Pokemon 5th Edition - Moves Redux

by Foxwells

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MOVES

Redux by Foxwells
Based on the information and rules found in Pokémon 5th Edition, originally created by JoeTheDM.

Moves are organised according to alphabetical order.


F.A.Q.


This seems a bit silly. Why did you make this?

The point of this redux is to create moves more accurate to the games themselves. While I have no problem with Joe's creativity, I prefer an experience more akin to the games.


What is in this redux?

This document includes moves from every generation up to 7, as well as a completed TM list, and rules for Z-Moves.

What is not included in this document is glitch moves, Shadow moves, moves exclusive to the Mystery Dungeon series, moves created by the anime or trading cards, and the Pikachu and Eevee exclusive moves introduced in Pokémon Let's Go series.

Here's a quick Table of Contents:

  • Moves list: page 3
  • TM list: page 75
  • Z-Moves: page 77

What does melee range mean?

The same thing it does in normal 5e. Here's a list:

  • Default: 5 feet. May be increased if the Pokémon is Large or larger, or has a reach-increasing feature.
  • Reach: Add 5 feet to the base melee range of the Pokémon.
  • Non-contact: Move does not cause the Pokémon to touch its target. Default for melee moves is contact.

Additionally, ranged moves might be specified as causing contact. Note them where they are.


Why don't moves scale?

Because I don't believe that they should. Don't get me wrong: I see the merits of having a scaling system, and I heavily considered adding one, especially since I don't like how Joe scales moves. But ultimately, I don't think moves don't have a scaling capability.

Take the move Vine Whip for example. A Bulbasaur and a Venusaur using it would hypothetically do different damage, because the Venusaur uses a bigger vine.

But to me, that scenario isn't possible. The move Vine Whip only allows for so big of a vine to be summoned. Anything bigger would be a different move. As such, they have the same damage die. Personal influence comes in the form of ability score modifiers to attacks. If you want a stronger attack, try picking up a different move.

I recognise that not everyone agrees with this, and that's fine. One specific argument I mulled over was that even if it was the same vine, the Venusaur has more experience, and would know how to attack more effectively. But that's why ability score modifiers and proficiency bonus exist.

If you'd like to make a scaling system, feel free. These moves were generally designed with the levels they appear at in mind (usually 10, but sometimes earlier/later).

TL;DR: I don't think moves are capable of scaling. I see them like spells: set power.

Won't some of these moves have issue with being accessed earlier than intended via TM?

That falls on the DM for making the TM accessible earlier than it should be. I wouldn't put any TM below 10,000 Poké, with an average of 20,000 to 30,000. You can also badge-lock items. Don't be shy of saying no.


How do you determine what stat to use for a move?

Is it using physical force or projection? If so, Strength or Dexterity, and decide if it uses brute force (STR) or finesse (DEX). If not, is it creating or commanding a force? If creating, Wisdom. If commanding, Charisma.

There's a couple of other factors. For example, any move that involves speaking or body language is almost always Charisma. There isn't a good physical/special split that you'll find. It's all case-by-case. I do try to keep if a move is contact or not, though!


Will you make stat blocks to match this?

Probably not. I only have so much energy, as passionate of a person as I am. If I do, it'll likely be similar to Joe's with only minor adjustments.


Does (insert clause here) apply?

The answer is most likely yes. For the sake of brevity, I didn't include a number of clauses. This includes moves that can't affect Pokémon with certain abilities, if recharging effects apply if a move misses (the answer is no), and countless other things.

Of course, things are ultimately DM rule. Just because something is stated as a clause on Bulbapedia does not mean that the DM will keep it. But, for a quick reference if you think something is possible, you can look it up and my intent will usually have been to follow the in-game mechanics.


...


Thank you for using my redux!

— Foxwells


...


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Moves

Absorb

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 15
  • Duration: Instantaneous

A nutrient-draining attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Grass-type damage, and regain half the amount of damage taken by the target.

Accelerock

Rock-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You smash into your target at high speed. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Dexterity Rock-type damage.

Acid

Poison-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You hurl a small ball of acid at a Pokémon you can see within range. Make a ranged attack roll. On hit, the target takes 1d6 Poison-type damage.

Acid Armor

Poison-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: 1 minute

You melt your body to reduce the impact of blows. For the duration, all contact moves made against you have a -2 penalty to their damage rolls.

Acid Spray

Poison-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot cone)
  • Power Points: 30
  • Duration: Instantaneous

You spray melting acid in a 30-foot cone. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a Pokémon immediately takes 2d6 Poison-type damage and 1d6 Poison-type damage at the end of its next turn. On a successful save, it half as much initial damage and no additional damage.

Acrobatics

Flying-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You nimbly strike out at a Pokémon you can see within range. On hit, you deal 1d10 + Dexterity Flying-type damage. If you're not holding an item, the damage is 4d6 + Dexterity.

Acupressure

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: 1 minute

You press on stress points, sharply boosting one of your abilities for the duration. Roll a d6, referring to the table below for the effect of the move. Using this move again immediately ends any previous effect of it that you are under.

d6 Effect
1 +2 to all damage rolls
2 +1 to all attack rolls
3 +1 to AC
4 +10 feet to walking speed
5 +10 current and max HP
6 Critical hit range is 19-20

Aerial Ace

Flying-type Dexterity move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You confound a Pokémon you can see within range with speed, then strike, dealing 2d4 Flying-type damage. This move never misses.

Aeroblast

Flying-type Dexterity move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 5
  • Duration: Instantaneous

You summon a massive vortex of wind that blasts all enemies within range. Each Pokémon must make a Strength saving throw. On a failed save, a target takes 10d10 Flying-type damage and is knocked prone. On a success, it takes half damage and is not prone.

After You

Normal-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You switch places with a Pokémon you can see within range and force it to immediately take its turn this round, regardless of initiative order. This move fails and your turn is wasted if the Pokémon has already taken its turn.

Agility

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: 1 round

You double a speed of your choice until the end of your next turn. You can't double a speed you don't already have. This move fails if your speed has been set to 0.

Air Cutter

Flying-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 25
  • Duration: Instantaneous

You launch razor-like whips of wind at a Pokémon, or two Pokémon within 5 feet of each other, you can see within range. Make an attack roll. On hit, you deal 2d6 Flying-type damage. This move is a critical hit on a roll of 19 or 20.

Air Slash

Flying-type Dexterity move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack with a blade of air that slices even the sky. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 Flying-type damage, and the target must succeed on a Constitution saving throw or flinch.

Ally Switch

Psychic-type move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 15
  • Duration: Instantaneous

You use a strange force to teleport, switching places with an ally you can see within range.

Amnesia

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: 1 minute

Your memory fumbles and your concerns are lost. You have a +1 to Intelligence, Wisdom, and Charisma saving throws for the duration. Additionally, if you are Confused, Infatuated, Flinching, or under the effects of Torment, the condition immediately ends.

Anchor Shot

Steel-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You entangle a Pokémon you can see within range in an anchor chain. Make an attack roll. On hit, the attack deals 4d8 Steel-type damage and the target becomes unable to flee or return to its PokéBall until it faints or the effect is lifted.

Ancient Power

Rock-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You attack a Pokémon you can see within range with prehistoric power. Make an attack roll. On hit, the target takes 3d6 Rock-type damage. Additionally, roll a d10. On a 10, all of your stat modifiers raise by 1 while you remain in battle.

Aqua Jet

Water-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You lunge forth at a speed that makes you nearly invisible. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Dexterity Water-type damage.

Aqua Ring

Water-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You surround yourself in a veil of water. At the end of each of your turns, you regain 5 hit points. This effect lasts while you remain in battle.

Aqua Tail

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with your tail like it's a vicious wave in a storm. Make an attack roll. On hit, you deal 6d6 Water-type damage.

Arm Thrust

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You let loose a flurry of stiff-arm punches against a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Fighting-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Aromatherapy

Grass-type move


  • Move Time: 1 action
  • Range: Self (60-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You release a soothing scent that cures you, your party, and all allies within range of all conditions.

Aromatic Mist

Fairy-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: 1 round

Using a strange aroma, you raise the AC of an ally you can see within range by 1 until the start of your next turn.

Assist

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

Roll a d6, assigning a member of your party to each number. Reroll if you roll an unassigned number. Then, roll it, selecting a Pokémon based on the number rolled. Follow this by rolling a d4, assigning each of the Pokémon's moves to a number and assigning any unused numbers as needed. Depending on what number is rolled, the Pokémon using Assist will then use that move. If the move normally requires concentration, it doesn't in this use.

Assurance

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike out at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d6 + Strength Dark-type damage. Double the damage if the target has already taken damage this round.

Astonish

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You shout at a Pokémon you can see within range in a startling fashion to distract it, and then attack. Make an attack roll. On hit, the target takes 1d8 + Charisma Ghost-type damage, and must succeed on a Constitution saving throw or flinch.

Attack Order

Bug-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

Summoning your underlings, you have a Pokémon you can see within range pummeled. Make an attack roll, doing 4d10 + Charisma Bug-type damage on hit. This attack is a critical hit on a natural roll of 19 or 20.

Attract

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You wink at a Pokémon you can see within range, causing hearts to swirl around it. The target must make a Wisdom saving throw. On failure, it becomes infatuated with you for the next 1d6 turns or until cured of the condition. At the start of each of its turns, it must roll a d4. On a 1 or 2, the Pokémon is too in love to do anything and its turn is wasted. This move fails and your turn is wasted if the target Pokémon is the same gender as you or if it's genderless.

Aura Sphere

Fighting-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 20
  • Duration: Instantaneous

You release a blast of aura power from within yourself at a Pokémon you can see within range. The target takes 2d8 + Wisdom Fighting-type damage. This attack never misses.

Aurora Beam

Ice-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You let loose a rainbow-colored blast on a Pokémon you can see within range. Make an attack roll. On hit, the target takes 2d8 + Strength Ice-type damage. Additionally, the target must roll a d10. On a 1, it has a -1 penalty to all of its damage rolls while it remains in battle.

Aurora Veil

Ice-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 20
  • Duration: Concentration, up to 1 minute

Using the power of an aurora, you offer protection from harm. While this move is active during hail, you talk half damage from all attacks. If any allies are in the radius, they also receive reduced damage, but damage for you and any allies is reduced by only one third instead of half.

Autotomize

Steel-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: 1 minute

You shed part of your body to make yourself lighter. For the duration, your speed increases by 10 feet. This applies to all types of speed you may have.

Avalanche

Ice-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You cause ice and snow to crash down on all Pokémon around you. Each target must make a Dexterity saving throw, taking the full Ice-type damage on a fail and half as much on a success. If you have been damaged this round, the damage is 5d10. Otherwise, the damage is 2d10.

Baby-Doll Eyes

Fairy-type Charisma move


  • Move Time: 1 bonus action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You stare at a Pokémon you can see within range with cute baby-doll eyes, softening its blows. The target must make a Wisdom saving throw. On a failed save, the damage of their next attack made on you is halved.

Baneful Bunker

Poison-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: 1 round

You guard yourself from damage until the start of your next turn. The next time you're targeted with a hostile move, it does nothing, and Baneful Bunker ends immediately. If the move would make contact with you, the attacker becomes poisoned. This move can't be used consecutively.

Barrage

Normal-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You hurl several round objects at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Barrier

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: 1 round

You create an invisible, sturdy wall to guard yourself against attacks. Until the start of your next turn, all moves do half damage against you.

Baton Pass

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You switch places with a party Pokémon in waiting and pass along any stat changes, conditions, and battle statuses. This move bypasses effects which prevent switching.

Beak Blast

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You heat up your beak, then attack. At the end of your turn, decide to use Beak Blast. You will begin heating your beak, and are unable to move or take any actions. If a Pokémon makes contact with you during this, it's burned. On your next turn, make an attack roll against a Pokémon you can see within range, dealing 3d10 + Strength Flying-type damage.

Beat Up

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

A move whose power scales with the amount of teammates you have. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Dark-type damage. Add an extra 1d6 to the damage dice per Pokémon in the party, to a maximum of 6d6 total dice.

Belch

Poison-type Charisma move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

After having eaten a held berry during this encounter, you let out a loud, damaging belch at a Pokémon you can see within range. The target must make a Constitution saving throw. It takes 8d8 Poison-type damage on a failed save, or half as much on a success.

Belly Drum

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You sacrifice health in order to maximize your power. Subtract a number of hit points from your current amount equal to half of your maximum hit points before any reductions, rounded down. From then on, you double the base damage dice of all attacks while you remain in battle. This move fails and your turn is wasted if you don't have more than half of your maximum hit points remaining.

Bestow

Normal-type move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 15
  • Duration: Instantaneous

You give your held item to a Pokémon you can see within range. This move fails if the target is already holding an item.

Bide

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You idle for two turns counting the one used to use this move, unable to attack, move, or be returned to your PokéBall. On the third turn, you strike out at a Pokémon you can see within melee, dealing double the total amount of damage you took from moves while idling. This move hits Ghost-types.

Bind

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: 5 rounds

You attempt to wrap yourself around a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled and restrained, and takes 1d6 + Strength Normal-type damage. You nor the target can flee or be returned to your PokéBall. At the end of each of the target's turns, it can make a Strength (Athletics) check against your Strength Move DC, being freed on a success. While you have the target in Bind, you can spend subsequent turns to deal the damage again, no attack roll required.

Bite

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You bite down on a Pokémon you can see within range with vicious fangs. Make an attack roll. On hit, the target takes 1d6 + Strength Dark-type damage, and must succeed on a Constitution saving throw or flinch.

Blast Burn

Fire-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

The ultimate Fire-type move. You raze a Pokémon you can see within range in a fiery explosion. The target must make a Constitution saving throw, taking 20d10 Fire-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Blaze Kick

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You hit a Pokémon you can see within range with a fiery kick. Make an attack roll. On hit, you deal 4d6 + Strength Fire-type damage, and the target must succeed on a Constitution saving throw or be burned. This attack is a critical hit on a natural roll of 19 or 20.

Blizzard

Ice-type Charisma move


  • Move Time: 1 action
  • Range: Self (60-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You summon a mighty, howling blizzard around you to harm all Pokémon within range. Each target must make a Constitution saving throw. On a failed save, a target takes 8d12 Ice-type damage and becomes frozen. On a successful save, it takes half damage and is not frozen. Pokémon take full damage if Blizzard is used in hail, but still must save against being frozen.

Block

Normal-type move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

You prevent a Pokémon you can see within range from fleeing or being returned to its PokéBall until it faints or is cured of the condition. Ghost-type Pokémon are immune to this move.

Blue Flare

Fire-type Strength move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 5
  • Duration: Instantaneous

You engulf a Pokémon you can see within range in a beautiful, intense blue flame. Make an attack roll. On hit, you deal 12d10 + Strength Fire-type damage, and the target must succeed on a Constitution saving throw or be burned.

Body Slam

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You drop onto a Pokémon you can see within range with your full body weight. Make an attack roll. On hit, you deal 2d8 + Strength Normal-type damage, and the target must succeed on a Strength saving throw or be knocked prone.

Bolt Strike

Electric-type Strength move


  • Move Time: 1 action
  • Range: 50 feet, contact
  • Power Points: 5
  • Duration: Instantaneous

You surround yourself with powerful electricity and charge yourself at a Pokémon you can see within range. Make an attack roll. On hit, you deal 12d10 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or be paralyzed.

Bone Club

Ground-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You strike a Pokémon you can see within range with a hard bone. Make an attack roll. On hit, you deal 2d6 + Strength Ground-type damage, and the target must succeed on a Constitution saving throw or flinch.

Bone Rush

Ground-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You hit a Pokémon you can see within range with a bone several times. Make an attack roll. On hit, you deal 1d4 Ground-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Bonemerang

Ground-type Dexterity move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You throw a boomerang made of bone at a Pokémon you can see within range. Make an attack roll. On hit, you roll 1d8 + Dexterity Ground-type damage twice. Additionally, roll a d20. On a 20, roll 2d8 for the second instance of damage.

Boomburst

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You let out a hideous, explosive sound of a screech that damages everyone around you. Each Pokémon in range must make a Constitution saving throw. On a failed save, they take 12d6 Normal-type damage and are deafened. On a successful save, they take half damage and are not deafened.

Bounce

Normal-type Strength move


  • Move Time: 1 action
  • Range: 60 feet, contact
  • Power Points: 10
  • Duration: Instantaneous

You bounce up high into the air on your turn. On your next turn, you drop down on a Pokémon you can see within 60 feet of where you jumped. Make an attack roll. On hit, the target takes 4d6 Flying-type damage, and must succeed on a Constitution saving throw or be paralyzed.

Brave Bird

Normal-type Strength move


  • Move Time: 1 action
  • Range: 60 feet, contact
  • Power Points: 15
  • Duration: Instantaneous

You tuck your wings in close and charge from a low altitude. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d12 Flying-type damage, but also take one-third of the damage rolled in recoil.

Brick Break

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a swift chop. Make an attack roll. On hit, you deal 3d6 Fighting-type damage. Additionally, if the attack hits and the target is not immune to Fighting-type damage, the moves Reflect, Light Screen, and Aurora Veil are immediately ended if they have any active.

Brine

Water-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 15
  • Duration: Instantaneous

You blast a Pokémon you can see within range with a stream of saltwater. Make an attack roll. On hit, you deal 3d8 + Strength Water-type damage. If the opponent's hit points is less than half of its current maximum, then the damage rolled is doubled.

Brutal Swing

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You swing your arms around wildly, hitting all around you. Make an attack roll against every creature in your reach. On hit, a target takes 2d6 + Strength Dark-type damage.

Bubble

Water-type Dexterity move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 30
  • Duration: Instantaneous

You spray several bubbles at your enemy. Targeting a Pokémon, or two Pokémon within 5 feet of each other, you can see within range, make an attack roll. On hit, you deal 1d6 + Dexterity Water-type damage.

Bubble Beam

Water-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You shoot a jet of bubbles at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Strength Water-type damage, and the target must succeed on a Dexterity saving throw or have its walking speed reduced by 10 feet for one round.

Bug Bite

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You bite at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Bug-type damage. Additionally, if the target is holding a berry, you eat it and gain its effect.

Bug Buzz

Bug-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You flap your wings, creating a loud, damaging buzzing noise. Each Pokémon in range must make a Constitution saving throw, taking 4d8 Bug-type damage on a failed save or half as much on a success.

Bulk Up

Fighting-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You tense your muscles to bulk up your body. Your next attack and damage rolls have a +1 bonus.

Bulldoze

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

Stomping on the ground, you strike out at everything. Each Pokémon in range must make a Dexterity saving throw. On a failure, they take 2d8 Ground-type damage and have their walking speed reduced by 10 feet for the encounter or until they're return to their PokéBall. On a successful save, they take half damage and are not slowed.

