong scent. If the opponent is paralyzed the scent will shock its nerves, which doubles the power of the attack but also snaps the opponent out of the paralysis.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:--

Smog: The user releases a cloud of poisonous smog from its body. The toxic smog may poison the opponent.
Attack Power:2 | Accuracy:70% | Energy Cost:1 | Effect Chance:40%

Smokescreen: The Pokemon releases a cloud of smoke into the target's face, obscuring its vision and lowering their accuracy by 1 stage.
Attack Power:-- | Accuracy:100% | Energy Cost:3 | Effect Chance:--
 
Wait, I'm confused. Is this just like the standard old text-based RPG, where each player simply says what is happening at their end? If so, how do we factor in things like accuracy, secondary effects etc? Can somebody give me an example log or something? This seems like a really cool idea, but I'm having trouble figuring out how it will work.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Wait, I'm confused. Is this just like the standard old text-based RPG, where each player simply says what is happening at their end? If so, how do we factor in things like accuracy, secondary effects etc? Can somebody give me an example log or something? This seems like a really cool idea, but I'm having trouble figuring out how it will work.
No. What happens is that each player issues their attacks/commands, which are then interpreted by a referee. Players exchange attacking order each round so that each has a chance to press their "moves second" leverage of knowing the opponent's attacks/commands.The reason the system has so much data is to act as a check on referee discretion, which is still quite high. Referees basically narrate the battle and calculate the damage using the formulas inherent in the system and an RNG on other effects. Some deviation from the formulas is allowed, especially depending on trainer given commands.

Here's an example of one of Dogfish's battles at The Pokemasters.
 
D....editing into post as per usual.

Dark Pulse: The user emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the taget's thoughts, causing them to flinch.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:20%

Dark Void: The user creates a void of darkness underneath an opponent. The void saps the target's willpower, causing it to fall asleep.
Attack Power:-- | Accuracy:80% | Energy Cost:10 | Effect Chance:--

Death Gambit: The user forms all of its remaning life energy into a ball, which it launches at the opponent. The user faints if this attack succeeds.
Attack Power:Remaining HP | Accuracy:100% | Energy Cost:20 | Effect Chance:--

Defend Order: The user gathers a swarm of bees around itself in a protective shield, raising its Defense and Special Defense by one stage.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Defense Curl: The user curls up into a ball and tenses its muscles, raising its Defense by one stage. Defense will not be dropped at the end of the round.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Defog: The user rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Destiny Bond: The user telepathically joins its soul with the foe's for one round. During this time period, if the foe Knocks Out the user, the foe takes 30% damage.
Attack Power:-- | Accuracy:-- | Energy Cost:15 | Effect Chance:--

Detect: The user focuses completely on its opponent, anticipating and dodging its next attack. This move can only be used three times per battle.
Attack Power:-- | Accuracy:-- | Energy Cost:15 | Effect Chance:--

Dig: The user digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional 3 energy per action.
Attack Power:8 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Disable: The Pokemon focuses on the memory of the foe's last attack, and uses telepathic powers to erase the memory. This makes the foe unable to use its last used attack for two rounds. If the Pokemon was ordered to use the same attack it used last, the move will stop and fail.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--

Discharge: The Pokemon shoots a ball of concentrated electricity at the opponent. The concentration of the electricity gives it a chance to paralyze the foe.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:30%

Dive: The Pokemon dives underwater and surfaces under te opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional three energy per action. This move fails if not used in or near water.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Dizzy Punch: The Pokemon hits the target with a dizzyingly spining fist. The constant, confusing rotation may confuse the target.
Attack Power:7 | Accuracy:100% | Energy Cost:5 | Effect Chance:20%

Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall two rounds after the command is given.
Attack Power:14 | Accuracy:100% | Energy Cost: | Effect Chance:

Dual Chop: The Pokemon performs two consecutive chops on the opponent.
Attack Power:4*2 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Double Hit: The Pokemon strikes the opponent twice with various appendages.
Attack Power:4*2 | Accuracy:90% | Energy Cost:6 | Effect Chance:--