Bullet Punch

Steel-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You strike out with a tough punch moving as fast as a bullet. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d4 + Dexterity Steel-type damage.

Bullet Seed

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You spit several seed shells at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Grass-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Burn Up

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You put every bit of energy into inflicting massive damage, burning yourself out. Each Pokémon within range must make a Constitution saving throw, taking 10d10 Fire-type damage on a failed save or half as much on a success. After using this move, you lose your Fire typing while you remain in battle.

Calm Mind

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You take a moment to still your mind, focusing your senses. Your next attack roll has a +1 bonus to hit. Additionally, if you are Confused, Infatuated, Flinching, or under the effects of Torment, the condition immediately ends.

Camouflage

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You alter your type based on your environment. This change lasts while you remain in battle.


The DM decides which type you become. The following table lists common terrains and their associated types.

Terrain Type
Building, road, plain terrain Normal
Cave Rock
Sand, dirt, rock, swamp, marsh Ground
Water and underwater Water
Snow and ice Ice
Volcano Fire
Burial ground Ghost
Grass, field, flowers, Grassy Terrain Grass
Misty Terrain Fairy
Electric Terrain Electric
Psychic Terrain Psychic

Captivate

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 20 feet
  • Power Points: 20
  • Duration: Instantaneous

You act cutely and cause your opponent's moves to weaken. Choose a Pokémon you can see within range. It must make a Wisdom saving throw. On a failed save, it takes a -2 penalty to its damage rolls made against you. This move fails and your turn is wasted if the target Pokémon is the same gender as you or if it's genderless.

Celebrate

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You dance and party, celebrating something special!

Charge

Electric-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You charge up power to boost the impact of your attacks. Double the damage of the next Electric-type move you use.

Charge Beam

Electric-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You fire a bundle of electricity at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d6 + Wisdom Electric-type damage. Additionally, roll a d10. On a roll of 3 or higher, your next damage roll for this encounter has a +1 bonus.

Charm

Fairy-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You gaze at a Pokémon you can see within range rather charmingly, making it less wary. It must make a Wisdom saving throw. On a failed save, its next move it uses during this encounter has its damage halved.

Chatter

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 80 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon within range with sound waves of a deafening chatter. The target must make a Constitution saving throw. On a failed save, it takes 4d6 + Charisma Normal-type damage and becomes confused. On a successful save, it takes half damage and is not confused.

Chip Away

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

Looking for an opening, you continually strike at a Pokémon you can see within range. Make an attack roll. On hit, 2d4 + Wisdom Normal-type damage. This move ignores disadvantage and any attack or damage roll penalties.

Circle Throw

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You throw a Pokémon you can see and drag out another Pokémon in its party. On hit, the target takes 2d6 + Strength Fighting-type damage and must make a Strength (Athletics) or Dexterity (Acrobatics) check against your Strength (Athletics). If it fails, it is swapped out for a party Pokémon. The target must roll a d6 to determine which Pokémon. Assign a number to each Pokémon, rerolling empty ones.

Clamp

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You use your shell to clamp down on a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled and restrained, and takes 1d8 + Strength Water-type damage. You nor the target can flee or be returned to your PokéBall. At the end of each of the target's turns, it can make a Strength (Athletics) check against your Strength Move DC, being freed on a success. While you have the target in Clamp, you can spend subsequent turns to deal the damage again, no attack roll required.

Clanging Scales

Dragon-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 5
  • Duration: Instantaneous

You rub the scales on your entire body and make a huge noise to attack a Pokémon you can see within range. The target must make a Constitution saving throw. It takes 10d8 Dragon-type damage on a failed save, or half as much as a success. After using this move, you have much less durability. Your AC drops by 1 while you remain in battle.

Clear Smog

Poison-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 15
  • Duration: Instantaneous

You throw a special clump of mud at a Pokémon you can see within range, dealing 2d4 + Strength Poison-type damage. This move never misses. All of the target's stat and roll changes are set back to normal.

Close Combat

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You fight up close with a Pokémon you can see within range without guarding yourself. Make an attack roll. On hit, you deal 8d12 + Strength Fighting-type damage. After using this move, your AC drops by 1 while you remain in battle.

Coil

Poison-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You coil up and concentrate. You gain a +1 to attack rolls while you remain in battle.

Comet Punch

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You hit a Pokémon you can see within range with several quick punches. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Confide

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 20
  • Duration: Instantaneous

You tell a Pokémon you can see within range a secret and make it lose its focus. The target must make a Wisdom saving throw. If it fails and is concentrating on anything, the concentration immediately ends.

Confuse Ray

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 10
  • Duration: Instantaneous

You create a sinister ray that confuses a Pokémon you can see within range. The target must succeed on a Wisdom saving throw or become confused.

Confusion

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 25
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a weak telekinetic force. Make an attack roll. On hit, you deal 1d6 + Wisdom Psychic-type damage, and the target must succeed on a Wisdom saving throw or become confused.

Constrict

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 35
  • Duration: Instantaneous

You wrap tentacles or vines around a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 + Strength Normal-type damage and make a Strength (Athletics) check, opposed by the target's Strength (Athletics) or Dexterity (Acrobatics). If the target fails this check, its walking speed is reduced by 10 feet while it remains in battle.

Conversion

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You change your type to become the same type as the move at the top of the list of moves you know.

Conversion 2

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You change your type to become a type that is resistant to the type of the attack you were hit by last.

Copycat

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You mimic the last used move, using it yourself. This move fails if no other move has been used yet.

Core Enforcer

Dragon-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You fire a beam of multi-colored energy at the ground beneath your target into a Z-shape that explodes. Make an attack roll on a Pokémon you can see within range. On hit, you deal 12d8 Dragon-type damage. If the target has used a move or been healed by its Trainer this turn, you suppress its abilities while it remains in battle.

Cosmic Power

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You absorb a mystical power from space to strengthen your defenses. While you remain in battle, you have a +1 to AC.

Cotton Guard

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: 1 minute

You protect yourself by wrapping in soft cotton, reducing the impact of blows. For the duration, all contact moves used against you do half damage.

Cotton Spore

Grass-type Wisdom move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 40
  • Duration: Concentration, up to 1 minute

You release cotton-like spores that attempt to cling to all Pokémon around you within range. Each target must make a Dexterity saving throw. On a failed save, the spores hold on, reducing a target's walking speed by 10 feet for the duration.

Counter

Fighting-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You retaliate against a Pokémon you can see within range, dealing double the damage it inflicted on you with contact moves since the start of your last turn. This move fails and your turn is wasted if your target hasn't damaged you with moves that make contact.

Covet

Dark-type Charisma move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You endearingly approach a Pokémon you can see within range, then strike. Make an attack roll. On hit, you deal 1d6 + Charisma Dark-type damage and make a Stealth (Sleight of Hand) check against the target's passive Perception. On a success, you steal the target's held item if you are not holding an item.

Crabhammer

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You hammer into a Pokémon you can see within range with a large pincer. Make an attack roll. On hit, the target takes 2d8 + Strength Water-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Crafty Shield

Fairy-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You protect yourself and allies within range from moves that do not inflict damage for the duration.

Cross Chop

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You deliver a devastating double chop with your forearms crossed. Make an attack roll against a Pokémon you can see within range. On hit, the target takes 6d12 + Strength Fighting-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Cross Poison

Poison-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You deal a slashing attack with a poisonous blade. Make an attack roll against a Pokémon you can see within range. On hit, the target takes 4d8 + Strength Poison-type damage and must succeed on a Constitution saving throw or be poisoned. This attack is a critical hit on a natural roll of 19 or 20.

Crunch

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You crunch up a Pokémon you can see within range with sharp fangs. Make an attack roll. On hit, you deal 8d4 + Strength Dark-type damage, and the target must succeed on a Strength saving throw or be knocked prone.

Crush Claw

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slash at a Pokémon you can see within range with hard, sharp claws. Make an attack roll. On hit, the target takes 4d6 + Strength Normal-type damage and must succeed on a Constitution saving throw, or the next attack made against it will have advantage.

Crush Grip

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You crush a Pokémon you can see within range with great force. Make an attack roll. On hit, you deal 8d12 + Strength Normal-type damage.

If the target's current HP is less than half of its maximum HP, the damage dice becomes 4d12.

Curse

Ghost-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type, you sacrifice speed to boost your abilities. Your speed drops by 10 feet, and you gain a +1 to attack rolls and AC. This move fails and your turn is wasted if any of your available speeds are less than 10.

For Ghost-type Pokémon, you lose HP equal to half of your maximum and lay a curse on a Pokémon you can see within 60 feet. At the end of each of the target's turns, it loses HP equal to one fourth of its maximum HP.

Cut

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You cut a Pokémon you can see within range with a scythe or claw. Make an attack roll. On hit, you deal 1d8 + Strength Normal-type damage.

Dark Pulse

Dark-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You release a horrible aura imbued with dark thoughts. Each Pokémon within 20 feet of you must make a Wisdom saving throw. On a failed save, a target takes 4d8 + Charisma Dark-type damage and flinches. On a successful save, it takes half damage and doesn't flinch.

Dark Void

Dark-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You throw a ball of total darkness at a point you can see within range, which becomes a 20-foot-radius sphere. Each Pokémon within the sphere must succeed on a Wisdom saving throw or be put to sleep.

Darkest Lariat

Dark-type Strength move


  • Move Time: 1 action
  • Range: 15 feet, contact
  • Power Points: 10
  • Duration: Instantaneous

You spread your arms and spin at a Pokémon you can see within range. Make an attack roll. On hit, the target takes 4d8 + Strength Dark-type damage. This move ignores changes to your attack and damage rolls.

After using this move, you move to the closest space within 5 feet of the target. This move fails if you don't have the movement necessary to reach your target.

Dazzling Gleam

Fairy-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You release a bright, powerful light. Each Pokémon within 20 feet of you must make a Constitution saving throw. On a failed save, a target takes 6d6 + Charisma Fairy-type damage. On a successful save, it takes half damage.

Defend Order

Bug-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You call out to your minions to make a living shield. You have a +1 bonus to your AC until the end of your next turn.

Defense Curl

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You curl up to conceal weak spots. Until the start of your next turn, you have a +5 bonus to AC and resistance to all damage.

If you remain in battle after using this move and use Ice Ball or Rollout on a later turn, double all damage dice of it.

Defog

Flying-type move


  • Move Time: 1 action
  • Range: Self (40-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You flap your wings to whip up a strong wind that blows away any entry hazards and the target's barriers.

Destiny Bond

Ghost-type Wisdom move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You create an evil ward on yourself. Before the end of your next turn, if you faint from an attack, the attacker faints as well. This move can't be used consecutively.

Detect

Fighting-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: 1 round

You guard yourself from damage until the start of your next turn. The next time you're targeted with a hostile move, it does nothing, and Detect ends immediately. This move can't be used consecutively.

Diamond Storm

Rock-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You whip up a storm of diamonds to attack all Pokémon within range. Each target must make a Dexterity saving throw. A target takes 8d12 Rock-type damage on a failed save, or half as much on a success.

Additionally, roll a d4. On a 3 or 4, the next damage from a move before the start of your next turn does half damage.

Dig

Ground-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

On the turn you decide to use this move, you dig underground, entering a semi-invulnerable status. While in this status, the moves Earthquake and Magnitude do double damage to you and you can be hit by Fissure. Before you dig, decide a space you can see within range to emerge.

On your next turn, you come up from underground at the space you chose. If a Pokémon is there, make an attack roll. On hit, you deal 8d8 + Strength Ground-type damage.

Disable

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

Choose a Pokémon you can see within range who has used a move since your last turn. It must make a Wisdom saving throw. On a failed save, it's unable to use the move it last did for four turns.

Disarming Voice

Fairy-type Charisma move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You let out a charming cry that does 1d8 + Charisma Fairy-type damage to all Pokémon within range besides you. This move never misses.

Discharge

Electric-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You let out a loose flare of electricity that damages all Pokémon in range except you. Make an attack and damage roll for each target. This move does 6d6 Electric-type damage on hit, and each target hit must succeed on a Constitution saving throw or be paralyzed.

Dive

Water-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

On the turn you decide to use this move, you dive underwater, entering a semi-invulnerable status. While in this status, the moves Surf and Whirlpool do double damage to you. Before you dive, decide a space you can see within range to emerge.

On your next turn, you come up from underwater at the space you chose. If a Pokémon is there, make an attack roll. On hit, you deal 8d8 + Strength Water-type damage.

Dizzy Punch

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with rhythmically launched punches. Make an attack roll. On hit, the target takes 3d10 + Strength Normal-type damage, and must succeed on a Wisdom saving throw or be confused.

Doom Desire

Steel-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

Choose a Pokémon you can see within range. Two turns after you use this move, make an attack roll on the Pokémon at the end of your turn. On hit, you deal 10d12 Steel-type damage as you blast it with a burst of concentrated light.

Double Hit

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slap a Pokémon you can see within range twice. Make a separate attack and damage roll for each slap, dealing 1d6 + Strength Normal-type damage on a hit.

Double Iron Bash

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You strike a Pokémon you can see within range twice. Make a separate attack and damage roll for each punch, dealing 4d4 + Strength Steel-type damage on a hit.

Double Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You kick a Pokémon you can see within range twice. Make a separate attack and damage roll for each kick, dealing 1d6 + Strength Fighting-type damage on a hit.

Double Slap

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slap a Pokémon you can see within range several times. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Double Team

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Concentration, up to 1 minute

You move rapidly and create several illusionary copies of yourself. For the duration, attack rolls made against you have disadvantage.

Double-Edge

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You recklessly tackle a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d12 + Strength Normal-type damage, but also take one-third of the damage rolled.

Draco Meteor

Dragon-type Wisdom move


  • Move Time: 1 action
  • Range: 150 feet
  • Power Points: 5
  • Duration: Instantaneous

You summon a mighty meteor to strike your opponents. Choose a point you can see within range. All Pokémon within a 40-foot radius sphere of the point must make a Dexterity saving throw, taking 15d10 Dragon-type damage on a failed save, or half as much on a success. After you use this move, all of your ranged moves suffer from halved damage while you remain in battle.

Dragon Ascent

Flying-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You soar upward, then drop down at high speeds toward a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d10 Dragon-type damage. After using this move, your AC drops by 1 while you remain in battle.

Dragon Breath

Dragon-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You exhale a mighty gust on a Pokémon you can see within range. Make an attack roll. On hit, you do 3d10 + Strength Dragon-type damage, and the target must succeed on a Constitution saving throw or be paralyzed.

Dragon Claw

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slash with huge, sharp claws. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Dragon-type damage.

Dragon Dance

Dragon-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: 1 minute

You perform a mystic, powerful dance. You gain a +2 to damage rolls and +10 to your speed for the duration. This move cannot be stacked.

Dragon Hammer

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 15
  • Duration: Instantaneous

Using your body like a hammer, you smack down on a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d6 + Strength Dragon-type damage.

Dragon Pulse

Dragon-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You attack with a shock wave generated from your mouth. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Charisma Dragon-type damage.

Dragon Rage

Dragon-type Wisdom move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You release a shock wave of pure rage. Make an attack roll against a Pokémon you can see within range. On hit, the target takes 40 Dragon-type damage. This move ignores resistance and vulnerability, but not immunity.

Dragon Rush

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You attack a Pokémon you can see within range with overwhelming menace. Make an attack roll. On hit, you deal 10d6 + Strength Dragon-type damage, and the target must succeed on a Wisdom saving throw against your Charisma Move DC or it flinches.

Dragon Tail

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You knock a Pokémon you can see within range and drag out another Pokémon in its party. On hit, the target takes 2d6 + Strength Dragon-type damage and must make a Strength (Athletics) or Dexterity (Acrobatics) check against your Strength (Athletics). If it fails, it is swapped out for a party Pokémon. The target must roll a d6 to determine which Pokémon. Assign a number to each Pokémon, rerolling empty ones.

Drain Punch

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

An energy-draining punch. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Fighting-type damage, and regain half the amount of damage taken by the target.

Draining Kiss

Fairy-type Charisma move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You steal energy from a Pokémon you can see within range with a kiss. Make an attack roll. On hit, you deal 2d8 + Charisma Fairy-type damage, and regain HP equal to three-fourths of the damage dealt.

Dream Eater

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You eat the dreams of a sleeping Pokémon you can see within range. The target must make a Wisdom saving throw. It takes 4d6 + Wisdom Psychic-type damage on a failed save, and half as much on a success. You regain HP equal to half the damage dealt.

Drill Peck

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You use your beak like a drill, making a corkscrewing attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Flying-type damage.

Drill Run

Ground-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You crash into your target while rotating like a drill. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Ground-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Dual Chop

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You brutally hit a Pokémon you can see within range twice. Make a separate attack and damage roll for each strike, dealing 1d6 + Strength Dragon-type damage on a hit.

Dynamic Punch

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You hit a Pokémon you can see within range with full, concentrated power. Make an attack roll without adding in your proficiency bonus. On hit, you do 8d10 + Strength Fighting-type, and the target becomes confused.

Earth Power

Ground-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You make the ground at a point you can see within range erupt with power. Each Pokémon within a 20-foot radius of that point must make a Dexterity saving throw. On a failed save, a target takes 6d6 Ground-type damage. On a successful save, it takes half as much.

Earthquake

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self (100-foot square)
  • Power Points: 10
  • Duration: Instantaneous

You set off an earthquake that affects everything in a 100-foot square centered on you. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target takes 10d12 Ground-type damage and is knocked prone. On a successful save, it takes half damage and is not prone.

Echoed Voice

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack a Pokémon you can see within range using an echoing voice. Make an attack roll. On hit, you deal 2d4 + Charisma Normal-type damage. Each consecutive turn you use this move, increase the damage die by 2d4, to a maximum of 20d4.

Eerie Impulse

Electric-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You generate an eerie impulse that disorients your enemy. Make an attack roll against a Pokémon you can see within range. On hit, the target suffers disadvantage on its next attack roll before the end of your next turn.

Egg Bomb

Normal-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl an egg at high force to inflict damage. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d10 + Strength Normal-type damage.

Electric Terrain

Electric-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You electrify the ground in a 50-foot square with you at the center. For the duration, Pokémon on the ground can't fall asleep and Electric-type moves roll double damage dice.

Electrify

Electric-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

Make an attack roll against a Pokémon you can see within range. On hit, the target's next move before the start of your next turn becomes Electric-type and deals Electric-type damage for that use.

Electro Ball

Electric-type Dexterity move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl an electric orb at a Pokémon you can see within range. Make an attack roll. On hit, you deal d4 + Dexterity Electric-type damage. The number of dice rolled equals your Dexterity modifier.

Electroweb

Electric-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You place electrified web that fills a 20-foot cube at a point you can see within range. Unless the web is anchored between two solid, non-moving surfaces, it will collapse and only occupy ground space.

The space that the web fills is difficult terrain and, if not collapsed, makes the area heavily obscured. For every 5 feet moved through it, it deals 1d4 Electric-type damage. Any Pokémon who enter the area for the first time on a turn, or who are in its area when it first appears, must succeed on a Dexterity saving throw or become restrained.

A Pokémon restrained by the web can use its action to make a Strength (Athletics) check to try and break free. Each turn a Pokémon ends restrained by the web, it takes 2d8 Electric-type damage.

Embargo

Dark-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to stop your opponent from using items. Choose a Pokémon you can see within range to make a Wisdom saving throw. If it has a Trainer, the Trainer must make one as well. On a failed save, a Pokémon is unable to use its held item, and the Trainer can't use any items on any of its Pokémon. At the end of the target Pokémon's turn, the Pokémon and Trainer may repeat the saving throw, ending the effect on itself on a success.

Ember

Fire-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range with small flames. Make an attack roll. On hit, you deal 1d6 + Strength Fire-type damage, and the target must succeed on a Dexterity saving throw or become burned.

Encore

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 5
  • Duration: Instantaneous

You give a Pokémon you can see within range an encore, attempting to force it to only use its last used move for three turns. The target must make a Wisdom saving throw. On a failed save, it is under the effects of Encore until the end of your turn three rounds later.

Endeavor

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 5
  • Duration: Instantaneous

You project your pain onto another. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, its current HP become equal to your's. This move fails automatically and your turn is wasted if your current HP is greater than or equal to the target's.

Endure

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You brace yourself for pain. Until the start of your next turn, you are unable to move or take any actions, but your current HP can't drop below 1 unless your HP maximum is lowered below 1.

Energy Ball

Grass-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You draw power from nature and use it to attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Wisdom Grass-type damage.

Entrainment

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You dance with your opponent in an odd rhythm and compel it to mimic you. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, its abilities are replaced with yours while it remains in battle.

Eruption

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You attack everything around you in explosive fury. Each Pokémon within range besides you must make a Dexterity saving throw. On a failed save, it takes 8d12 Fire-type damage. On a successful save, it only takes half as much.

If your current HP is less than half of your maximum HP, the damage dice becomes 4d12.

Explosion

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You attack by causing a tremendous explosion. You immediately faint, and each Pokémon within range must make a Constitution saving throw, taking 20d12 Normal-type damage on a failed save or half as much on a success.

Extrasensory

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack with an odd, unseen power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 Psychic-type damage, and the target must succeed on a Constitution saving throw or flinch.

Extreme Speed

Normal-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee, reach
  • Power Points: 5
  • Duration: Instantaneous

You charge at your target with blinding speed. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Dexterity Normal-type damage.

Facade

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You channel your pain into an attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 + Strength Normal-type damage. If you are burned, paralyzed, or poisoned, you deal the full possible damage without needing to roll.

Fairy Lock

Fairy-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You lock down the battlefield, preventing all Pokémon from fleeing or being returned to their PokéBall until the start of your next turn. Ghost-type are immune to this move.

Fairy Wind

Fairy-type Dexterity move


  • Move Time: 1 action
  • Range: 20 feet
  • Power Points: 30
  • Duration: Instantaneous

You stir up a wind of fairy dust to attack with. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Dexterity Fairy-type damage.

Fake Out

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d4 + Dexterity Normal-type damage, and the target flinches. This move only works on the first round of battle.

Fake Tears

Dark-type Charisma move


  • Move Time: 1 action
  • Range: Self (10-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

You fake crying to try and fluster your target. Each enemy Pokémon within range must make a Wisdom saving throw. On a failed save, a target has disadvantage on its next attack roll against you before the start of your next turn.

False Swipe

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 40
  • Duration: Instantaneous

You hit your opponent with a restrained attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Normal-type damage. This move can't drop the target's current HP below 1.

Feather Dance

Flying-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You cover your opponent with a mass of down. Choose a Pokémon you can see within range to make a Dexterity saving throw. On a failed save, it takes a -2 penalty to attack rolls until the start of your next turn.

Feint

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You feint an attack, then strike during the distraction. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d4 + Dexterity Normal-type damage. This move strikes through and ends the effects of moves that block damaging attacks.

Feint Attack

Dark-type Charisma move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You approach a Pokémon you can see within range disarmingly, then throw a sucker punch. The target takes 1d6 + Charisma Dark-type damage. This move never misses.

Fell Stinger

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You attempt a finishing move in a show of power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Bug-type damage. If this move makes your target faint, you gain a +3 to damage rolls while you remain in battle.

Fiery Dance

Fire-type Charisma move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 10
  • Duration: Instantaneous

You cloak yourself in flames and dance while flapping your wings. Make an attack roll against a Pokémon you can see within range. On hit, the target takes 8d8 + Charisma Fire-type damage, and your next damage roll gains a +1 bonus.

Final Gambit

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You risk everything to attack your opponent. Make an attack roll against a Pokémon you can see within range. On hit, the target takes Fighting-type damage equal to your current HP, and you faint.

Fire Blast

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 5
  • Duration: Instantaneous

You attack with an intense blast of all-consuming fire. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d12 Fire-type damage, and the target must succeed on a Constitution saving throw or become burned.

Fire Fang

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You bite down with fangs cloaked in fire. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Fire-type damage, and the target must succeed on a Constitution saving throw or become burned.

If you attack a Pokémon who has not yet taken its turn this round, it must make a separate Constitution saving throw to avoid flinching.

Fire Lash

Fire-type Dexterity move


  • Move Time: 1 action
  • Range: Melee, reach, non-contact
  • Power Points: 15
  • Duration: Instantaneous

You strike a Pokémon you can see within range with a whip of fire. Make an attack roll. On hit, you deal 8d4 + Dexterity Fire-type damage, and attacks made against the target have a +1 bonus to damage rolls while it remains in battle.

Fire Pledge

Fire-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 10
  • Duration: Instantaneous

You summon a column of fire to hit a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d10 + Charisma Fire-type damage.

If used in the same round at the same target as Grass Pledge, a sea of fire appears around the target in a 20-foot radius circle. Each non-Fire-type Pokémon that ends its turn in the fire takes 1d8 Fire-type damage, and takes 1d4 Fire-type damage for each 5 feet moved through it.

Fire Punch

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You punch with a flaming first. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Fire-type damage, and the target must succeed on a Constitution saving throw or become burned.

Fire Spin

Fire-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 15
  • Duration: Concentration, up to 1 minute

You form a swirl of fire around a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled, and takes 1d8 + Wisdom Fire-type damage. The target can't flee or be returned to its PokéBall. At the end of each of the target's turns, it can make a Dexterity (Acrobatics) check against your Wisdom Move DC, being freed on a success. Each turn it ends trapped in the Fire Spin, it takes 1d4 Fire-type damage.

First Impression

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

Determined to make a good first impression, you attack with great power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d12 + Strength Bug-type damage. This move only works in the first round of combat.

Fissure

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You rip open a massive fissure in the ground that consumes everything that falls into it. The fissure is a straight line up to 90 feet long, up to 15 feet wide, and 60 feet deep.

Each Pokémon in the area must make a Dexterity saving throw, with advantage if it can see where the fissure forms. On a failed save, it falls into the fissue and faints. On a successful save, it moves out of the way to the nearest unoccupied space. Any Pokémon of a higher level than you automatically succeeds on this save.

Flail

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You flail about aimlessly to attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Normal-type damage.

If your current HP is less than half of your maximum HP, the damage dice becomes 8d6.

Flame Burst

Fire-type Strength move


  • Move Time: 1 action
  • Range: 80 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack with a bursting flame. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 + Strength Fire-type damage. Hit or miss, each Pokémon within 10 feet of the target must then succeed on a Dexterity saving throw or take 1d8 Fire-type damage.

Flame Charge

Fire-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You cloak yourself in flame, then charge. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Dexterity Fire-type damage. After attacking, your walking speed is increased by 10 feet for this turn only.

Flame Wheel

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You cloak yourself in flame and attack, spinning yourself like a wheel. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Fire-type damage, and the target must succeed on a Constitution saving throw or be burned.

Flamethrower

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot line)
  • Power Points: 15
  • Duration: Instantaneous

You exhale an intense blast of fire that is 60 feet long and 5 feet wide to scorch your opponents. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target take 8d6 + Strength Fire-type damage and must succeed on a Constitution saving throw to avoid being burned. On a successful save, a target takes half damage and is at no risk of being burned.

Flare Blitz

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

A reckless attack where you cloak yourself in flame and strike. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d12 + Strength Fire-type damage, but take damage equal to one-third of the damage rolled. Additionally, the target must succeed on a Constitution saving throw or be burned.

Flash

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Concentration, up to 1 minute

You emit a bright light that makes it hard to look at you. Any Pokémon relying on sight to attack you must succeed a Constitution saving throw or have disadvantage on its attack.

Flash Cannon

Steel-type Charisma move


  • Move Time: 1 action
  • Range: Self (30-foot line)
  • Power Points: 10
  • Duration: Instantaneous

You gather light energy and fire it in a 30-foot-long, 5-foot-wide beam. Each Pokémon in range must make a Constitution saving throw, taking 6d6 + Charisma Steel-type damage on a failed save and half as much on a success.

Flatter

Dark-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to flatter a Pokémon you can see within range, forcing it to make a Wisdom saving throw. On a failed save, its ranged attacks gain a +1 to hit while it remains in battle, but it becomes confused.

Fleur Cannon

Fairy-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You fire a strong, bright pink beam at a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d10 Fairy-type damage.

Using this move takes great energy, and your ranged attacks deal half damage while you remain in battle.

Fling

Dark-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You fling your held item at a Pokémon you can see within range to attack. Make an attack roll, dealing Dark-type damage on a hit.

The amount of damage done varies by item, and the dice rolled is at the DM's discretion. Some common items and their damage dice are as follows.

Dice Items
1d4 Berries, Wings, cloth, paper, powder
2d6 Most items; medicine, evolution & battle items
3d8 Legendary Pokémon hold items
4d8 Fangs, barbs, claws, Mega Stones
5d10 Fossils, bones
8d12 Iron Ball

This move fails and your turn is wasted if you have no held item, or if the item is currently being used to forme change.

Floral Healing

Fairy-type move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You restore a Pokémon by up to half of its maximum HP. If Grassy Terrain is in effect, this raises to two-thirds of its maximum HP.

Flower Shield

Fairy-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

Using a strange power, you protect Grass-type Pokémon of your choice who are in range. All damage the Pokémon receives is halved.

Fly

Flying-type Strength move


  • Move Time: 1 action
  • Range: 90 feet, contact
  • Power Points: 15
  • Duration: Instantaneous

You fly up high into the air on your turn. On your next turn, you drop down on a Pokémon you can see within 90 feet of where you flew up from. Make an attack roll. On hit, the target takes 6d6 + Strength Flying-type damage.

Flying Press

Fighting-type Strength move


  • Move Time: 1 action
  • Range: 50 feet, contact
  • Power Points: 10
  • Duration: Instantaneous

You dive down onto a Pokémon you can see within range from the sky. Make an attack roll. On hit, you deal 6d6 + Strength Fighting-type and Flying-type damage.

Focus Blast

Fighting-type Wisdom move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You heighten your mental focus, and then unleash your power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 10d8 + Wisdom Fighting-type damage, and your next attack roll has disadvantage.

Focus Energy

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You take a deep breath and focus. For the duration, you deal critical hits on natural rolls of 19 and 20.

Focus Punch

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You spend your turn tightening your focus. At the start of your next turn, you can attack a Pokémon you can see within range as a bonus action, dealing 12d12 Fighting-type damage on a hit.

If you take any damage in the round you spend focusing, you lose focus and are unable to make the attack.

Follow Me

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You draw attention to yourself, distracting your enemies. Each Pokémon within 30 feet of you who target another Pokémon with an attack must make a Wisdom saving throw. On a failed save, a target must redirect its attack to you or target no one, losing its attack.

Force Palm

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with a shock wave. Make an attack roll. On hit, you deal 1d8 + Strength Fighting-type damage, and the target must succeed on a Constitution saving throw or be paralyzed.

Foresight

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 40
  • Duration: Instantaneous

You study a Pokémon you can see within range with a careful eye. Your next attack roll against the target ignores any move-induced penalties to your attack rolls. Additionally, if the target is a Ghost-type, you can deal damage to it with Normal-type and Fighting-type moves while it remains in battle.

Forest's Curse

Grass-type move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 20
  • Duration: Instantaneous

You put a forest curse on a Pokémon you can see within range. The target gains the Grass-type in addition to its current types while it remains in battle.

This replaces the type added by the move Trick-or-Treat.

Foul Play

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You turn your target's power against it. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d10 Dark-type damage, plus the target's Strength modifier.

Freeze Shock

Ice-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

On the turn you select to use this move, you do nothing as you are charging power. On your next turn, you attack a Pokémon you can see within range with electrically-charged ice. Make an attack roll. On hit, you deal 12d12 Ice-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

Freeze-Dry

Ice-type Wisdom move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 20
  • Duration: Instantaneous

You rapidly cool a Pokémon you can see within range. The target must make a Constitution saving throw, taking 6d6 Ice-type damage on a failed save and half as much on a success. This move is super effective against Water-types.

Frenzy Plant

Grass-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

The ultimate Grass-type move. You unleash vines and roots from the earth to slam each Pokémon besides you. A target must make a Dexterity saving throw, taking 20d10 Grass-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Frost Breath

Ice-type Charisma move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You blow a cold breath on a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Charisma Ice-type damage. This move is always a critical hit.

Frustration

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You take out your frustration. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Normal-type damage. Add 2d8 damage dice for each Loyalty level below 0.

Fury Attack

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You jab a Pokémon you can see within range several times. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Fury Cutter

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range using your scythes or claws. Make an attack roll. On hit, you deal 2d4 + Strength Bug-type damage. Each consecutive turn you use this move, increase the damage die by 2d4, to a maximum of 20d4.

Fury Swipes

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You claw a Pokémon you can see within range several times. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Fusion Bolt

Electric-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You hurl a mighty lightning bolt at a point you can see within range. Each creature in a 30-foot-radius sphere of the point must make a Constitution saving throw. A target takes 10d10 Electric-type damage on a failed save, and half as much on a successful one.

If the move Fusion Flare is used in the same round before Fusion Bolt, roll double the damage dice.

Fusion Flare

Fire-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You ignite an enormous flame at a point you can see within range. Each creature in a 30-foot-radius sphere of the point must make a Dexterity saving throw. A target takes 10d10 Fire-type damage on a failed save, and half as much on a successful one.

If the move Fusion Bolt is used in the same round before Fusion Flare, roll double the damage dice.

Future Sight

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

Choose a Pokémon you can see within range. Two turns after you use this move, make an attack roll on the Pokémon at the end of your turn. On hit, you deal 8d10 Psychic-type damage as you blast it with a hunk of psychic energy.

Gastro Acid

Poison-type Constitution move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl up stomach acid on a Pokémon you can see within range. The target must succeed a Dexterity saving throw or one of its abilities is suppressed while it remains in battle.

Gear Grind

Steel-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack by throwing two gears at a Pokémon you can see within range who gets crushed between them. Make an attack roll. On hit, the target takes 2d6 + Strength Steel-type damage twice.

Gear Up

Steel-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You spin your gears to create a resonating charge. Each ally within range who has the Plus or Minus ability gets a +1 bonus to their next attack roll.

Geomancy

Fairy-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

The turn you decide to use this move, you take no actions and instead absorb energy. At the start of your next turn, you gain a +2 bonus to attack and damage rolls and saving throws while you remain in battle.

Giga Drain

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 10
  • Duration: Instantaneous

A nutrient-draining attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Grass-type damage, and regain half the amount of damage taken by the target.

Giga Impact

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You charge at a Pokémon you can see within range using every bit of power. Make an attack roll. On hit, you deal 10d12 + Strength Normal-type damage.

This move takes great energy, and on your next turn, you are unable to move or take any actions.

Glaciate

Ice-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 5
  • Duration: Instantaneous

You attack by breathing freezing cold air in a 60-foot cone. Each Pokémon in range must make a Constitution saving throw. On a failed save, a target takes 8d8 + Strength Ice-type damage, and its speed is reduced by half while it remains in battle. On a successful save, it takes half damage and its speed is not reduced.

Glare

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 30
  • Duration: Instantaneous

You glare at a Pokémon who can see you within range, forcing it to make a Constitution saving throw. On a failed save, it becomes paralyzed.

Grass Knot

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 20
  • Duration: Instantaneous

You lay a snare in the grass to trip the first Pokémon to step in it. Any Pokémon who didn't see you lay the trap must have a passive Wisdom (Perception) higher than your Move DC to know it's there.

The first Pokémon to step on the ground in the space the snare was placed will set it off. The Pokémon must make a Dexterity saving throw. If it doesn't detect the trap, it automatically fails this save. A Pokémon who fails this save becomes grappled by the trap and takes 1d10 Grass-type damage. For each size above Small, add an additional 2d10 damage dice. A Tiny Pokémon takes 1d8 Grass-type damage.

A Pokémon must use its action to make a Strength (Athletics) check against your Move DC to break free. It can also attack the trap to try and destroy it, with success at the DM's discretion.

Grass Pledge

Grass-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 10
  • Duration: Instantaneous

You summon a column of grass to hit a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d10 + Charisma Grass-type damage.

If used in the same round at the same target as Water Pledge, a boggy swamp appears around the target in a 20-foot radius circle. It can't be swam or dug through. For every 1 foot walked through it, it uses 4 feet of movement.

Grass Whistle

Grass-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You play a pleasant melody on a blade of grass in an attempt to lull a Pokémon you can see within range to sleep. It must succeed on a Charisma saving throw or fall asleep.

Grassy Terrain

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You cause thick grass to rise out of the ground in a 50-foot square with you at the center. For the duration, Pokémon on the ground regain 1d10 HP at the end of its turn, Grass-type moves roll double damage dice, and the moves Bulldoze, Earthquake, and Magnitude deal half damage.

Gravity

Psychic-type move


  • Move Time: 1 action
  • Range: Self (40-foot radius)
  • Power Points: 5
  • Duration: Concentration, up to 10 minutes

You intensify gravity for the duration, making moves involving flying unusable and negating the ability Levitate. Additionally, grounded Flying-type Pokémon can take damage from Ground-type moves.