Double Kick: The Pokemon kicks the opponent twice.
Attack Power:3*2 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Double Team:The Pokemon rapidly moves back and forth between several locations, creating several illusionary clones. The clones make it harder for the opponent to figure out which Pokemon is the real Pokemon, increasing the user's Evasion by one stage. Evasion will not be dropped at the end of the round.
the Pokemon may create up to four clones, however this will take extra energy.
Attack Power:-- | Accuracy:-- | Energy Cost:5 per clone | Effect Chance:--

Double-Edge:The Pokemon slams into the opponent as hard as it possibly can with its entire body. The enormous impact of the move will make the user take 1/3rd of the damage they caused to the opponent as recoil.
Attack Power:12 | Accuracy:100% | Energy Cost:9 | Effect Chance:--

Doubleslap:The Pokemon slaps the opponent repeatedly with their hands or other appendages. It can disrupt an opponent's move that takes a while to charge up.
Attack Power:2 Per hit | Accuracy:85% | Energy Cost:4 | Effect Chance:--

Draco Meteor:The Pokemon roars at the sky, summoning a storm of meteors to strike the foe. Summoning the meteor storm uses up a lot of the Pokemon's energy, decreasing their Special Attack by 2 stages.
Attack Power:14 | Accuracy:90% | Energy Cost:10 | Effect Chance:--

Dragon Claw:The Pokemon focuses Dragon-type energy into its claws or hands and swipes at the target with them.
Attack Power:8 | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Dragon Dance:The Pokemon performs a fighting dance to simulate its muscles, raising its Attack and Speed by one stage.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--

Dragon Pulse:The Pokemon shoots out a shockwave of Dragon energy from its mouth at the opponent.
Attack Power:9 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Dragon Rage:The Pokemon fires a stream of blue flames at its opponent. This attack will do 4 damage, regardless of any modifiers.
Attack Power:4 | Accuracy:100% | Energy Cost:3 | Effect Chance:--

Dragon Rush:The Pokemon rushes at the foe while charged with fearsome energy. When the attack hits, the energy may scare the foe and make them flinch.
Attack Power:10 | Accuracy:75% | Energy Cost:8 | Effect Chance:20%

Dragon Tail:The Pokemon swings and hits the foe powerfully with its tail. The shock of the attack resets all of the opponent's stat changes and snaps it out of confusion and attract. In a switch battle, the Pokemon is sent back to its trainer's Pokeball at the end of a round.
Attack Power:6 | Accuracy:90% | Energy Cost:4 | Effect Chance:--

Dragonbreath:The Pokemon spews a stream of electric energy at the opponent, which may paralyze them.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:30%

Drain Punch:The Pokemon punches the opponent with all the energy of its punch focused into its hand, which is then used to drain half of the damage caused in HP into the user.
Attack Power:8 | Accuracy:100% | Energy Cost:6 | Effect Chance:--

Dream Eater:The Pokemon absorbs the energy of a sleeping Pokemon's dreams, waking them up and restoring half of the damage caused to the foe in HP to the user. This move fails if the target is awake.
Attack Power:10 | Accuracy:100% | Energy Cost:8 | Effect Chance:--

Drill Peck:The Pokemon spins rapidly and slams its beak into the opponent while spinning.
Attack Power:80% | Accuracy:100% | Energy Cost:5 | Effect Chance:--

Drill Run (Drill Liner):The Pokemon spins rapidly and slams its head or other appendages into the opponent like a drill. Because of the spinning the attack is more likely to penetrate the opponent's defenses unexpectedly, giving it an increased chance for a critical hit.
Attack Power:8 | Accuracy:95% | Energy Cost:6 | Effect Chance:--

Dynamicpunch:The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disoreonting and confusing them.
Attack Power:10 | Accuracy:50%| Energy Cost:8 | Effect Chance:100%




More coming, you know the drill.
 

Fusxfaranto

gonna smoke five blunts and watch anime
I finished the last part of S now, yay.

Stun Spore: The pokemon releases tiny yellow spores onto the opponent. If they make contact, the opponent becomes paralyzed.

Attack Power: -- | Accuracy: 75% | Energy Cost: 6 | Effect Chance: --

Submission: The pokemon recklessly barges into the opponent, forcing them into an awkward position. It suffers recoil equal to 25% of the damage done.