Growl

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 40
  • Duration: Instantaneous

You growl endearingly at a Pokémon you can see within range, forcing it to make a Wisdom saving throw. On a failed save, it becomes less wary and has a -1 penalty to damage rolls while it remains in battle.

This effect can be stacked to a maximum of a -3 penalty.

Growth

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You cause your body to grow all at once, giving you a +1 bonus to your next attack and damage rolls made for a damaging move. If this move is used in harsh sunlight, it becomes a +2 bonus.

Grudge

Ghost-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: 1 round

You hold a grudge beyond the grave. If you faint due to a move used during the duration, the Pokémon's PP for the move is completely depleted.

Guard Split

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to average your defenses with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you average your AC with it, and both of your AC becomes the same while you remain in battle.

Guard Swap

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to swap your defense changes with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you exchange any bonuses or penalties to AC and attacks that target you.

This does not include effects that come from conditions, moves being used by other Pokémon, or moves such as Protect. All durations are transferred as well.

Guillotine

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You viciously tear into a Pokémon you can see within range with big pincers to inflict calamitous damage. The target must make a Dexterity saving throw. On a failed save, it's caught in the pincers and faints. Any Pokémon of a higher level than you automatically succeeds on this save.

Gunk Shot

Poison-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You shoot filthy garbage at a Pokémon you can see within range to inflict damage. Make an attack roll. On hit, you deal 12d4 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Gust

Flying-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 35
  • Duration: Instantaneous

You flap your wings to whip up a wind that attacks a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Flying-type damage.

Gyro Ball

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You tackle a Pokémon you can see within range in a high-speed spin. Make an attack roll. On hit, you deal 4d8 + Strength Steel-type damage.

This move is more powerful the less dexterous you are. For each point of Dexterity you have less than your target, add 2d8 damage dice.

Hail

Ice-type Charisma move


  • Move Time: 1 action
  • Range: Self (100-foot square)
  • Power Points: 10
  • Duration: Instantaneous

You summon a mighty hailstorm for a number of turns equal to your Charisma modifier (minimum of 1). All Pokémon except Ice-types take 1d6 damage at the end of your turns while the hailstorm persists.

Hammer Arm

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You swing a strong, heavy fist at a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d6 + Strength Fighting-type damage. After using this move, your speed is halved until the end of your next turn.

Happy Hour

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You dance and cause coins to rain around you. The money you receive at the end of the battle is doubled.

Harden

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You stiffen all the muscles in your body to increase your physical resilience. All moves that hit you have a -1 penalty to damage rolls while you remain in battle.

This effect can be stacked up to a -3 penalty.

Haze

Ice-type move


  • Move Time: 1 action
  • Range: Self (60-foot radius)
  • Power Points: 30
  • Duration: Instantaneous

You make a black haze that chokes the battlefield. All Pokémon within range have any stat, roll, AC, or other battle change reset to 0.

Head Charge

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You tuck your head and charge. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 + Strength Normal-type damage, and take recoil equal to one-fourth of the damage dealt.

If you move at least 20 feet in a straight line toward your target immediately before attacking, this move's damage dice increase to 8d8.

Head Smash

Rock-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a deadly, life-endangering headbutt. Make an attack roll. On hit, you deal 8d10 + Strength Rock-type damage, and take half of the damage dealt as recoil.

Headbutt

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You stick out your head and charge your opponent. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Normal-type damage. Additionally, the target must succeed on a Constitution saving throw or flinch.

Heal Bell

Normal-type move


  • Move Time: 1 action
  • Range: Self (60-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You chime a soothing bell that cures you, your party, and all allies within range of all conditions.

Heal Block

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to block healing. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, for five turns, it's incapable of using any moves, held items, or abilities that recover HP. Moves that deal damage and restore HP will still deal damage, but do not recover HP.

Heal Order

Bug-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You call out to your underlings to heal you, restoring HP equal to up to half of your maximum HP.

Heal Pulse

Psychic-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You emit a healing pulse on a Pokémon you can see within range, causing it to regain HP equal to up to half of its maximum HP.

Healing Wish

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You make a wish to heal someone else. You faint, but the Pokémon that switches in has all conditions cured and all of its HP recovered.

Heart Stamp

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 25
  • Duration: Instantaneous

You blow a kiss at your opponent, which becomes a heart-shaped stamp. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Charisma Psychic-type damage.

Heart Swap

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to swap your stat changes with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you exchange any bonuses or penalties to your stats, rolls, attacks that target you, and AC.

This does not include effects that come from conditions, moves being used by other Pokémon, or moves such as Protect. All durations are transferred as well.

Heat Crash

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slam into a Pokémon you can see within range with a flame-covered body. Make an attack roll. On hit, you deal 6d6 + Strength Fire-type damage. For each size above Small, add an additional 2d6 damage dice. A Tiny Pokémon takes 3d6 Fire-type damage.

Heat Wave

Fire-type Charisma move


  • Move Time: 1 action
  • Range: Self (40-foot cone)
  • Power Points: 10
  • Duration: Instantaneous

You exhale hot breath on your opponents. Each Pokémon in range must make a Dexterity saving throw, taking 8d8 Fire-type damage on a failed save and half as much on a success. Any Pokémon that fails its save must also make a Constitution save to avoid being burned.

Heavy Slam

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slam into a Pokémon you can see within range using your heavy body. Make an attack roll. On hit, you deal 6d6 + Strength Steel-type damage. For each size above Small, add an additional 2d6 damage dice. A Tiny Pokémon takes 3d6 Steel-type damage.

Helping Hand

Normal-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You lend a hand to an ally you can see within range, giving it advantage on its next attack before the end of its next turn.

Hex

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 10
  • Duration: Instantaneous

You place a painful hex on a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 Ghost-type damage. If the target is burned, frozen, paralyzed, poisoned, or asleep, it takes double damage.

Hidden Power

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack by unleashing a green orb of odd force. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d4 + Wisdom damage.

The damage type of this move is unpredictable. Every time you use this move, roll percentile dice. The number rolled determines the damage type.

Dice Type
00-05 Fire
06-11 Water
12-17 Grass
18-23 Electric
24-29 Ice
30-35 Fighting
36-41 Flying
42-47 Ground
48-53 Rock
54-59 Psychic
60-65 Poison
64-71 Bug
72-77 Ghost
78-83 Dark
84-89 Steel
90-95 Dragon
96-100 Fairy

High Horsepower

Ground-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You fiercely attack using your whole body to deliver a powerful kick. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d10 + Strength Ground-type damage.

High Jump Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 10
  • Duration: Instantaneous

You attack with a knee kick after a jump. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d12 + Strength Fighting-type damage. If you miss, you lose HP equal to half of your maximum HP as recoil.

Hold Back

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 40
  • Duration: Instantaneous

You hit your opponent with a restrained attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Normal-type damage. This move can't drop the target's current HP below 1.

Hold Hands

Normal-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 40
  • Duration: Instantaneous

You hold hands with an ally and both of you feel happy.

Hone Claws

Dark-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Instantaneous

You sharpen your claws, giving yourself a +1 bonus to attack and damage rolls while you remain in battle.

This effect can be stacked to a maximum of a +3 bonus.

Horn Attack

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You jab a Pokémon you can see within range with a sharp horn. Make an attack roll. On hit, you deal 2d6 + Strength Normal-type damage.

Horn Drill

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You stab a Pokémon you can see within range with a horn that rotates like a drill. The target must make a Dexterity saving throw. On a failed save, it is hit and faints. Any Pokémon of a higher level than you automatically succeeds on this save.

Horn Leech

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You absorb your opponent's health with your horns. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Grass-type damage, and regain half the amount of damage taken by the target.

Howl

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You let out a spirit-raising howl. Your next damage roll before the end of your next turn has a +1 bonus.

Hurricane

Flying-type Charisma move


  • Move Time: 1 action
  • Range: 150 feet
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You summon wicked, wild winds to wrap your opponents up. Choose a point within range. A a 40-foot-radius, 30-foot-high cylinder of a fierce hurricane appears. You can move it to another point within range as an action on your turns.

Each Pokémon in the hurricane when it appears or who later enters it for the first time on a turn must make a Constitution saving throw. On a failed save, a target takes 6d12 Flying-type damage and, if Large or smaller, must make a Strength saving throw to avoid being pulled inside. A Pokémon in the hurricane is dropped to the ground when it vanishes. On a successful save, it takes half damage and isn't at risk of being pulled inside.

A Pokémon pulled inside the hurricane is restrained by it. It can use its action to make a Strength (Athletics) check to try and break free. If it succeeds, it's flung 3d6 x 5 feet in a random direction out of the hurricane.

Hydro Cannon

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 5
  • Duration: Instantaneous

The ultimate Water-type move. You release a massive watery blast in a 60-foot cone. Each Pokémon in range must make a Strength saving throw, taking 20d10 Water-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Hydro Pump

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (50-foot line)
  • Power Points: 5
  • Duration: Instantaneous

You blast a 50-foot-long, 5-foot-wide water with high pressure. Each Pokémon in range must make a Dexterity saving throw. A target takes 8d12 Water-type damage on a failed save, and half as much on a successful one.

Hyper Beam

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self (100-foot line)
  • Power Points: 5
  • Duration: Instantaneous

You unleash a 100-foot-long, 5-foot-wide beam of destruction. Each Pokémon in range must make a Dexterity saving throw, taking 20d10 Normal-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Hyper Fang

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You bite down hard with your sharp front fangs. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Normal-type damage, and the target must succeed on a Constitution saving throw or flinch.

Hyper Voice

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You let loose a horrible, echoing shout to inflict damage. Each Pokémon in range must make a Constitution saving throw, taking 8d6 + Charisma Normal-type damage on a failed save and half as much on a success.

Hyperspace Fury

Dark-type Strength move


  • Move Time: 1 action
  • Range: 90 feet, contact
  • Power Points: 5
  • Duration: Instantaneous

Using your many arms and portals, you strike a Pokémon you can see within range many times. Make an attack roll. On hit, you deal 8d8 + Strength Dark-type damage. This move never misses and attacks through moves like Protect. After using this move, your AC is lowered by 1 while you remain in battle.

Hyperspace Hole

Psychic-type Strength move


  • Move Time: 1 action
  • Range: 120 feet, contact
  • Power Points: 5
  • Duration: Instantaneous

You suddenly appear next to a Pokémon you can see within range and strike. Make an attack roll. On hit, you deal 6d6 + Strength Psychic-type damage. This move never misses and attacks through moves like Protect.

Hypnosis

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 20
  • Duration: Instantaneous

You use a hypnotic suggestion to try and put a Pokémon you can see within range to sleep. The target must make a Wisdom saving throw. On a failed save, it falls asleep.

Ice Ball

Ice-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You coat yourself in ice and make a rolling tackle. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Ice-type damage.

On subsequent turns, until you reach a chain of 5 or miss, you may make this attack without spending PP, adding 1d6 to the damage dice.

Ice Beam

Ice-type Strength move


  • Move Time: 1 action
  • Range: Self (80-foot line)
  • Power Points: 10
  • Duration: Instantaneous

You unleash an icy-cold beam of energy that is 80 feet long and 5 feet wide to freeze your opponents. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target take 8d6 + Strength Ice-type damage and must succeed on a Constitution saving throw to avoid being frozen. On a successful save, a target takes half damage and is at no risk of being frozen.

Ice Burn

Ice-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

On the turn you select to use this move, you do nothing as you are charging power. On your next turn, you attack a Pokémon you can see within range with ultra cold, freezing wind. Make an attack roll. On hit, you deal 12d12 Ice-type damage, and the target must succeed on a Constitution saving throw or become burned.

Ice Fang

Ice-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You bite down with cold-infused fangs. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Ice-type damage, and the target must succeed on a Constitution saving throw or become frozen.

If you attack a Pokémon who has not yet taken its turn this round, it must make a separate Constitution saving throw to avoid flinching.

Ice Hammer

Ice-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You swing a strong, heavy fist coated in ice at a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d6 + Strength Ice-type damage. After using this move, your speed is halved until the end of your next turn.

Ice Punch

Ice-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You punch with an icy first. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Ice-type damage, and the target must succeed on a Constitution saving throw or become frozen.

Ice Shard

Ice-type Dexterity move


  • Move Time: 1 bonus action
  • Range: 150 feet
  • Power Points: 30
  • Duration: Instantaneous

You freeze-flash a chunk of ice and hurl it at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 + Dexterity Ice-type damage.

Icicle Crash

Ice-type Strength move


  • Move Time: 1 action
  • Range: Melee, range, non-contact
  • Power Points: 10
  • Duration: Instantaneous

You drop a large icicle on a Pokémon you can see within range. Make an attack roll. On hit, you deal 3d6 + Strength Ice-type damage, and the target must succeed on a Constitution saving throw or flinch.

Icicle Spear

Ice-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You launch sharp icicles at a Pokémon you can see within range several times. Make an attack roll. On hit, you deal 1d4 Ice-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Icy Wind

Ice-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You blow a gust of chilled air at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d8 + Strength Ice-type damage, and the target's speed is reduced by 10 feet until the end of your next turn.

Imprison

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: Self (40-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You attempt to seal moves you know away from your enemies. Each hostile Pokémon within range must succeed on a Wisdom saving throw or it will be unable to use any moves also known by you while you remain in battle.

If you learn a new move in battle by some means, targets will be unable to use the new move.

Incinerate

Fire-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You hurl a blast of fire at a Pokémon you can see within range. Make an attack roll. On hit, it takes 2d6 + Strength Fire-type damage, and the move burns any Berry or Gem held by the target.

Inferno

Fire-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You engulf a Pokémon you can see within range in flame. Make an attack roll without adding in your proficiency bonus. On hit, you do 8d10 + Strength Fire-type, and the target becomes burned.

Infestation

Bug-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Concentration, up to 1 minute

You summon a swarm of bugs to trap a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled, and takes 1d6 + Charisma Bug-type damage. The target can't flee or be returned to its PokéBall. At the end of each of the target's turns, it can make a Dexterity (Acrobatics) check against your Wisdom Move DC, being freed on a success. Each turn it ends trapped in the Infestation, it takes 1d4 Bug-type damage.

Ingrain

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You plant roots into the ground to help restore HP. At the end of each of your turns, you regain 5 HP. Because of your roots, you are unable to switch out and can be affected by Ground-type moves even if you're Flying-type.

Instruct

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You instruct a Pokémon you can see within range to immediately use its most recently used move again. The target must make a Wisdom saving throw to avoid this effect, but can voluntarily fail. On a failed save, the target spends its reaction repeating the last move it just performed on the same target if possible.

This move fails and your turn is wasted if the last move was a multi-turn move including charging, a move that the Pokémon does not know or is blocked from using, King's Shield, Mimic, Sketch, Transform, or Instruct itself. It will also fail if the Pokémon hasn't used a move yet or is recharging, or if the move has no PP remaining.

Ion Deluge

Electric-type move


  • Move Time: 1 action
  • Range: Self (40-foot radius)
  • Power Points: 25
  • Duration: Instantaneous

You dispense electrically charged particles around you. For the duration, Normal-type moves used within range become Electric-type and deal Electric-type damage.

Iron Defense

Steel-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Instantaneous

You harden your body like iron, boosting your AC by 1 while you remain in battle.

This effect can be stacked up to a maximum of +3.

Iron Head

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slam a Pokémon you can see within range with a steel-hard head. Make an attack roll. On hit, you deal 4d8 + Strength Steel-type damage, and the target must succeed on a Constitution saving throw or flinch.

Iron Tail

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You strike a Pokémon you can see within range with a steel-hard tail. Make an attack roll. On hit, you deal 6d6 + Strength Steel-type damage. Additionally, if the target has had any boost to its AC, it must succeed on a Strength saving throw or suffer a -1 penalty to the boost.

Judgment

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: Self (60-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You shower glowing beams onto everything around you, inflicting holy judgment. Each Pokémon besides you in range must make a saving throw, taking 20d10 Normal-type damage on a failed save and half as much on a success.

This move changes type based on the Plate that you are holding. If you're holding no Plate, then the type stays as Normal-type. This move is unaffected by moves and abilities that change the type of moves.

Jump Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 10
  • Duration: Instantaneous

You jump high, then strike with a kick. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Fighting-type damage. If you miss, you lose HP equal to half of your maximum HP as recoil.

Karate Chop

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You attack with a sharp chop. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Strength Fighting-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Kinesis

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to distract a Pokémon you can see within range by bending a spoon. The target must make a Wisdom saving throw. On a failed save, it takes a -1 penalty to attack rolls while it remains in battle.

King's Shield

Steel-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You take a defensive stance to protect yourself from damage. The next time you're targeted with a hostile move, it does nothing, and King's Shield ends immediately. This move can't be used consecutively.

If attacker would make contact, it takes a -2 penalty to damage rolls while it remains in battle.

Knock Off

Dark-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You slap away the target's held item. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Dexterity Dark-type damage. You deal double damage if it's holding an item, and it must succeed on a Strength saving throw or drop the item.

You can't knock off usable forme-change items or Z-Crystals, and the move doesn't double damage for them.

Land's Wrath

Ground-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You gather the energy of the land and focus that power on your opponents to damage them. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Wisdom Ground-type damage.

Laser Focus

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You concentrate intensely. For the duration, add a +1 bonus to your critical hit range.

Last Resort

Normal-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

Out of options, you call upon a star to strike a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d12 + Strength Normal-type damage.

This attack only works if all of your moves are out of PP.

Lava Plume

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You torch everything around you in an inferno of flames. Each Pokémon besides you within range must make a Dexterity saving throw. On a failed save, a target takes 6d6 + Strength Fire-type damage and must succeed on a Constitution saving throw to avoid being burned. On a successful save, it takes half damage and is not burned.

Leaf Blade

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You strike with a leaf sharpened like a sword. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Strength Grass-type damage. This move is a critical hit on a natural roll of 19 and 20.

Leaf Storm

Grass-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

You whip up a storm of leaves around a Pokémon you can see within range to slice at it. The target must make a Dexterity saving throw. On a failed save, it takes 8d8 + Strength Grass-type damage. On a successful save, it takes half as much.

After using this move, your ranged attacks suffer from halved damage while you remain in battle.

Leaf Tornado

Grass-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You encircle a Pokémon you can see within range with sharp leaves to attack. Make an attack roll. On hit, you deal 2d8 + Wisdom Grass-type damage, and the target must succeed on a Dexterity saving throw or suffer a -1 penalty to attack rolls until the end of its next turn.

Leafage

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 40
  • Duration: Instantaneous

You pelt your target with leaves. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Dexterity Grass-type damage.

Leech Life

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You drain the target's blood. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Bug-type damage, and regain half the amount of damage taken by the target.

Leech Seed

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You plant a seed on a Pokémon you can see within range to steal some HP every turn. The target must succeed on a Dexterity saving throw, or the seed lands. Grass-type Pokémon automatically succeed on this save.

A seeded enemy takes 1d6 damage at the end of each of its turns, and you regain HP equal to the amount rolled.

Leer

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 30
  • Duration: Instantaneous

You glare with an intimidating leer to try and scare your opponents. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, attacks made against the target have a +1 bonus to damage rolls. This effect can be stacked to a maximum of +3.

Lick

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You lick a Pokémon you can see within range with a long, disgusting tongue. Make an attack roll. On hit, the target takes 1d4 + Charisma Ghost-type damage, and must succeed on a Constitution saving throw or become paralyzed.

Light of Ruin

Fairy-type Wisdom move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You draw on power from the Eternal Flower, then release a beam of light on a Pokémon you can see within range. Make an attack roll. On hit, you deal 12d10 + Wisdom Fairy-type damage, and take recoil equal to half of the damage dealt.

Light Screen

Psychic-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You put up a wondrous wall of light to offer protection from harm. For the duration, you and all allies within range take halved damage from ranged attacks.

Liquidation

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

Using a full-force blast of water, you slam into a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Strength Water-type damage, and the target must succeed on a Strength saving throw or attacks made against it have a +1 bonus to damage rolls.

Lock-On

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You take careful aim at a Pokémon you can see within range. The next attack roll made before the end of your next turn will automatically hit, even if you roll below its AC.

Lovely Kiss

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 10
  • Duration: Instantaneous

With a scary face, you attempt to force a kiss onto a Pokémon you can see within range. The target must succeed on a Wisdom saving throw or fall asleep.

Low Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a low kick to trip your target. Make an attack roll. On hit, you deal 4d6 + Strength Fighting-type damage. For each size above Small, add an additional 2d6 damage dice. A Tiny Pokémon takes 2d6 Fighting-type damage.

Low Sweep

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You make a swift attack to your target's legs. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Fighting-type damage, and the target's speed is reduced by 10 feet until the end of your next turn.

Lucky Chant

Normal-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You let out an incantation toward the sky that brings good luck toward you. For the duration, you and all allies within range are immune to the effects of critical hits.

Lunar Dance

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You perform a ritual with the power of the moon. You faint, but the Pokémon that switches in has all conditions cured and all of its HP and PP is recovered.

Lunge

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 15
  • Duration: Instantaneous

You rush at a Pokémon you can see within range at full force. Make an attack roll. On hit, you deal 8d4 + Strength Bug-type damage, and the target takes a -1 penalty to its damage rolls while it remains in battle.

Luster Purge

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You let loose a damaging burst of light. Each Pokémon in range besides you must make a Constitution saving throw. On a failed save, it takes 6d6 + Charisma Psychic-type damage and must succeed on a Constitution saving throw or have vulnerability to the next attack it takes.

Mach Punch

Fighting-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You throw a punch at a blinding speed. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Dexterity Fighting-type damage.

Magic Coat

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Concentration, up to 1 minute

You put up a barrier that reflects status-changing, condition-changing, and stat-changing moves back to the attacker for the duration.

Magic Room

Psychic-type move


  • Move Time: 1 action
  • Range: Self (40-foot radius)
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You create a bizarre area in which held items have no effect.

Usable forme-changing items and Z-Crystals are unaffected by this move.

Magical Leaf

Grass-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You scatter curious leaves that chase a Pokémon you can see within range, dealing 1d6 + Wisdom Grass-type damage. This move never misses.

Magma Storm

Fire-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

You create a maelstrom of fire to trap a foe. Make an attack roll against a Pokémon you can see within range. On hit, the target is grappled, and takes 4d8 + Strength Fire-type damage. The target can't flee or be returned to its PokéBall. At the end of each of the target's turns, it can make a Dexterity (Acrobatics) check against your Wisdom Move DC, being freed on a success. Each turn it ends trapped in the Magma Storm, it takes 1d8 Fire-type damage.

Magnet Bomb

Steel-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You launch steel bombs that stick to a Pokémon you can see within range, dealing 1d6 + Strength Steel-type damage. This move never misses.

Magnet Rise

Electric-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You levitate yourself using electrically generated magnetism for the duration. While levitated, you are immune to Ground-type moves, Spikes and Toxic Spikes, and Arena Trap.

Magnetic Flux

Electric-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

You manipulate magnetic fields to raise the AC of any ally with the Plus or Minus ability by 1 while it remains in battle. Your AC is also boosted as long as you have the Plus or Minus ability.

Magnitude

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 30
  • Duration: Instantaneous

You attack every Pokémon in range besides you by causing a ground-shaking quake. Each target makes a Strength saving throw, taking Ground-type damage on a failed save or half as much on a success.

Roll percentile dice to determine the damage dice.

Roll Damage
01-05 1d4
06-15 2d4
16-35 3d6
36-65 4d6
66-85 5d6
86-95 6d8
96-00 8d8

Mat Block

Fighting-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 30
  • Duration: 1 round

Using a pulled-up mat as a shield, you offer protection from harm. For the duration, you and all allies within range take no damage from damaging moves. This move only works in the first round of combat.

Me First

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You copy the move of a Pokémon you can see who has not taken its turn this round. From its move list, the DM determines a damaging move for you to use. Additionally, you double the damage rolled for this use.

This move fails and your turn is wasted if the target has no damaging moves.

Mean Look

Normal-type move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

You prevent a Pokémon you can see within range from fleeing or being returned to its PokéBall until it faints or is cured of the condition. Ghost-type Pokémon are immune to this move.

Meditate

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You meditate to awaken the power deep within your body. You gain a +1 to damage rolls while you remain in battle.

Mega Drain

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 10
  • Duration: Instantaneous

A nutrient-draining attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Grass-type damage, and regain half the amount of damage taken by the target.

Mega Kick

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You kick with muscle-packed power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d8 + Strength Normal-type damage.

Mega Punch

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You punch with muscle-packed power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Normal-type damage.

Megahorn

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

Using your tough, impressive horn, you ram into your target without any letup. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d8 + Strength Bug-type damage.

Memento

Dark-type move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 10
  • Duration: Instantaneous

You leave your foe with a memento as you faint. Choose a Pokémon you can see within range. You faint, and the target suffers from halved damage on all of its attacks while it remains in battle.

Metal Burst

Steel-type Constitution move


  • Move Time: 1 action
  • Range: 100 feet
  • Power Points: 10
  • Duration: Instantaneous

You retaliate against a Pokémon you can see that has dealt damage to you this round. Make an attack roll. On hit, you deal Steel-type damage equal to twice the damage that the Pokémon did to you.

This move fails and your turn is wasted if the target has not directly attacked and damaged you this round.

Metal Claw

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You rake a Pokémon you can see within range with steel claws. Make an attack roll. On hit, you deal 2d4 + Strength Steel-type damage, and must roll a d10. On a 10, you gain a +1 bonus to damage rolls while you remain in battle.

Metal Sound

Steel-type Charisma move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 40
  • Duration: Instantaneous

You make a horrible sound like scraping metal. Choose a Pokémon you can see within range to make a Constitution saving throw. On a failed save, attack rolls against it have advantage. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. This effect ends early if it flees or returns to its PokéBall.

Meteor Mash

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

With a hard punch fired like a meteor, you hit a Pokémon you can see within range hard. Make an attack roll. On hit, you deal 8d6 + Strength Steel-type damage, and must roll a d10. On a 9 or 10, you gain a +1 bonus to damage rolls while you remain in battle.

Metronome

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You use a random move known by a Pokémon in battle. Roll a die, assigning each Pokémon a number. Then, roll 1d4, assigning each of the rolled Pokémon's moves to a number. The end result is the move you use.

Milk Drink

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You drink some milk, restoring HP equal to half of your maximum HP.

Mimic

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You copy the last move used by a Pokémon you can see within range. The move can be used during battle until you're switched out.

This move will fail and your turn is wasted if you attempt to copy Sketch, Metronome, or Z-Moves.

Mind Blown

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You make your own head explode, which attacks everything around you. Each Pokémon in range must make a Dexterity saving throw, taking 12d6 Fire-type damage on a failed save and half as much on a success. You take recoil damage equal to half of your maximum HP when you use this move.

Mind Reader

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You sense the movements of a Pokémon you can see within range. The next attack roll made before the end of your next turn will hit the target even if you roll below its AC.

Minimize

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You compress your body to be even smaller, raising your evasiveness. While you remain in battle, you have a +1 bonus to AC. This effect can be stacked to a maximum of +3.

While shrunken, you're vulnerable to certain moves, ensuring they always hit and deal double damage to you. These moves are Body Slam, Dragon Rush, Flying Press, Heat Crash, Heavy Slam, Steamroller, Stomp, and the Z-Move Malicious Moonsault.

Miracle Eye

Psychic-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 40
  • Duration: Instantaneous

You open your third eye to a Pokémon you can see within range. While it remains in battle, you ignore its Dark-type immunity to Psychic-type moves and any changes to its AC.

Mirror Coat

Psychic-type Constitution move


  • Move Time: 1 action
  • Range: 100 feet
  • Power Points: 20
  • Duration: Instantaneous

You retaliate against a Pokémon you can see that has dealt ranged damage to you this round. Make an attack roll. On hit, you deal Psychic-type damage equal to twice the damage that the Pokémon did to you.

This move fails and your turn is wasted if the target has not attacked and damaged you with a ranged move this round.

Mirror Move

Flying-type move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 20
  • Duration: Instantaneous

You counter a Pokémon you can see within range by copying its last used move and using it against it.

This move fails and your turn is wasted if the target hasn't used a move since the end of your last turn or if its last move was Mirror Move or a Z-Move.

Mirror Shot

Steel-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You let loose a flash of energy from your polished body. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Charisma Steel-type damage, and the target must succeed on a Constitution saving throw or suffer disadvantage on its next attack before the end of its next turn.

Mist

Ice-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You cloak yourself and your allies within range in a white mist that prevents any of your stats from being lowered for the duration.

Mist Ball

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You attack with a mist-like flurry of down that envelops a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Charisma Psychic-type damage and the target must succeed on a Constitution saving throw or its next attack deals half of its rolled damage.

Misty Terrain

Fairy-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Concentration, up to 1 minute

You cause mist to spring up in a 50-foot square with you at the center. For the duration, Pokémon on the ground are immune to conditions and take halved damage from Dragon-type attacks.

Moonblast

Fairy-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

Borrowing the power of the moon, you attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d8 + Wisdom Fairy-type damage.

Moongeist Beam

Ghost-type Wisdom move


  • Move Time: 1 action
  • Range: 150 feet
  • Power Points: 5
  • Duration: Instantaneous

You emit a sinister ray to attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d8 + Wisdom Ghost-type damage. This move can be used on the target regardless of abilities.

Moonlight

Fairy-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You heal yourself using the energy of the moon. Under normal weather, this move restores up to one half of your maximum HP. During harsh sunlight, this increases to two-thirds, and during other weather conditions, this drops to one-fourth. The healing is doubled during night.

Morning Sun

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You heal yourself using the energy of the sun. Under normal weather, this move restores up to one half of your maximum HP. During harsh sunlight, this increases to two-thirds, and during other weather conditions, this drops to one-fourth. The healing is doubled during day.

Mud Bomb

Ground-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You launch a hard-packed mud ball at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Strength Ground-type damage, and the target must succeed on a Dexterity saving throw or suffer a -1 penalty to its next attack roll made before the end of its next turn.

Mud Shot

Ground-type Strength move


  • Move Time: 1 action
  • Range: 25 feet
  • Power Points: 15
  • Duration: Instantaneous

You hurl a blob of mud at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Strength Ground-type damage, and the target's speed is reduced by 10 feet until the end of your next turn.

Mud Sport

Ground-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You kick up mud around you. For the remainder of battle, Electric-type attacks targeting anyone, yourself included, within 15 feet of where you currently stand deal half damage.

Mud-Slap

Ground-type Strength move


  • Move Time: 1 action
  • Range: 10 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl mud into the face of a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Ground-type damage, and the target has disadvantage on its next attack roll made before the end of its next turn.

Muddy Water

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (40-foot line)
  • Power Points: 10
  • Duration: Instantaneous

You cause a wave of muddy water that is 40 feet long and 60 feet wide to swamp your enemies. Each Pokémon in range must make a Strength saving throw. On a failed save, a target takes 6d6 + Strength Water-type damage and is knocked prone. On a successful save, a target takes half as much damage and is not prone.

Multi-Attack

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You cloak yourself in high energy, then slam into a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d10 + Strength Normal-type damage.

This move changes type based on the Memory that you are holding. If you're holding no Memory, then the type stays as Normal-type. This move can be affected by moves and abilities that would change its type.

Mystical Fire

Fire-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You breathe a special, hot fire to attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d8 + Wisdom Fire-type damage, and the target's next damaging attack deals half damage.

Nasty Plot

Dark-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You stimulate your brain by thinking bad thoughts. You gain a +2 to damage rolls while you remain in battle. This effect can be stacked to a maximum of +6.

Natural Gift

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You draw power to attack by using your held berry. Make an attack roll, dealing damage plus your Wisdom modifier on a hit. The berry determines the move's type and increased power if applicable. This move absorbs the berry.

This move fails and your turn is wasted if you have no held berry or are under an effect which prevents you from using it. The berry will not be absorbed in this case.

Nature Power

Normal-type move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 20
  • Duration: Instantaneous

You make use of your environment to attack. Based on your terrain, you use a move that would be fitting to it.

What move is used is at the DM's discretion. Common terrains and their associated moves are as follows.

Terrain Move
Building, road, plain terrain Tri Attack
Cave Power Gem
Sand, dirt, rock, swamp, marsh Earth Power
Water and underwater Hydro Pump
Snow and ice Ice Beam
Volcano Lava Plume
Burial ground Shadow Ball
Grass, field, flowers, Grassy Terrain Energy Ball
Misty Terrain Moonblast
Electric Terrain Thunderbolt
Psychic Terrain Psychic
Natural Gift Table
Berry Type Dice
Cheri Berry Fire 6d6
Chesto Berry Water 6d6
Pecha Berry Electric 6d6
Rawst Berry Grass 6d6
Aspear Berry Ice 6d6
Leppa Berry Fighting 6d6
Oran Berry Poison 6d6
Persim Berry Ground 6d6
Lum Berry Flying 6d6
Sitrus Berry Psychic 6d6
Figi Berry Bug 6d6
Wiki Berry Rock 6d6
Mago Berry Ghost 6d6
Aguav Berry Dragon 6d6
Iapapa Berry Dark 6d6
Razz Berry Steel 6d6
Bluk Berry Fire 8d6
Nanab Berry Water 8d6
Wepear Berry Electric 8d6
Pinap Berry Grass 8d6
Pomeg Berry Ice 8d6
Kelpsy Berry Fighting 8d6
Qualot Berry Poison 8d6
Hondew Berry Ground 8d6
Grepa Berry Flying 8d6
Tamato Berry Psychic 8d6
Cornn Berry Bug 8d6
Magost Berry Rock 8d6
Rabuta Berry Ghost 8d6
Nomel Berry Dragon 8d6
Spelon Berry Dark 8d6
Pamtre Berry Steel 8d6
Watmel Berry Fire 10d6
Durin Berry Water 10d6
Berry Type Dice
Belue Berry Electric 10d6
Occa Berry Fire 6d6
Passho Berry Water 6d6
Wacan Berry Electric 6d6
Rindo Berry Grass 6d6
Yache Berry Ice 6d6
Chople Berry Fighting 6d6
Kebia Berry Poison 6d6
Shuca Berry Ground 6d6
Coba Berry Flying 6d6
Payapa Berry Psychic 6d6
Tanga Berry Bug 6d6
Charti Berry Rock 6d6
Kasib Berry Ghost 6d6
Haban Berry Dragon 6d6
Colbur Berry Dark 6d6
Babiri Berry Steel 6d6
Chilan Berry Fire 6d6
Liechi Berry Grass 10d6
Ganlon Berry Ice 10d6
Salac Berry Fighting 10d6
Petaya Berry Poison 10d6
Apicot Berry Ground 10d6
Lansat Berry Flying 10d6
Starf Berry Psychic 10d6
Enigma Berry Bug 10d6
Micle Berry Rock 10d6
Custap Berry Ghost 10d6
Jaboca Berry Dragon 10d6
Rowap Berry Dark 10d6
Roseli Berry Fairy 6d6
Kee Berry Fairy 10d6
Maranga Berry Dark 10d6

Nature's Madness

Fairy-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You strike your target using the forces of nature. Make an attack roll against a Pokémon you can see within range. On hit, you halve the target's HP, rounded up.

Needle Arm

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack by swinging your thorny arms. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d10 + Strength Grass-type damage, and the target must succeed on a Constitution saving throw or flinch.

Night Daze

Dark-type Strength move


  • Move Time: 1 action
  • Range: RANGE
  • Power Points: 10
  • Duration: Instantaneous

You let loose a pitch-black shockwave around you. Each Pokémon in range besides you must make a Dexterity saving throw. On a failed save, a target takes 8d8 + Strength Dark-type damage, and suffers a -1 penalty to attack rolls while it remains in battle. On a successful save, it takes halved damage and suffers no other effects.

Night Shade

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 15
  • Duration: Instantaneous

You make a Pokémon you can see within range see a frightening mirage. Make an attack roll. On hit, the target takes Ghost-type damage equal to five times your level, plus your Charisma modifier.

Night Slash

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slash a Pokémon you can see within range the instant an opportunity arises. Make an attack roll. On hit, you deal 6d6 + Strength Dark-type damage. This move is a critical hit on a natural roll of 19 and 20.

Nightmare

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: 80 feet
  • Power Points: 15
  • Duration: Instantaneous

You inflict a nightmare on a sleeping Pokémon you can see within range. The target must succeed on a Wisdom saving throw or become cursed with the nightmare. At the end of each of its turns while it's asleep, it loses HP equal to one-fourth of its maximum HP.

Noble Roar

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (50-foot radius)
  • Power Points: 30
  • Duration: Instantaneous

You let out a war cry to intimidate your opponents. Each hostile Pokémon within range that can hear you must make a Charisma saving throw. On a failed save, a target becomes frightened. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nuzzle

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You nuzzle your electrified cheeks on a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 + Strength Electric-type damage, and the target is paralyzed.

Oblivion Wing

Flying-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You create life-sapping energy that is fired at your opponent in a violent beam. Make an attack roll against a Pokémon you can see within range. On hit, the target takes 10d8 Flying-type damage, and you regain HP equal to three-fourths of the damage taken.