Attack Power: 8 | Accuracy: 80% | Energy Cost: 4 | Effect Chance: --

Substitute: *DK had some special ideas for this, so I'll leave it empty*

Attack Power: | Accuracy: | Energy Cost: | Effect Chance:

Sucker Punch: The pokemon feigns weakness, but strikes if the foe prepares to attack. This move fails if the opponents uses a non-damaging move or outspeeds the pokemon. This move has +1 priority.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Sunny Day: The pokemon calls upon the sun to shine very brightly. For five (5) turns, bright sunlight is in effect. This can not be used where the sun would be impossible to see.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Super Fang: The pokemon's fangs glow bright white as they strike the opponent. This move halves the opponent's health (round down).

Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Effect Chance: --

Superpower: The pokemon glows with strength before making a powerful strike. However, it exhausts the pokemon, lowering its attack and defense by one (1) stage each.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Supersonic: The pokemon sends out a supersonic screech, confusing any other pokemon who hear it.

Attack Power: -- | Accuracy: 55% | Energy Cost: 4 | Effect Chance: --

Surf: The pokemon summons a huge wave and rides it, crashing it down on the opponent. It can hit pokemon using Dive.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Swagger: The pokemon intimidatingly taunts the opponent, increasing their attack by two (2) stages but confusing them as well.

Attack Power: -- | Accuracy: 90% | Energy Cost: 5 | Effect Chance: --

Swallow: The pokemon uses up the energy it stored with stockpile to heal itself, recovering 10% after one (1) stockpile, 20% after two (2) stockpiles, and 50% after three (3) stockpiles. This move fails if the pokemon has not used stockpile earlier in the round.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --

Sweep Slap: The pokemon slaps the foe 2-5 times with its tail. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 6 | Effect Chance: --

Sweet Kiss: The pokemon goes up to the opponent and gives it a smooch, confusing the opponent.

Attack Power: -- | Accuracy: 75% | Energy Cost: 5 | Effect Chance: --

Sweet Scent: The pokemon sends an attractive scent into the air, lowering the opponent's evasion one (1) stage. This move does nothing if the opponent can not or tries not to smell it.

Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Swift: The pokemon shoots out star-shaped rays that home in on the opponent. This move can never miss, unless the opponent is unreachable.

Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Switcheroo: The pokemon sneaks up to the opponent and quickly switches the held items before it's noticed. This move does not work if the opponent has Sticky Hold (and Multitype?).

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Sword of Mystery: The pokemon calls upon an ethereal sword, which slashes the opponent. This move uses the pokemon's special attack, but the opponent's physical defense.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Swords Dance: The pokemon performs a graceful dance of sorts, increasing their fighting prowess by boosting attack two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Synchro Noise: The pokemon sends out a psychic pulse of a certain frequency, damaging all pokemon that share any types with the pokemon (including itself).

Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Synthesis: The pokemon basks itself in the light, restoring 50% 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.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
ALright guys, I've just finished auditting S and placing it into the attack list.

I'm still waiting on D, M, P, R, and T. Those of you who know your assignments, please get them done as soon as possible. We are very close to completion.

Again, than you for all of your hard work. This project seemed impossible to me a mere month ago but all of you have put a ton of effort into it.
 
I don't know if that's required, but I read on the guide you linked in the OP that Pokémon have access to every move they could learn across all generations. If you want, I can compile a comprehensive list of such moves for each pokémon (especially gen I-II)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Sorry for not posting this earlier; Microsoft Word seems to delight in crashing whenever I'm about to save.
Mach Punch: The Pokémon throws a weak punch at a blinding speed, hitting before the opponent can react.
Attack Power: 4 | Accuracy: 100 | Energy Cost: 3 | Effect Chance: --

Magic Coat: The Pokémon quickly creates a barrier of magic that reflects status moves and hazards back at the opponent for the current round.
Attack Power: -- | Accuracy: -- | Energy Cost: 3 | Effect Chance: --

Magic Room: The Pokémon creates a strange atmosphere that renders the effects of items useless for two rounds.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Magical Leaf: The Pokémon spins around and releases glowing light green leaves from its body. The leaves fly towards the opponent, ignoring Evasion and Accuracy changes.
Attack Power: 6 | Accuracy: infinite | Energy Cost: 5 | Effect Chance: --