Octazooka

Water-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 10
  • Duration: Instantaneous

You propel ink into the eyes of a Pokémon you can see within range. Make an attack roll. On hit, the target takes 4d6 + Strength Water-type damage, and must succeed on a Dexterity saving throw or suffer disadvantage on its attack rolls while it remains in battle.

Odor Sleuth

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 40
  • Duration: Instantaneous

You track the scent of a Pokémon you can see within range. Your next attack roll against the target ignores any move-induced penalties to your attack rolls. Additionally, if the target is a Ghost-type, you can deal damage to it with Normal-type and Fighting-type moves while it remains in battle.

Ominous Wind

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You attack with a gust of repulsive wind. Make an attack roll against each Pokémon in range. On hit, a target takes 3d6 Ghost-type damage. Additionally, roll a d10. On a 10, all of your stat modifiers raise by 1 while you remain in battle.

Origin Pulse

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 10
  • Duration: Instantaneous

You pummel your targets with countless beams of light that glow a deep and brilliant blue. Each Pokémon in range must make a Dexterity saving throw. A target takes 12d10 Water-type damage on a failed save, and half as much on a successful one.

Outrage

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You rampage and attack for 1d4 rounds. During this time, you can only use your action to attack a Pokémon in melee range. This move ends early if you don't attack or you miss. When the rampage ends, you gain a level of exhaustion.

While rampaging, you attack your opponents with imperial rage. Make an attack roll. On hit, you deal 12d8 + Strength Dragon-type damage.

Overheat

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 5
  • Duration: Instantaneous

You attack with flames at full power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 12d8 + Strength Fire-type damage, but your ranged attacks deal half damage while you remain in battle.

Pain Split

Normal-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You add your HP to the HP of a Pokémon you can see within range, then equally share the combined HP.

Parabolic Charge

Electric-type Strength move


  • Move Time: 1 action
  • Range: Self (10-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

You let out an electric blast to target everything around you. Each Pokémon you can see within range besides you must make a Constitution saving throw. On a failed save, a target takes 1d6 Electric-type damage, and on a successful save, it takes half as much. You regain HP equal to one half of the total damage taken.

Parting Shot

Dark-type Charisma move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 20
  • Duration: Instantaneous

You leave your opponent with a parting threat. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, it suffers disadvantage on its attack rolls while it remains in battle. Save or fail, you then switch with a waiting party Pokémon.

Pay Day

Normal-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You hurl coins at a Pokémon you can see within range to inflict damage. Make an attack roll. On hit, you deal 2d6 + Strength Normal-type damage. Hit or miss, you gain double money after the battle. This effect doesn't stack with itself.

Payback

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You store power, then attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d8 + Strength Dark-type damage. If the target has damaged you this round, double the damage rolled.

Peck

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You jab a Pokémon you can see within range with a sharp horn or beak. Make an attack roll. On hit, you deal 1d6 + Strength Flying-type damage.

Perish Song

Normal-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You sing a tune of death. Each Pokémon within range that can hear you, yourself included, faint at the end of your turn in three rounds unless it switches out or the battle ends.

Petal Blizzard

Grass-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You stir a violent petal blizzard to attack everything around you. Each Pokémon within range besides you must make a Dexterity saving throw, taking 6d6 + Strength Grass-type damage on a failed save or half as much on a success.

Petal Dance

Grass-type Charisma move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You attack by scattering petals for 1d4 rounds. During this time, you can only use your action to attack a Pokémon you can see within 30 feet of you. This move ends early if you don't attack or you miss. When the dance ends, you gain a level of exhaustion.

While dancing, you attack your opponents with the petals in your performance. Make an attack roll. On hit, you deal 12d8 + Charisma Grass-type damage.

Phantom Force

Ghost-type Strength move


  • Move Time: 1 action
  • Range: 90 feet, contact
  • Power Points: 10
  • Duration: Instantaneous

You vanish onto the Etheral Plane on the turn you use this move. On your next turn, you re-appear and strike a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Strength Ghost-type damage. This move hits even if the target protects itself.

Photon Geyser

Psychic-type move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 5
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a pillar of light. Make an attack roll. On hit, you deal 8d8 + your move modifier Psychic-type damage.

This move uses either the Strength or Wisdom ability score — whichever stat is higher for you.

Pin Missile

Bug-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You shoot sharp spikes in rapid succession at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Bug-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Plasma Fists

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack with electrically-charged fists. Make an attack roll against a Pokémon you can see within range. On hit, you deal 10d8 + Strength Electric-type damage. Hit or miss, any Normal-type move used before the start of your next turn becomes Electric-type.

Play Nice

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You make friends with a Pokémon you can see within range, which lowers its will to fight. The target must succeed on a Wisdom saving throw or its next attack roll made before the end of its next turn has disadvantage.

Play Rough

Fairy-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You play rough with a Pokémon you can see within range and attack it. Make an attack roll. On hit, you deal 10d6 + Strength Normal-type damage.

Pluck

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You peck a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Strength Flying-type damage, and if the target is holding a berry, you consume it.

Poison Fang

Poison-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You bite down with toxic fangs. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

If you attack a Pokémon who has not yet taken its turn this round, it must make a separate Constitution saving throw to avoid flinching.

Poison Gas

Poison-type Dexterity move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 40
  • Duration: Instantaneous

You spray a cloud of poisonous gas at a Pokémon you can see within range. The target must succeed on a Constitution saving throw or become poisoned.

Poison Jab

Poison-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You stab a Pokémon you can see within range with a tentacle or arm seeped in poison. Make an attack roll. On hit, you deal 4d8 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Poison Powder

Poison-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 35
  • Duration: Instantaneous

You scatter poisonous dust at a point you can see within range. Each Pokémon within 10 feet of the point must succeed on a Constitution saving throw or become poisoned.

Poison Sting

Poison-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You stab with a poisonous stinger. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d4 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Poison Tail

Poison-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You hit the target with a tail soaked in venom. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned. This attack is a critical hit on a natural roll of 19 or 20.

Pollen Puff

Bug-type Dexterity move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack your opponent with a puff of pollen that explodes. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Dexterity Bug-type damage. If you target an ally, it's healed for HP equal to up to half of its maximum HP.

Pound

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You hit with a long tail, a foreleg, or similar. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Normal-type damage.

Powder

Bug-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You cover a Pokémon you can see within range in a combustible powder. The target must succeed on a Dexterity saving throw to avoid the powder. If it fails, the next time it uses a Fire-type move, the powder explodes, wasting its turn and harming it for damage equal to one-fourth of its maximum HP.

Powder Snow

Ice-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 25
  • Duration: Instantaneous

You attack with a chilling gust of powdery snow. Choose a point you can see within range. Each Pokémon within 15 feet of it must succeed on a Constitution saving throw or take 4d4 Ice-type damage and become frozen. On a successful save, a target takes half as much damage and isn't frozen.

Power Gem

Rock-type Strength move


  • Move Time: 1 action
  • Range: 80 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack with a ray of light that sparkles like gems. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Rock-type damage.

Power Split

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to average your attack power with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you average your Strength with it, and both of your Strength becomes the same while you remain in battle.

Power Swap

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to swap your attack changes with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you exchange any bonuses or penalties to your attack and damage rolls.

This does not include effects that come from conditions or moves being used by other Pokémon. All durations are transferred as well.

Power Trick

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You employ your psychic power to switch your Strength score with your AC while you remain in battle.

Power Trip

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You boast your strength and attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d4 + Strength Dark-type damage.

For each positive stat change you've accumulated while in battle, add 2d4 to the damage dice.

Power Whip

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 10
  • Duration: Instantaneous

You violently whip a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d8 + Strength Grass-type damage.

Power-Up Punch

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You strike your opponents over and over, making your fists harder. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Fighting-type damage, and you gain a +1 bonus to damage rolls while you remain in battle. This effect can be stacked to a maximum of a +5 bonus.

Precipice Blades

Ground-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 10
  • Duration: Instantaneous

You manifest the power of the land in fearsome blades of stone. Choose a point you can see within range. Each Pokémon within a 20-foot radius of the point must make a Strength saving throw, taking 12d10 + Strength Ground-type damage on a failed save or half as much on a success.

Present

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack by gifting a hidden trap. Make an attack roll against a Pokémon you can see within range. On hit, roll a d10. On a 1, you restore the target's HP equal to one-fourth of its maximum HP. Otherwise, you deal 4d6 + Dexterity Normal-type damage. On a roll of 10, you deal double the damage rolled.

Prismatic Laser

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 10
  • Duration: Instantaneous

You shoot lasers at a point you can see within range using the power of a prism. Each Pokémon within a 30-foot radius of the point must make a Constitution saving throw, taking 12d12 Psychic-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Protect

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You guard yourself from damage until the start of your next turn. The next time you're targeted with a hostile move, it does nothing, and Protect ends immediately. This move can't be used consecutively.

Psybeam

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack using a peculiar ray. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Wisdom Psychic-type damage, and the target must succeed on a Wisdom saving throw or become confused.

Psych Up

Normal-type move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You hypnotize yourself into copying any stat change made by a Pokémon you can see within range.

Psychic

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You hit a Pokémon you can see within range with a strong telekinetic force. The target must make a Wisdom saving throw. On a failed save, it takes 8d8 + Wisdom Psychic-type damage, and it must succeed on a Charisma saving throw or the next attack roll made against it has advantage due to it being disoriented. On a successful save, it takes half damage and suffers no other effects.

Psychic Fangs

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet, contact
  • Power Points: 10
  • Duration: Instantaneous

You bite a Pokémon you can see within range using your psychic capabilities. Make an attack roll. On hit, if the target is using Reflect, Light Screen, or Aurora Veil, the move ends, and you deal 6d6 + Wisdom Psychic-type damage.

Psychic Terrain

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

A strange psychic force covers the battlefield in a 50-foot square with you at the center. For the duration, Pokémon on the ground are immune to bonus action moves and Psychic-type attacks deal double damage.

Psycho Boost

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You attack at full psychic power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 12d8 + Wisdom Psychic-type damage, but your ranged attacks deal half damage while you remain in battle.

Psycho Cut

Psychic-type Strength move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 20
  • Duration: Instantaneous

Using blades made of psychic power, you tear into a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Strength Psychic-type damage. This attack is a critical hit on a natural roll of 19 and 20.

Psycho Shift

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

Using your psychic power of suggestion, you transfer your status conditions to a Pokémon you can see within range. The target must succeed on a Charisma saving throw or inherit your current conditions while you are cured of them.

Psyshock

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 10
  • Duration: Instantaneous

You materialize an odd psychic wave to attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Wisdom Psychic-type damage. This attack ignores any bonuses to AC or any debuffs to moves.

Psystrike

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use a special psychic attack on a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d8 + Wisdom Psychic-type damage. This attack ignores any bonuses to AC or any debuffs to moves.

Psywave

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack a Pokémon you can see within range with an odd psychic wave. Make an attack roll. On hit, you deal d4 + Wisdom Psychic-type damage.

Roll a d4. The number rolled determines how many dice to roll for damage.

Punishment

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You hit a Pokémon you can see within range with a punishing strike. Make an attack roll. On hit, you deal 4d6 + Strength Dark-type damage.

For each stat increase the target has applied, add 1d6 to the damage dice rolled.

Purify

Poison-type move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You cure a Pokémon you can see within range of its condition, then regain HP equal to up to one half of your maximum HP. This move fails and your turn is wasted if the target has no negative condition.

Pursuit

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You strike a target about to flee. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Dark-type damage.

If you use this move as an opportunity attack, you deal 5d8 + Strength Dark-type damage on a hit. You can also use this move as a reaction on a Pokémon being switched out or a Pokémon moving out of melee range, even if it disengages.

Quash

Dark-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You suppress a Pokémon you can see within range and force it to go last in initiative. If multiple Pokémon are affected by Quash, they move in the order they were affected.

Quick Attack

Normal-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You lunge with a speed that makes you almost invisible. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Dexterity Normal-type damage.

Quick Guard

Fighting-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Instantaneous

You block quick-strike moves. The next time you're targeted with a hostile move that takes a bonus action to execute, it does nothing, and Quick Guard ends immediately. This move can't be used consecutively.

Quiver Dance

Bug-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You perform a beautiful, mystic dance. While you remain in battle, your speed increases by 10 feet, and you have a +1 bonus to attack rolls. This effect can be stacked to a maximum of +3.

Rage

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You focus on your anger and lash out. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Strength Normal-type damage. Each consecutive turn you use this move, increase the damage die by 2d4, to a maximum of 20d4.

After you use this move, if you are hit by a damaging attack before the start of your next turn, you gain a +1 bonus to damage rolls.

Rage Powder

Bug-type Dexterity move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 20
  • Duration: Instantaneous

You scatter a cloud of irritating powder to draw attention to yourself. Choose a point within range. Each Pokémon within a 10-foot radius of the point must make a Dexterity saving throw. On a failed save, a target can only aim at the user with hostile moves while it and you remain in battle.

Rain Dance

Water-type Charisma move


  • Move Time: 1 action
  • Range: Self (100-foot square)
  • Power Points: 5
  • Duration: Instantaneous

You summon heavy rainfall for a number of turns equal to your Charisma modifier (minimum of 1). While the rainstorm persists, Water-type moves deal double damage and Fire-type moves deal half damage. Additionally, the moves Thunder and Hurricane will never miss.

Rapid Spin

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 40
  • Duration: Instantaneous

You spin your body at high speed to attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d4 + Dexterity Normal-type damage.

Rapid Spin ends the following moves if they affect you, or are entry hazards for your team: Bind, Clamp, Fire Spin, Infestation, Leech Seed, Magma Storm, Sand Tomb, Spikes, Stealth Rock, Sticky Web, Toxic Spikes, Whirlpool, and Wrap.

Razor Leaf

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 25
  • Duration: Instantaneous

You launch sharp-edged leaves at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Dexterity Grass-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Razor Shell

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike with a sharp shell. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Water-type damage, and the target must succeed on a Constitution saving throw or take double damage from the next attack to target it before the end of its next turn.

Razor Wind

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot cone)
  • Power Points: 10
  • Duration: Instantaneous

You spend your first turn using this move whipping up a whirlwind. On your second turn using this move, make an attack roll against each Pokémon within range. On hit, you deal 6d6 + Strength Normal-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Recover

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

Restoring your own cells, you regain HP equal to up to half of your maximum HP.

Recycle

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You recycle your used held item so that it can be used again. This move does not work for a popped Air Balloon, or held items used through Pluck or Bug Bite, given to another Pokemon, knocked off, or burned by Incinerate.

Reflect

Psychic-type move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 30
  • Duration: Concentration, up to 1 minute

You put up a wondrous wall of light to offer protection from harm. For the duration, you and all allies within range take halved damage from melee attacks.

Reflect Type

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to reflect the type of a Pokémon you can see within range, changing you to its type. The target must make a Charisma saving throw, but can voluntarily fail this save if desired. On a failed save, you can become the same type as it.

Refresh

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You rest, curing yourself of your choice of one of the poisoned, burned, or paralyzed conditions.

Relic Song

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You sing an ancient song, attacking by appealing to the hearts of each Pokémon within range that can hear you. Each target must make a Constitution saving throw. On a failed save, it takes 4d8 + Charisma Normal-type damage and falls asleep. On a successful save, it takes half as much damage and doesn't fall asleep.

Rest

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You fall asleep, which fully restores your HP and cures all existing conditions. You wake up at the start of your turn two rounds later.

Retaliate

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You get revenge for a fallen ally. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Normal-type damage. If an ally has fainted since the end of your last turn, double the damage rolled.

Return

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You return favor to a kind Trainer. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Normal-type damage. Add 2d8 damage dice for each Loyalty level above 0.

Revelation Dance

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack by dancing very hard. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Charisma damage. Your primary type determines the damage type of this move and gives it STAB.

Revenge

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You get revenge for earlier damage. Make an attack roll against a Pokémon you can see within range. If you have been damaged this round, the damage is 5d10 Fighting-type. Otherwise, the damage is 2d10 Fighting-type.

Reversal

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You unleash an all-out attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Fighting-type damage.

If your current HP is less than half of your maximum HP, the damage dice becomes 8d6.

Roar

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You let out a terrifying roar. Choose a Pokémon you can see within range to make a Wisdom saving throw. It automatically succeeds if it can't hear you. On a failed save, it's returned to its PokéBall, and the Trainer rolls a die to determine which new Pokémon is brought out. In a wild battle, this ends combat against a single target.

Roar of Time

Dragon-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 5
  • Duration: Instantaneous

You blast your foes with power that distorts time. Each Pokémon in range must make a Constitution saving throw, taking 20d10 Dragon-type damage on a failure or half as much on a success. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Rock Blast

Rock-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl several hard rocks a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Rock-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Rock Climb

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attack by smashing into your target with an incredible force. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d10 + Strength Normal-type damage, and the target must succeed on a Constitution saving throw or become confused.

Rock Polish

Rock-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You polish your body to reduce drag. While you remain in battle, your walking speed is doubled if it's greater than zero.

Rock Slide

Rock-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl large bolders to inflict damage. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Rock-type damage, and the target must succeed on a Constitution saving throw or flinch.

Rock Smash

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

Using a punch, you attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Fighting-type damage, and the target must succeed on a Constitution saving throw or take double damage from the next attack to hit it before the end of its next turn.

Rock Throw

Rock-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 15
  • Duration: Instantaneous

You pick up and throw a small rock at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d8 + Strength Rock-type damage.

Rock Tomb

Rock-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You hurl boulders at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d6 + Strength Rock-type damage, and the target must succeed on a Dexterity saving throw or its speed is reduced by 10 feet until the end of its next turn.

Rock Wrecker

Rock-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You launch a huge boulder at a Pokémon you can see within range. Make an attack roll. On hit, you deal 20d10 Rock-type damage. This move takes great energy, and on your next turn, you are unable to move or take any actions.

Role Play

Psychic-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You mimic your opponent completely. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, your abilities are replaced with its while you remain in battle.

Rolling Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You lash out with a quick, spinning roundhouse kick. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Fighting-type damage, and the target must succeed on a Constitution saving throw or flinch.

Rollout

Rock-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You continually roll over a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Rock-type damage.

On subsequent turns, until you reach a chain of 5 or miss, you may make this attack without spending PP, adding 1d6 to the damage dice.

Roost

Flying-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You land and rest your body, restoring your HP by up to half of your maximum HP. Until the start of your next turn, you are grounded and lose your Flying-type.

Rototiller

Ground-type move


  • Move Time: 1 action
  • Range: Self (20-foot square)
  • Power Points: 10
  • Duration: Instantaneous

You till the soil, making it easier for plants to grow. All Grass-type Pokémon within range gain a +2 to attack and damage rolls if they are on the ground.

Round

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack with a song. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Charisma Normal-type damage.