Magma Storm: The Pokémon unleashes a blast of spiraling red-orange flames at the opponent. Both the attacker and the victim can continue to use attacks; however, the victim will take 6.25% of its maximum health’s worth of damage every turn from the flames surrounding it for three turns.
Attack Power: 12 | Accuracy: 75 | Energy Cost: 10 | Effect Chance: --

Magnet Bomb: The Pokémon creates a silver orb in front of it, and then fires the orb at the opponent. The orb explodes on impact, ignoring Evasion and Accuracy changes.
Attack Power: 6 | Accuracy: infinite | Energy Cost: 5 | Effect Chance: --

Magnet Rise: The Pokémon uses its electromagnetic skills to levitate up into the air. Its body turns golden, and all Ground-type moves cannot affect the Pokémon for one round.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Magnitude: The Pokémon, with a brown aura surrounding it, jumps into the air and lands with a huge stomp, creating an earthquake with a variable size.
Attack Power: 1 – 5% | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --
: 3 – 10%
: 5 – 20%
: 7 – 30%
: 9 – 20%
: 11 – 10%
: 15 – 5%

Me First: The Pokémon cuts in front of the opponent and uses what the opponent would’ve used. The Power and Energy Cost are both amplified.
Attack Power: AP of copied move + 3 | Accuracy: -- | Energy Cost: EC of copied move + 2 | Effect Chance: --

Mean Look: The Pokémon shoots a dark, arresting glare at the opponent. Eyes appear around the opponent, making it unable to flee.
Attack Power: -- | Accuracy: -- | Energy Cost: 3 | Effect Chance: --

Meditate: The Pokémon sits on the ground and meditates. When the meditation is complete, the Pokémon’s outline glows white, and its Attack is raised by one stage and locked for one round.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Mega Drain: The Pokémon shoots a green beam of energy at the opponent; when hit by the beam, the opponent’s outline turns red, and the Pokémon’s outline turns white as energy is transferred from the opponent to the Pokémon. The amount healed is half the damage dealt.
Attack Power: 4 | Accuracy: 100 | Energy Cost: 4 | Effect Chance: --

Mega Kick: The Pokémon kicks the opponent with great power.
Attack Power: 12 | Accuracy: 75 | Energy Cost: 8 | Effect Chance: --

Mega Punch: The Pokémon’s fist becomes surrounded by a white glow, and it punches the opponent with great force.
Attack Power: 8 | Accuracy: 85 | Energy Cost: 6 | Effect Chance: --

Megahorn: The Pokémon’s horn glows with a white sheen and rams it straight into the opponent.
Attack Power: 12 | Accuracy: 85 | Energy Cost: 9 | Effect Chance: --

Memento: The Pokémon leaves an imprint on the target that repeatedly reminds them that they will eventually die. The Pokémon faints, and the opponent will suffer from a 2-stage Attack and Special Attack drop (Switch = OK: until the opponent switches out; Switch = KO: until the opponent faints).
Attack Power: -- | Accuracy: 100 | Energy Cost: -- | Effect Chance: --

Metal Burst: The Pokémon’s body glows white as a silvery orb appears and grows bigger in front of it. The orb absorbs damage taken, then is fired at the opponent, dealing 1.5x the damage absorbed.
Attack Power: -- | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --

Metal Claw: The Pokémon’s hands glow white and slash at the opponent with arms crossed. There is a 10% chance to raise the Pokémon’s attack by one stage for one round.
Attack Power: 5 | Accuracy: 95 | Energy Cost: 4 | Effect Chance: 10

Metal Sound: The Pokémon releases light blue sound waves with the sound of ringing metal. All Pokémon that hear it suffer a 2-stage Special Defense drop for one round.
Attack Power: -- | Accuracy: 85 | Energy Cost: 6 | Effect Chance: --

Meteor Mash: The Pokémon glows white, then punches the opponent. Upon contact, star-shaped particles fly out. There is a 20% chance to raise the user’s Attack by one stage for one round.
Attack Power: 10 | Accuracy: 85 | Energy Cost: 7 | Effect Chance: 20

Metronome: The Pokémon waves its arms back and forth until they glow white, then it uses a random move.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Milk Drink: The Pokémon allows the target to drink milk from its udders. The nutrients in its milk heal the target for half of the Pokémon’s maximum HP. The Energy Cost is raised by one for each use in the battle.
Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP/10)+2 | Effect Chance: --

Mimic: The Pokémon flashes white, gold, or purple, then instantly copies the move the opponent just used. This move can be used for the remainder of the battle or until the Pokémon switches out.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Mind Reader: The Pokémon uses its mind to sense the movements and thoughts of its opponent. Any move the Pokémon makes next round will not miss the target, providing that the target is the subject of Mind Reader.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Minimize: The Pokémon compresses itself to occupy as little space as possible. It’s Evasion stat is boosted by 2 stages for one round. During the duration of the effect, this Pokémon takes double damage from Stomp and Hard Roller.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Miracle Eye: The Pokémon’s eyes glow, and they peer at the opponent as if looking through a spyglass. Evasion boosts and the Psychic immunity of Dark-types are negated for one round.
Attack Power: -- | Accuracy: -- | Energy Cost: 3 | Effect Chance: --

Mirror Coat: The Pokémon becomes covered in a glowing, reflective substance that reflects Special attacks back at the opponent. The damage dealt is equivalent to twice the Special damage taken. It almost always goes last.
Attack Power: ? | Accuracy: 100 | Energy Cost: 6 | Effect Chance: --

Mirror Move: The Pokémon acts like a parrot and uses whatever move the target just used.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Mirror Shot: The Pokémon shoots a green beam of energy from its polished body. There is a 30% chance to decrease the target’s Accuracy by one round.
Attack Power: 7 | Accuracy: 85 | Energy Cost: 5 | Effect Chance: --

Mirror Type: The Pokémon reflects the target’s type like a mirror and becomes that type for one round.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Effect Chance: --

Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out and lasts for two rounds. All direct stat-modifiers targeted at the user will fail during the duration of this effect. Indirect stat-modifiers such as Mud-Slap will not be affected.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Mist Ball: The Pokémon envelops the opponent with a mist-like flurry of down. There is a 50% chance to lower the opponents Special Attack by one stage for one round.
Attack Power: 7 | Accuracy: 100 | Energy Cost: 6 | Effect Chance: 50

Moonlight: The Pokémon looks up to the moonlight to restore health. Moonlight restores 2/3 of maximum health in Sunny weather, 1/2 of maximum health in normal weather, and 1/4 of maximum health in other weather.
Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP/10)+2 | Effect Chance: --

Morning Sun: The Pokémon looks up to the sun to restore health. Morning Sun restores 2/3 of maximum health in Sunny weather, 1/2 of maximum health in normal weather, and 1/4 of maximum health in other weather.
Attack Power: -- | Accuracy: -- | Energy Cost: (MaxHP/10)+2 | Effect Chance: --

Mountain Storm: The Pokémon attempts to crush the opponent in one mighty blow. Unless the opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant, this move will always result in a Critical Hit.
Attack Power: 4 | Accuracy: 100 | Energy Cost: 8 | Effect Chance: 100

Mud Bomb: The Pokémon opens its mouth and shoots hard-packed mud balls at the opponent. There is a 30% chance to lower the foe’s Accuracy by one stage for one round.
Attack Power: 7 | Accuracy: 85 | Energy Cost: 6 | Effect Chance: 30

Mud Shot: The Pokémon shoots light blue energy balls from its mouth towards the opponent. Upon contact, the energy balls turn into mud. There is a 100% chance to lower the opponent’s Speed by one stage for one round.
Attack Power: 5 | Accuracy: 95 | Energy Cost: 5 | Effect Chance: 100

Mud Sport: The Pokémon covers itself in mud. The damage of Electric-type moves is reduced by 50% until the user of the move switches out.
Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body. There is a 30% chance to lower the target’s Accuracy by one stage for one round.
Attack Power: 10 | Accuracy: 85 | Energy Cost: 7 | Effect Chance: 30

Mud-Slap: The Pokémon turns around and kicks up clumps of mud at the opponent. There is a 100% chance to lower the opponent’s Accuracy by one stage for one round.
Attack Power: 2 | Accuracy: 100 | Energy Cost: 2 | Effect Chance: 100

Mystery Sword: The Pokémon slashes at the opponent with a long horn. Damage is calculated using the user’s Special Attack and the target’s Defense.
Attack Power: 9 | Accuracy: 100 | Energy Cost: 7 | Effect Chance: --
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I don't know if that's required, but I read on the guide you linked in the OP that Pokémon have access to every move they could learn across all generations. If you want, I can compile a comprehensive list of such moves for each pokémon (especially gen I-II)
http://veekun.com/dex

Veekun has the cleanest format for an ASB Dex.