For each Pokémon since the start of your last turn that has used Round, add 2d6 to the damage dice.

Sacred Fire

Fire-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

With a mystical fire of great energy, you raze a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d8 + Strength Fire-type damage and the target is burned.

Sacred Sword

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack a Pokémon you can see within range with your horn. Make an attack roll. On hit, you deal 8d8 + Strength Fighting-type damage. This move is unaffected by disadvantage or other penalties to its attack and damage roll.

Safeguard

Normal-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 25
  • Duration: Concentration, up to 1 minute

You create a protective field that prevents you and allies within range from gaining any status conditions.

Sand Attack

Ground-type Dexterity move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 15
  • Duration: Instantaneous

You hurl sand into the face of a Pokémon you can see within range. The target must succeed on a Dexterity saving throw or its next attack roll is made at disadvantage.

Sand Tomb

Ground-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 15
  • Duration: Concentration, up to 1 minute

You trap a Pokémon you can see within range in a harshly raging sandstorm. Make an attack roll. On hit, the target is grappled, and takes 1d8 + Wisdom Ground-type damage. The target can't flee or be returned to its PokéBall. At the end of each of the target's turns, it can make a Dexterity (Acrobatics) check against your Wisdom Move DC, being freed on a success. Each turn it ends trapped in the Sand Tomb, it takes 1d4 Ground-type damage.

Sandstorm

Rock-type Charisma move


  • Move Time: 1 action
  • Range: Self (100-foot square)
  • Power Points: 10
  • Duration: Instantaneous

You summon a vicious sandstorm for a number of turns equal to your Charisma modifier (minimum of 1). All Pokémon except Rock-, Ground-, and Steel-types take 1d6 damage at the end of your turns, and Rock-type Pokémon gain a +1 bonus to AC while the sandstorm persists.

Scald

Water-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You shoot boiling hot water at a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d8 + Strength Water-type damage, and the target must succeed on a Constitution saving throw or be burned.

Scary Face

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You make a scary face at a Pokémon you can see within range. The target must succeed on a Wisdom saving throw or have its speed reduced by 10 feet while it remains in battle.

Scratch

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You strike out with hard, sharp, pointed claws. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Normal-type damage.

Screech

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 40
  • Duration: Instantaneous

You let out an ear-splitting screech. Choose a Pokémon you can see within range that can hear you to make a Constitution saving throw. On a failed save, attacks made against it until the end of its next turn have advantage.

Searing Shot

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You torch everything around you in an inferno of scarlet flames. Each Pokémon in range must make a Dexterity saving throw, taking 10d10 Fire-type damage on a failed save or half as much on a success.

Secret Power

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack with an odd beam. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Wisdom Normal-type damage, and the target must succeed on a saving throw to avoid an effect based on the terrain.

The DM determines what effect and save to use. Common terrains and their associated effects are as follows.

Terrain Effect Save
Building, road, plain terrain Causes paralysis Constitution
Cave Causes flinching Constitution
Sand, dirt, rock, swamp, marsh Induces -1 penalty to attack rolls Dexterity
Water and underwater Induces -1 penalty to damage rolls Dexterity
Snow and ice Causes freezing Constitution
Volcano Causes a burn Constitution
Burial ground Causes flinching Constitution
Grass, field, flowers, Grassy Terrain Causes sleep Constitution
Misty Terrain Induces -1 penalty to damage rolls Dexterity
Electric Terrain Causes paralysis Constitution
Psychic Terrain Induces -10 foot penalty to speed Dexterity

Secret Sword

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You cut a Pokémon you can see within range using your long horn. Make an attack roll. On hit, you deal 6d6 + Strength Fighting-type damage. This attack ignores any bonuses to AC or any debuffs to moves.

Seed Bomb

Grass-type Strength move


  • Move Time: 1 action
  • Range: 25 feet
  • Power Points: 15
  • Duration: Instantaneous

You slam a barrage of hard-shelled seeds down on a Pokémon you can see within range from above. Make an attack roll. On hit, the target takes 4d12 + Strength Grass-type damage.

Seed Flare

Grass-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You let out a shock wave from your body to attack every Pokémon around you. A target must make a Constitution saving throw, taking 12d8 + Strength Grass-type damage on a failed save or half as much on a success.

Seismic Toss

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You throw your target using the power of gravity. Make an attack roll against a Pokémon you can see within range. On hit, you deal Fighting-type damage equal to five times your level, plus your Strength modifier.

Self-Destruct

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You attack by causing a tremendous explosion. You immediately faint, and each Pokémon within range must make a Constitution saving throw, taking 20d8 Normal-type damage on a failed save or half as much on a success.

Shadow Ball

Ghost-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You create a shadowy blob to hurl at your opponent. Make an attack roll. On hit, you deal 8d6 + Wisdom Ghost-type damage, and the target must succeed on a Dexterity saving throw or become vulnerable to the next attack it takes.

Shadow Bone

Ghost-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You beat your opponent using a bone that contains a spirit. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Strength Ghost-type damage, and the target must succeed on a Strength saving throw or suffer a -1 penalty to its AC while it remains in battle.

Shadow Claw

Ghost-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slash using a sharp claw made from shadow. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Ghost-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Shadow Force

Ghost-type Strength move


  • Move Time: 1 action
  • Range: 90 feet, contact
  • Power Points: 5
  • Duration: Instantaneous

You vanish onto the Etheral Plane on the turn you use this move. On your next turn, you re-appear and strike a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d10 + Strength Ghost-type damage. This move hits even if the target protects itself.

Shadow Punch

Ghost-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You throw a punch from the shadows, dealing 4d4 + Strength Ghost-type damage. This move never misses.

Shadow Sneak

Ghost-type Dexterity move


  • Move Time: 1 bonus action
  • Range: Melee, reach
  • Power Points: 30
  • Duration: Instantaneous

You extend your shadow and strike from behind. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d4 + Dexterity Ghost-type damage.

Sharpen

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You make your edges more jagged, improving the impact of your hits. You gain a +1 to damage rolls while you remain in battle. This effect can be stacked to a maximum of +3.

Sheer Cold

Ice-type Charisma move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 5
  • Duration: Instantaneous

You freeze a Pokémon you can see within range in absolute zero cold. The target must make a Constitution saving throw. On a failed save, it faints. Any Ice-type Pokémon or a Pokémon of a higher level than you automatically succeeds on this save. If you're not an Ice-type, the target has advantage on the save.

Shell Smash

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Instantaneous

You break your shell, reducing your AC by 1 but giving you a +2 bonus to attack and damage rolls and a 20 foot increase to your speed.

Shell Trap

Fire-type Strength move


  • Move Time: 1 action
  • Range: Self (10-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You use your turn to set up a shell trap. If you're hit with a contact move before the start of your next turn, the trap explodes and each Pokémon in range besides you must make a Dexterity saving throw. A target takes 10d10 Fire-type damage on a failed save, or half as much on a successful one.

Shift Gear

Steel-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You rotate your gears, giving you a +1 to attack and damage rolls and increasing your speed by 20 feet while you remain in battle.

Shock Wave

Electric-type Dexterity move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a quick jolt of electricity, dealing 4d4 + Dexterity Electric-type damage. This move never misses.

Shore Up

Ground-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You rest and regain HP. In a sandstorm, you regain HP equal to up to two-thirds of your maximum HP. In all other weather, you can only regain up to one-half of your maximum HP.

Signal Beam

Bug-type Dexterity move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You attack with a sinister beam of light. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Dexterity Bug-type damage, and the target must succeed on a Wisdom saving throw or become confused.

Silver Wind

Bug-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You attack a Pokémon you can see within range by blowing powdery scales at it. Make an attack roll. On hit, the target takes 3d6 Bug-type damage. Additionally, roll a d10. On a 10, all of your stat modifiers raise by 1 while you remain in battle.

Simple Beam

Normal-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You use a mysterious psionic wave to change your opponent's abilities. Choose a Pokémon you can see within range to make a Dexterity saving throw. On a failed save, it loses its current abilities and gains the ability Simple while it remains in battle. The ability Simple causes stat changes the Pokémon receives to be doubled, positive or negative.

This move fails and your turn is wasted if the Pokemon's ability is Simple, Truant, Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, or Battle Bond.

Sing

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You sing a lullaby in a calming voice to try and put your opponents to sleep. Each Pokémon in range except you must make a Constitution saving throw or fall asleep.

Sketch

Normal-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 1
  • Duration: Instantaneous

You permanently learn the move last used by a Pokémon you can see within range. Once used, Sketch disappears.

Skill Swap

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to swap your abilities with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you lose your abilities and gain your target's abilities, while they lose theirs and gain your's. This effect lasts while you remain in battle.

Skull Bash

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

The first turn you decide to use this move, you tuck in your head, boosting your AC by 1. On your next turn, you attack a Pokémon you can see within range. Make an attack roll, dealing 10d6 + Strength Normal-type damage on a hit. Hit or miss, your AC lowers back down by 1.

Sky Attack

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 5
  • Duration: Instantaneous

On the first turn you use this move, you cloak yourself in a harsh light. On your next turn, you attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d12 + Strength Flying-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Sky Drop

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

On the first turn you use this move, make a Strength (Athletics) check contested by the Strength (Athletics) or Dexterity (Acrobatics) of a Pokémon you can see within range. If you succeed, you soar into the air while grappling and restraining the target.

On your next turn, you drop the target, dealing 4d6 Flying-type damage. Flying-type Pokémon are immune to this move.

Sky Uppercut

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You attack a Pokémon you can see within range with an uppercut thrown skyward with force. Make an attack roll. On hit, you deal 4d8 + Strength Fighting-type damage. This move can hit Pokémon in the middle of using the moves Fly, Bounce, and Sky Drop.

Slack Off

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You slack off and laze about, restoring your HP by up to half of your maximum HP.

Slam

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You smack your opponent with a long appendage such as a tail or vines. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Normal-type damage.

Slash

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attack with a slash of claws or blades. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Normal-type damage. This move is a critical hit on a natural roll of 19 or 20.

Sleep Powder

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You scatter sleep-inducing dust at a point you can see within range. Each Pokémon within 10 feet of the point must succeed on a Constitution saving throw or fall asleep.

Sleep Talk

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You talk in your sleep, using a random move you know. Roll a d4, assigning a move to each number. Based on the number rolled, you use that move. Reroll if your result is Sleep Talk.

Sludge

Poison-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You hurl a ball of unsanitary sludge at a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d6 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Sludge Bomb

Poison-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You launch a ball of unsanitary sludge at a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d6 + Strength Poison-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Sludge Wave

Poison-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You strike everything around you by swamping the area in a giant sludge wave. Each Pokemon in range besides you must make a Constitution saving throw. On a failed save, a target takes 8d8 + Strength Poison-type damage and is poisoned. On a successful save, it takes half as much and isn't poisoned.

Smack Down

Rock-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You throw a stone or similar projectile at a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d8 + Strength Rock-type damage. A flying Pokémon will fall to the ground when it's hit and stay there while it remains in battle.

Smart Strike

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You stab a Pokémon you can see within range with a sharp horn, dealing 3d6 + Strength Steel-type damage on a hit. This move never misses.

Smelling Salts

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with smelling salts. Make an attack roll. On hit, you deal 2d6 + Strength Normal-type damage. If the target is paralyzed, you deal double damage, but also cure their paralysis.

Smog

Poison-type Charisma move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack using a discharge of filthy gases. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Charisma Poison-type damage, and the target must succeed on a Constitution saving throw or be poisoned.

Smokescreen

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You release an obscuring cloud of smoke or ink around you. Until the end of your next turn, attack rolls made against you have disadvantage.

Snarl

Dark-type Charisma move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You yell as if you're ranting about something, intimidating those around you. Each Pokémon in range that can hear you must make a Wisdom saving throw. On a failed save, a target suffers a -1 penalty to attack rolls while it remains in battle.

Snatch

Dark-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

Until the start of your next turn, you steal the effects of non-damaging moves used by enemies that heal or cause stat changes, so long as you can see the move being used.

Snore

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You snore loudly, making a harsh noise. Each Pokémon in range besides you that can hear you must make a Constitution saving throw. On a failed save, a target takes 2d8 + Charisma Normal-type damage and flinches. On a successful save, a target takes half as much and suffers no other effects.

This move fails and your turn is wasted if you aren't asleep when you use this move.

Soak

Water-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You shoot a torrent of water at a Pokémon you can see within range. The target must succeed on a Dexterity saving throw or have its type changed to Water-type while it remains in battle. This replaces secondary types as well.

Soft-Boiled

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You hatch an egg that restores your HP by up to half of your maximum HP.

Solar Beam

Grass-type Wisdom move


  • Move Time: 1 action
  • Range: Self (30-foot cone)
  • Power Points: 10
  • Duration: Instantaneous

On the first turn you use this move, you do nothing, gathering light. On your next turn, you release a bundle of energy in a 30-foot cone. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target takes 12d12 + Wisdom Grass-type damage. On a successful save, it takes half as much.

You skip the charging turn and immediately use the move if the weather is harsh sunlight. However, in rain, hail, or sandstorm, you deal half as much damage.

Solar Blade

Grass-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot line)
  • Power Points: 10
  • Duration: Instantaneous

On the first turn you use this move, you do nothing, filling your blade with the energy of light. On your next turn, you unleash a beam that is 60 feet long and 5 feet wide. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target takes 12d8 + Strength Grass-type damage. On a successful save, it takes half as much.

You skip the charging turn and immediately use the move if the weather is harsh sunlight. However, in rain, hail, or sandstorm, you deal half as much damage.

Sonic Boom

Normal-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range with a destructive shock wave. Make an attack roll. On hit, the target takes 20 Normal-type damage. This move ignores resistance and vulnerability, but not immunity.

Spacial Rend

Dragon-type Wisdom move


  • Move Time: 1 action
  • Range: 150 feet
  • Power Points: 5
  • Duration: Instantaneous

You tear the space around a Pokémon you can see within range, inflicting massive damage. Make an attack roll. On hit, you deal 12d12 + Wisdom Dragon-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Spark

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You strike your target with an electrically-charged tackle. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Electric-type damage.

Sparkling Aria

Water-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You burst into song, emitting many bubbles in the process. Each Pokémon in range must make a Dexterity saving throw, taking 8d8 + Charisma Water-type damage on a failed save or half as much on a success.

A Pokémon that fails its save and has the burned condition is cured of its burn.

Spectral Thief

Ghost-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You hide in your target's shadow, steal any of its stat boosts, then strike. Make an attack roll against a Pokémon you can see within range. On hit, you gain any positive stat or roll modifications it has while it loses them, then deal 8d8 + Strength Ghost-type damage.

Speed Swap

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You use your psychic powers to swap your speed with a Pokémon you can see within range. The target must make a Wisdom saving throw. On a failed save, you exchange places on the initiative order.

Spider Web

Bug-type move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You prevent a Pokémon you can see within range from fleeing or being returned to its PokéBall until it faints or is cured of the condition. Ghost-type Pokémon are immune to this move.

Spike Cannon

Normal-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 15
  • Duration: Instantaneous

You launch several sharp spikes at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Spikes

Ground-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You lay out a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle. Up to three layers of spikes can be placed. Flying-type Pokémon are immune to these spikes.

One layer of Spikes will damage the opponent Pokémon by one-eighth of its maximum HP, two layers will deal one-sixth, and three layers will deal one-fourth.

Spiky Shield

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You take a defensive stance to protect yourself from damage. The next time you're targeted with a hostile move, it does nothing, and Spikey Shield ends immediately. This move can't be used consecutively.

If attacker would make contact, it takes damage equal to one-eighth of its maximum HP.

Spirit Shackle

Ghost-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You attack by sticking your target's shadow to the ground. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Dexterity Ghost-type damage, and the target is unable to flee or return to its PokéBall until it faints or the battle ends.

Spit Up

Normal-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You spit up the power you've stored with Stockpile. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d8 + Strength Normal-type damage. For each additional use of Stockpile, add 3d8 to the damage dice.

Using this move resets your Stockpile to zero. This move fails and your turn is wasted if your Stockpile is zero.

Spite

Ghost-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You unleash your grudge on the move last used on you. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, all of the PP for the last move it used on you is drained.

This move fails and your turn is wasted if the target has not attacked you in combat or if the move's PP is already zero.

Splash

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You just flop and splash around to no effect at all...

Spore

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: Self (20-foot cone)
  • Power Points: 15
  • Duration: Instantaneous

You scatter a burst of spores to try and send your foes to sleep. Each Pokémon within range must succeed on a Dexterity saving throw or fall asleep.

Spotlight

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You shine a spotlight on a Pokémon you can see within range. The target must succeed on a Dexterity saving throw, or all attacks are forced to target it until the start of your next turn. This move overrides other redirection moves and abilities.

Stealth Rock

Rock-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You lay a trap of levitating stones around the opposing team. The trap hurts any foes who switch into battle, dealing damage equal to one-tenth of your maximum HP. If you have resistance to Rock-type damage, halve this damage. If you have vulnerability, double it.

Steam Eruption

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (60-foot cone)
  • Power Points: 5
  • Duration: Instantaneous

You blast superheated steam. Each Pokémon within range must make a Constitution saving throw. On a failed save, a target takes 10d8 + Strength Water-type damage and becomes burned. On a successful save, it takes half as much damage and suffers no other effects.

Steamroller

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You curl up your body and roll over a Pokémon you can see within range, crushing them. Make an attack roll. On hit, you deal 3d6 + Strength Bug-type damage, and the target must succeed on a Dexterity saving throw or flinch.

Steel Wing

Steel-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You strike your target with wings of steel. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d10 + Strength Steel-type damage. If this attack is a critical hit, your AC increases by 1 while you remain in battle.

Sticky Web

Bug-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You lay a trap of a sticky net around the opposing team. The trap affects any foes who switch into battle, lowering a target's initiative by 1 while it remains in battle.

Stockpile

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You stockpile power, raising your AC by 1 while you remain in battle. This effect can be stacked to a maximum of 3. If you switch out or either of the moves Spit Up or Swallow, your Stockpile becomes zero.

Stomp

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You trample your target with a big foot. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Normal-type damage, and the target must succeed on a Constitution saving throw or flinch.

Stomping Tantrum

Ground-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

Driven by frustration, you attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d10 + Strength Ground-type damage. If your previous move had no effect, double the damage rolled.

Stone Edge

Rock-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 5
  • Duration: Instantaneous

You stab the target from below using sharpened stones. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d12 + Strength Rock-type damage. This attack is a critical hit on a natural roll of 19 or 20.

Stored Power

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You attack with stored power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Wisdom Psychic-type damage.

For each positive stat change you've accumulated while in battle, add 2d4 to the damage dice.