Also thanks for posting M up Engineer Pikachu, I'll get right on it.

Time for another big game update.

Game Mechanics Note:

I have made a minor change to the display on stats. I have replaced HP percentages with an absolute HP number, since it seemed silly yo have 120 (per cent) HP to start. I have already updated all the lists with this change, and it has little competitive relevance. Actually it makes some descriptions easier to understand. I know most people are used to ASBs without variable HP, but just using a percentage sign doesn't do anything to alleviate that difference.

Critical Hits:

A Critical Hit adds 3 damage to any attack (before applying weakness and resistance). Super Luck doubles the Critical Hit Stage of a Pokemon, and Sniper increases the damage dealt by critical hits to 5 instead of 3. If referees so choose, they can ignore using an RNG for critical hits on normal attacks, however if the Pokemon uses a high-crit move, used Focus Energy, has Sniper, Super Luck, or a Crit-stage boosting item, then they should perform a crit check on all attacks that round. The easiest way to do this is to use a Random Number Generator. Without any boosts or abilities, if a value lands on 1-62 for a normal attack or 1-125 for a High-Crit move, that attack lands a critical hit. The link allows you to generate multiple integers (set it to generate 3 integers between 1 and 100).

Attacks and Commands:

An Attack is any of the official Pokemon Attacks on the Attack List. A Command is slightly different. Commands can be issued as actions in any battle that might take a sufficient amount of time or focus to accomplish. Commands can be anything from "hide behind rocks" to "create some distance from the opponent" to interactions with specific arenas like "pick an Oran Berry from the bushes." Depending on the complexity of the command it can cost from 2-4% of the Pokemon's Energy. Commands like "block an attack" or "dodge an attack" can be used, but are generally not effective. Attacks take priority over simple Commands, and their higher energy costs mean Pokemon put more energy into making them hit.

Unique Pokemon:

Some Pokemon are special cases and must be handled seperately. They are Unown, Smeargle, Shedinja, and Rotom.

Unown:

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a seperate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Consider the following effects of Hidden Power to apply when Unown uses them:

Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge)
Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword)
Hidden Power Fire: 30% Burn (Lava Plume)
Hidden Power Flying: High Critical Hit Ratio (Aeroblast/Air Cutter)
Hidden Power Ghost: 10% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 10% Sleep (Spore/Sleep Powder/Grasswhistle)
Hidden Power Ground: 10% Accuracy Lower (Mud Bomb/Mud Slap)
Hidden Power Ice: 10% Freeze (Ice Beam)
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 10% Confusion (Psybeam/Confusion)
Hidden Power Rock: 10% Flinch (Rock Slide)
Hidden Power Steel: 10% Special Attack Lower (Flash Cannon)
Hidden Power Water: 10% Speed Lower (Bubblebeam/Bubble)

Smeargle:

Smeargle can only learn attacks through Sketch. Smeargle has a Rarity Rating of 3, however Smeargle cannot be selected as part of your starting Pokemon. Once you catch a Smeargle, it can Sketch any of your starting Pokemon's starting attacks (Level-up Moves up to Level 25 and your selected Egg and BW TMs). Resultingly when you choose your starting Pokemon and their attacks, please mark them down with an asterisk (*). Smeargle can Sketch any 10 of these moves from your starting Pokemon. Additionally, Smeargle starts with three (3) Permanent Sketch Slots. Any attacks Smeargle Sketches during the course of a battle can be used during that battle, and then Smeargle can permanently learn any of those moves by taking up a Permanent Sketch Slot. Smeargle can apply any of its Move Points to another Permanent Sketch Slot.

Ex:

Code:
Paras(*) 		Joltik(*)		Axew(*)
Scratch(*)		String Shot(*)		Scratch(*)
Stun Spore(*)		Leech Life(*)		Leer(*)
Poisonpowder(*)		Spider Web(*)		Assurance(*)
Leech Life(*)		Thunder Wave(*)		Dragon Rage(*)
Fury Cutter(*)		Screech(*)		Dual Chop(*)
Spore(*)		Fury Cutter(*)		Scary Face(*)
Slash(*)		Electric Net(*)		Slash(*)
Agility(*)		Bug Bite(*)		False Swipe(*)
Leech Seed(*)		Gastro Acid(*)		Counter(*)
Pursuit(*)		Disable(*)		Night Slash(*)
Swords Dance(*)		Faint Attack(*)		Reversal(*)
Brick Break(*)		Pursuit(*)		Hone Claws(*)
Dig(*)			Thunderbolt(*)		Rock Tomb(*)
			Energy Ball(*)		Incinerate(*)
			X-Scissor(*)

Smeargle
Sketch
Sketch
Sketch
Spore
Leech Seed
Swords Dance
Spider Web
Bug Bite
Gastro Acid
Faint Attack
Dual Chop
Dragon Rage
Hone Claws
Shedinja:

Shedinja's Wonder Guard ability currently has the effect of reducing its HP by 20 (to a maximum of 60) in exchange for only being hit by super-effective and status/stat-down attacks. Shedinja also has other qualities because of in-game precedence. It can pull Level-Up Moves from the lists of both Nincada and Ninjask, in addition to its own Level-Up Movepool.

Rotom:

Rotom can be caught just like any other Pokemon, however its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances. Once Rotom has an appliance form it may discard it at any time and move to another appliance (if it is available) or to no appliance.

Rarity Listing:

Each Trainer can only catch the lowest evolved form of a Pokemon line. Each Pokemon has a corresponding rarity point listing. The rarity point listing is the cost in Trainer Points to obtain that Pokemon. Stronger Pokemon naturally have higher ratings. A Trainer starts with 6 trainer points to alot choosing his or her initial Pokemon.

Bulbasaur: 2

Charmander: 2

Squirtle: 2

Caterpie : 1

Weedle: 1

Pidgey: 2

Rattata: 2

Spearow: 2

Ekans: 2

Pichu: 2

Sandshrew: 2

Nidoran♀: 2

Nidoran♂: 2

Cleffa: 2

Vulpix: 2

Igglybuff: 2

Zubat: 2

Oddish: 2

Paras: 2

Venonat: 2

Diglett: 2

Meowth: 2

Psyduck: 2

Mankey: 2

Growlithe: 2

Poliwag: 2

Abra: 2

Machop: 2

Bellsprout: 2

Tentacool: 2

Geodude: 2

Ponyta: 2

Slowpoke: 2

Magnemite: 2

Farfetch'd: 3

Doduo: 2

Seel: 2

Grimer: 2

Shellder: 2

Gastly: 2

Onix: 3

Drowzee: 2

Krabby: 2

Voltorb: 2

Exeggcute: 2

Cubone: 2

Tyrogue: 2

Lickitung: 3

Koffing: 2

Rhyhorn: 2

Happiny: 2

Tangela: 3

Kangaskhan: 5

Horsea: 2

Goldeen: 2

Staryu: 2

Mime Jr.: 2

Scyther: 5

Smoochum: 2

Elekid: 2

Magby: 2

Pinsir: 5

Tauros: 5

Magikarp: 2

Lapras: 5

Ditto: 4

Eevee: 2

Porygon: 4

Omanyte: 2

Kabuto: 2

Aerodactyl: 5

Munchlax: 4

Dratini: 2


Chikorita: 2

Cyndaquil: 2

Totodile: 2

Sentret: 2

Hoothoot: 2

Ledyba: 2

Spinarak: 2

Chinchou: 2

Togepi: 2

Natu: 2

Mareep: 2

Azurill: 2

Bonsly: 2

Hoppip: 2

Aipom: 3

Sunkern: 2

Yanma: 3

Wooper: 2

Murkrow: 3

Misdreavus: 4

Unown: 4

Wynaut: 4

Girafarig: 5

Pineco: 2

Dunsparce: 4

Gligar: 4

Snubbull: 2

Qwilfish: 4

Shuckle: 5

Heracross: 5

Sneasel: 3

Teddiursa: 2

Slugma: 2

Swinub: 2

Corsola: 4

Remoraid: 2

Delibird: 4

Mantyke: 2

Skarmory: 5

Houndour: 2

Phanpy: 2

Stantler: 5

Miltank: 5

Larvitar: 2


Treecko: 2

Torchic: 2

Mudkip: 2

Poochyena: 2

Zigzagoon: 2

Wurmple: 1

Lotad: 2

Seedot: 2

Taillow: 2

Wingull: 2

Ralts: 2

Surskit: 2

Shroomish: 2

Slakoth: 2

Nincada: 2

Whismur: 2

Makuhita: 2

Nosepass: 3

Skitty: 2

Sableye: 4

Mawile: 4

Aron: 2

Meditite: 2

Electrike: 2

Plusle: 4

Minun: 4

Volbeat: 4

Illumise: 4

Budew: 2

Gulpin: 2

Carvanha: 2

Wailmer: 4

Numel: 2

Torkoal: 5

Spoink: 2

Spinda: 3

Trapinch: 2

Cacnea: 2

Swablu: 2

Zangoose: 5

Seviper: 5

Lunatone: 5

Solrock: 5

Barboach: 2

Corphish: 2

Baltoy: 2

Lileep: 2

Anorith: 2

Feebas: 2

Castform: 4

Kecleon: 5

Shuppet: 2

Duskull: 2

Tropius: 5

Chingling: 2

Absol: 5

Snorunt: 2

Spheal: 2

Clamperl: 2

Relicanth: 5

Luvdisc: 3

Bagon: 2

Beldum: 2


Turtwig: 2

Chimchar: 2

Piplup: 2

Starly: 2

Bidoof: 2

Kricketot: 2

Shinx: 2

Cranidos: 2

Shieldon: 2

Burmy: 1

Combee: 1

Pachirisu: 4

Buizel: 2

Cherubi: 2

Shellos: 2

Drifloon: 2

Buneary: 2

Glameow: 2

Stunky: 2

Bronzor: 2

Chatot: 4

Spiritomb: 5

Gible: 2

Riolu: 2

Hippopotas: 2

Skorupi: 2

Croagunk: 2

Carnivine: 4

Finneon: 2

Snover: 2

Rotom: 5


Snivy: 2

Tepig: 2

Oshawott: 2

Patrat: 2

Lillipup: 2

Purrloin: 2

Pansage: 2

Pansear: 2

Panpour: 2

Munna: 2

Pidove: 2

Blitzle: 2

Rogenrolla: 2

Woobat: 2

Drilbur: 2

Audino: 4

Timburr: 2

Tympole: 2

Throh: 5

Sawk: 5

Sewaddle: 2

Venipide: 2

Whimsicott: 2

Petitlil: 2

Basculine: 4

Sandile: 2

Darumaka: 2

Maractus: 4

Dwebble: 2

Scraggy: 2

Sigilyph: 4

Yamask: 2

Tirtouga: 2

Archen: 2

Trubbush: 2

Zorua: 2

Minccino: 2

Gothita: 2

Solosis: 2

Ducklett: 2

Vanillite: 2

Deerling: 2

Emolga: 3

Karrablast: 2

Foongus: 2

Frillish: 2

Alomomola: 5

Joltik: 2

Ferroseed: 2

Klink: 2

Tynamo: 2

Elgyem: 2

Litwik: 2

Axew: 2

Cubchoo: 2

Cryogonal: 5

Shelmet: 2

Stunfisk: 4

Mienfoo: 2

Druddigon: 5

Golett: 2

Pawniard: 2

Bouffalant: 5

Rufflet: 2

Vullaby: 2

Heatmor: 5

Durant: 5

Deino: 2

Larvesta: 2


Syclar: 2

Revenankh: 5

Embirch: 2

Breezi: 2

Rebble: 2

Privatyke: 2

Nohface: 2

Monohm: 2

Colosshale: 2

Pilcowatt: 2

Voodoll: 2
 
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