Storm Throw

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with a fierce blow. Make an attack roll. On hit, you deal 2d8 + Strength Fighting-type damage. This move is always a critical hit.

Strength

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slug your opponent with a punch thrown at full power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d8 + Strength Normal-type damage.

Strength Sap

Grass-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 10
  • Duration: Instantaneous

You drain your target of its strength. Choose a Pokémon you can see within range to make a Constitution saving throw. On a failed save, you gain d4 hit points. The number of dice rolled equals the target's Strength score. The target's Strength score is then reduced by 1 while it remains in battle.

String Shot

Bug-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot cone)
  • Power Points: 40
  • Duration: Instantaneous

You spit silk thread to slow your opponents. Each target must make a Dexterity saving throw. On a failed save, its speed is reduced by 10 feet while it remains in battle. This move can't lower a target's speed below 10.

Struggle

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points:
  • Duration: Instantaneous

You attack with desperation. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1 + Strength Normal-type damage (minimum of 1), and take one-fourth of the damage dealt as recoil, rounded up.

This move is only used when all of your moves are out of PP, and ignores type match-ups and abilities.

Struggle Bug

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

While resisting, you attack a Pokémon you can see within range. Make an attack roll. On hit, you deal 2d4 + Strength Bug-type damage, and the target's next ranged attack roll has a -1 penalty.

Stun Spore

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 30
  • Duration: Instantaneous

You scatter numbing powder at a point you can see within range. Each Pokémon within 10 feet of the point must succeed on a Constitution saving throw or be paralyzed.

Submission

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You grab your target and make a reckless dive for the ground. Choose a Pokémon you can see within range to make a Strength (Athletics) check against, contested by its Strength (Athletics) or Dexterity (Acrobatics).

On a successful check, you grab the target and smack the both of you into the ground, dealing 6d6 + Strength Fighting-type damage to the target and taking one-fourth of the damage dealt as recoil.

Substitute

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

Decreasing your HP by one-fourth (rounded down) of your maximum HP, you create a substitute with 1 HP more than the amount of HP lost. This move fails and your turn is wasted if you don't have enough HP to make the Substitute.

While you have a substitute, any damage you would take from an opponent's moves is taken by the substitute instead. If the substitute runs out of HP or is hit by a one-hit KO move, it breaks. Additionally, an opponent's moves can't lower your stats or inflict a condition on you.

Sucker Punch

Dark-type Dexterity move


  • Move Time: 1 reaction
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You make a quick strike at an opponent who is targeting you with a damaging attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d8 + Dexterity Dark-type damage, and impose disadvantage on the target's attack roll.

Sunny Day

Fire-type Charisma move


  • Move Time: 1 action
  • Range: Self (100-foot square)
  • Power Points: 5
  • Duration: Instantaneous

You intensify the sun's rays for a number of turns equal to your Charisma modifier (minimum of 1). While the sunny weather persists, Fire-type moves deal double damage and Water-type moves deal half damage. Additionally, the moves Thunder and Hurricane will always fail.

Sunsteel Strike

Steel-type Strength move


  • Move Time: 1 action
  • Range: 60 feet, contact
  • Power Points: 5
  • Duration: Instantaneous

With the force of a meteor, you slam into a Pokémon you can see within range. Make an attack roll. On hit, you deal 10d6 + Strength Steel-type damage. This move ignores abilities that would affect the success or damage of it.

Super Fang

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You chomp down hard on your target using your sharp front fangs. Make an attack roll against a Pokémon you can see within range. On hit, you take away one-half of the target's current HP (minimum of 1)

Superpower

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You attack with great power. Make an attack roll against a Pokémon you can see within range. On hit, you deal 10d10 + Strength Fighting-type damage, and your AC is reduced by 1 while you remain in battle.

Supersonic

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You generate odd sound waves from your body at a Pokémon you can see within range. The target must succeed on a Wisdom saving throw or become confused.

Surf

Water-type Wisdom move


  • Move Time: 1 action
  • Range: Self (30-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You create a massive wave that crashes into everything around you. Each Pokémon in range must make a Strength saving throw. On a failed save, a target takes 10d8 Water-type damage. On a successful save, a target takes half as much.

Swagger

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You enrage a Pokémon you can see within range, forcing it to make a Wisdom saving throw. On a failed save, its melee attacks gain a +1 to hit while it remains in battle, but it becomes confused.

Swallow

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

The power you've stored using the move Stockpile is absorbed by you to heal your HP. If your Stockpile is one, you heal an amount equal to one-fourth of your maximum HP. For a Stockpile of two, you heal one-half. On a Stockpile of three or more, you heal for your full HP.

After using this move, your Stockpile is set to zero.

Sweet Kiss

Fairy-type Charisma move


  • Move Time: 1 action
  • Range: Melee, non-contact
  • Power Points: 10
  • Duration: Instantaneous

You kiss a Pokémon you can see within range with sweet, angelic cuteness. The target must succeed on a Wisdom saving throw or become confused.

Sweet Scent

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

You let out a sweet scent around you, causing each Pokémon in range to make a Wisdom saving throw. On a failed save, its evasiveness drops, causing the next attack made against it before the end of its next turn to have advantage.

Swift

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 20
  • Duration: Instantaneous

You create three star-shaped rays and fire them at Pokémon you can see within range. Each star deals 1d4 Normal-type damage and never misses. You can aim each star at one Pokémon or several.

Switcheroo

Dark-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You attempt to trade held items with a Pokémon you can see within range. Make a Dexterity (Sleight of Hand) check contested by the target's passive Wisdom (Perception). On a successful check, you exchange held items. This move fails and your turn is wasted if you or the target are not holding an item or hold a usable forme change item.

Swords Dance

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You perform a frenetic dance to uplift your fighting spirit. While you remain in battle, you have a +1 to hit with attack rolls. This effect can be stacked to a maximum of +3.

Synchronoise

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

Using an odd shock wave, you inflict damage on any Pokémon of the same type in the area around you. If you are dual-type, only one type needs to be shared.

Each Pokémon in range makes a Charisma saving throw, taking 10d10 Psychic-type damage on a failed save or half as much on a success.

Synthesis

Grass-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You rest and regain HP. In a harsh sunlight, you regain HP equal to up to two-thirds of your maximum HP. In clear weather, you regain up to one-half. In all other weather, you can only regain up to one-fourth.

Tackle

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 35
  • Duration: Instantaneous

You slam into your opponent using your whole body. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Normal-type damage.

Tail Glow

Bug-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

You stare at flashing lights to focus your mind, granting yourself a +3 bonus to damage rolls. This effect can't be stacked with itself.

Tail Slap

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike a Pokémon you can see within range with your hard tail. Make an attack roll. On hit, you deal 1d4 Normal-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Tail Whip

Normal-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You cutely wag your tail at a Pokémon you can see within range, making it less wary. The target must succeed on a Wisdom saving throw or the next attack roll made against it before the end of its next turn will have advantage.

Tailwind

Flying-type Charisma move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 15
  • Duration: Instantaneous

You whip up a turbulent whirlwind that doubles the speed of you and your allies for a number of turns equal to your Charisma modifier (minimum of 1).

Take Down

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You recklessly slam into your opponent with a full-body charge attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d6 + Strength Normal-type damage, and take one-fourth of the damage dealt as recoil.

Taunt

Dark-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You taunt a Pokémon you can see within range, enraging it. The target must succeed on a Wisdom saving throw or be only able to use attacking moves that immediately inflict damage for a number of turns equal to your Charisma modifier (minimum of 1).

Tearful Look

Dark-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You get teary eyed to make the target lose its combative spirit. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, it has disadvantage on its attack rolls until the end of its next turn.

Techno Blast

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self (100-foot line)
  • Power Points: 5
  • Duration: Instantaneous

You fire a beam of light that is 100 feet long and 5 feet wide. Each Pokémon in range must make a Dexterity saving throw, taking 12d8 Normal-type damage on a failed save or half as much on a success.

This move changes its type and damage type based on the Drive you hold.

Teeter Dance

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 20
  • Duration: Instantaneous

You perform a dizzying dance that confuses all Pokémon around you. Each Pokémon within range must make a Wisdom saving throw or become confused.

Telekinesis

Psychic-type Wisdom move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You raise a Pokémon you can see within range into the air, making it easier to hit. The target must succeed on a Strength saving throw or be picked up off the ground for three turns. While in the air, the target is immune to Ground-type moves and moves whose effect is based on the ground, but no moves will miss it.

Teleport

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 20
  • Duration: Instantaneous

Using telekinetic power, you flee from a wild Pokémon. This move only works in a single battle.

If used out of combat, you are warped to the last Pokémon Center you visited.

Thief

Dark-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You attack and steals the target's held item simultaneously. You can't steal anything if you already hold an item. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Dexterity Dark-type damage, and can make a Dexterity (Sleight of Hand) check with advantage contested by the target's passive Wisdom (Perception), stealing its held item on a success.

Thousand Arrows

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self (30-foot cone)
  • Power Points: 10
  • Duration: Instantaneous

You summon a barrage of arrows to strike each Pokémon in range. Each target must make a Dexterity saving throw, taking 8d8 + Strength Ground-type damage on a failed save or half as much on a success.

This move can hit flying targets and Flying-type Pokémon, and will ground them.

Thousand Waves

Ground-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You attack with a wave that crawls along the ground. Each Pokémon in range must make a Dexterity saving throw. On a failed save, a target takes 8d8 + Strength Ground-type damage and is unable to flee or return to its PokéBall until it faints or the battle ends. On a successful save, it takes half as much damage and suffers no other effect. Ghost-type Pokémon are immune to the trapping effect.

Thrash

Normal-type Strength move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You rampage and attack for 1d4 rounds. During this time, you can only use your action to attack a Pokémon you can see within melee range. This move ends early if you don't attack or you miss. When the rampage ends, you gain a level of exhaustion.

While thrashing, you attack your opponents in your violent struggle. Make an attack roll. On hit, you deal 12d8 + Strength Normal-type damage.

Throat Chop

Dark-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You strike at the throat of a Pokémon you can see within range. Make an attack roll. On hit, the target takes 4d8 + Strength Dark-type damage and is unable to use sound-based moves for 2 turns.

Thunder

Electric-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You drop a wicked thunderbolt on a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d12 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

Thunder Fang

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You bite down with electrified fangs. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

If you attack a Pokémon who has not yet taken its turn this round, it must make a separate Constitution saving throw to avoid flinching.

Thunder Punch

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You punch with an electrified first. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d8 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

Thunder Shock

Electric-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 30
  • Duration: Instantaneous

You launch a jolt of electricity at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

Thunder Wave

Electric-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You let out a weak electrical charge to paralyze a Pokémon you can see within range. The target must succeed on a Constitution saving throw or become paralyzed.

Thunderbolt

Electric-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 15
  • Duration: Instantaneous

You unleash a strong electrical blast on a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d6 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed.

Tickle

Normal-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attempt to tickle your target into laughing. Choose a Pokémon you can see within range to make a Dexterity saving throw. On a failed save, it falls prone.

Topsy-Turvy

Dark-type Wisdom move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 20
  • Duration: Instantaneous

You turn the target upside down. Choose a Pokémon you can see within range to make a Wisdom saving throw. On a failed save, all of the target's negative stat changes become positive, and all of its positive stat changes become negative.

Torment

Dark-type Charisma move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 15
  • Duration: Instantaneous

You attempt to torment and enrage a Pokémon you can see within range. The target must succeed on a Wisdom saving throw or it is unable to use the same move two turns in a row while it remains in battle.

Toxic

Poison-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 10
  • Duration: Instantaneous

You drench a Pokémon you can see within range in vicious toxic. The target must succeed on a Dexterity saving throw or become poisoned. This saving throw is made at disadvantage if you are Poison-type.

Toxic Spikes

Poison-type move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You lay out a trap of poison spikes at the opposing team's feet. The trap poisons Pokémon that switch into battle. Flying-type, Poison-type, and Steel-type Pokémon are immune to these spikes. Poison-type Pokémon will nullify the spikes.

Toxic Thread

Poison-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You shoot poisonous threads at a Pokémon you can see within range. The target must succeed on a Dexterity saving throw or become poisoned and have its speed reduced by 10 feet while it remains in battle. Steel-type Pokémon have their speed reduced, but are immune to the poison.

Transform

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You transform into a copy of a Pokémon you can see. While you remain in battle, you gain the Pokémon's species, stats, stat modifications, typing, abilities, moves, and speed.

Tri Attack

Normal-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You strike with a simultaneous three-beam attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Normal-type damage, and the target must succeed on a Constitution saving throw or become your choice of burned, frozen, or paralyzed.

Trick

Psychic-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You attempt to catch a Pokémon you can see within range off-guard and swap held items with it. Make a Dexterity (Sleight of Hand) check contested by the target's passive Wisdom (Perception). On a successful check, you swap held items.

Trick Room

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 5
  • Duration: Instantaneous

You create a bizarre area that flips the initiative order.

Trick-or-Treat

Ghost-type move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 20
  • Duration: Instantaneous

You go trick-or-treating with a Pokémon you can see within range. The target gains the Ghost-type in addition to its current types while it remains in battle.

This replaces the type added by the move Forest's Curse.

Triple Kick

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You strike with three consecutive, quick hits. Make three attack rolls against a Pokémon you can see within range, dealing 2d4 + Strength Fighting-type damage per hit.

Trop Kick

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You land an intense kick of tropical origins on a Pokémon you can see within range. Make an attack roll. On hit, you deal 6d6 + Strength Grass-type damage and the target suffers a -1 penalty to damage rolls while it remains in battle.

Trump Card

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You inflict damage based on how much PP this move has remaining. Make an attack roll against a Pokémon you can see within range. On hit, you deal Normal-type damage.

PP Power
5 1d6
4 1d10
3 3d8
2 3d10
1 6d6
0 12d8

Twineedle

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: Instantaneous

You attack by jabbing your target twice with two spikes. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d6 + twice your Strength modifier Bug-type damage, and the target must succeed on a Constitution saving throw or become poisoned.

Twister

Dragon-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 20
  • Duration: Instantaneous

You whip up a vicious tornado to tear at the opposing Pokémon. Choose a point you can see within range. Each Pokémon within 5 feet of it must make a Strength saving throw or take 1d6 + Strength Dragon-type damage. This move can hit Pokémon in the air.

U-turn

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You rush at a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d6 + Strength Bug-type damage. Hit or miss, you then switch out with a waiting party Pokémon if there are any non-fainted Pokémon remaining.

Uproar

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You create an uproar for three turns. During it, no Pokémon are able to fall asleep, and you can only use your action to attack a Pokémon you can see within melee range. This move ends early if you don't attack or you miss. When the uproar first starts, all sleeping Pokémon are woken up.

While clamoring, you attack your opponents in your excitement. Make an attack roll. On hit, you deal 6d6 + Charisma Normal-type damage.

V-create

Fire-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

With a hot flame on your forehead, you hurl yourself at a Pokémon you can see within range. Make an attack roll. On hit, you deal 12d12 + Strength Fire-type damage, but you suffer a -1 penalty to AC and a 10 foot decrease to speed while you remain in battle.

Vacuum Wave

Fighting-type Dexterity move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You whirl your fists to send a wave of pure vacuum at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d4 + Dexterity Fighting-type damage.

Venom Drench

Poison-type move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You drench your opponents in an odd liquid. Choose a poisoned Pokémon you can see within range. That Pokémon takes a -1 penalty to attack and damage rolls and a 10 foot reduction to speed while it remains in battle.

Venoshock

Poison-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You soak a Pokémon you can see within range in a special poisonous liquid. Make an attack roll. On hit, you deal 4d6 + Strength Poison-type damage. Double the damage rolled if the target is poisoned.

Vice Grip

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 30
  • Duration: Instantaneous

You grip and squeeze your target from both sides. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Strength Normal-type damage.

Vine Whip

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 25
  • Duration: Instantaneous

You strike with slender, whip-like vines. Make an attack roll against a Pokémon you can see within range. On hit, you deal 1d6 + Strength Grass-type damage.

Vital Throw

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You sacrifice your action and movement to attack at the end of the initiative order, dealing 10d4 + Strength Fighting-type damage to a Pokémon you can see within range. This move never misses.

Volt Switch

Electric-type Dexterity move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 20
  • Duration: Instantaneous

You rush at a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d6 + Dexterity Electric-type damage. Hit or miss, you then switch out with a waiting party Pokémon if there are any non-fainted Pokémon remaining.

Volt Tackle

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You electrify yourself, then charge at reckless speed. Make an attack roll against a Pokémon you can see within range. On hit, you deal 8d12 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or become paralyzed. You also take recoil damage equal to one-third of the damage dealt.

Wake-Up Slap

Fighting-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You slap a Pokémon you can see within range. Make an attack roll. On hit, you deal 3d8 + Strength Fighting-type damage. This move does double damage on a sleeping target, but also wakes it up.

Water Gun

Water-type Strength move


  • Move Time: 1 action
  • Range: 15 feet
  • Power Points: 25
  • Duration: Instantaneous

You squirt water at a Pokémon you can see within range. Make an attack roll. On hit, you deal 1d6 + Strength Water-type damage.

Water Pledge

Water-type Charisma move


  • Move Time: 1 action
  • Range: 50 feet
  • Power Points: 10
  • Duration: Instantaneous

You summon a column of water to hit a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d10 + Charisma Water-type damage.

If used in the same round at the same target as Fire Pledge, a rainbow appears around your side of the battle field. Targets have disadvantage on saving throws you or your allies force it to do.

Water Pulse

Water-type Strength move


  • Move Time: 1 action
  • Range: 120 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack with a pulsing blast of water. Make an attack roll against a Pokémon you can see within range. On hit, you deal 3d6 + Strength Water-type damage, and the target must succeed on a Constitution saving throw or become confused.

Water Shuriken

Water-type Dexterity move


  • Move Time: 1 bonus action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You attack a Pokémon you can see within range with throwing stars. Make an attack roll. On hit, you deal 1d4 Water-type damage. Then, roll a d6. On a 2 or higher, you deal this damage again and roll the d6, adding 1 to the DC. Continue this process of raising the number until you fail to roll in range. Additionally, roll a d20 for each repeat. On a 20, roll 2d4 for that instance of damage.

Water Sport

Water-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 15
  • Duration: Instantaneous

You soak the battle field in water. For the remainder of battle, Fire-type attacks targeting anyone, yourself included, within 15 feet of where you currently stand deal half damage.

Water Spout

Water-type Strength move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 5
  • Duration: Instantaneous

You violently spout water around you. Each Pokémon within range besides you must make a Dexterity saving throw. On a failed save, it takes 8d12 Water-type damage. On a successful save, it only takes half as much.

If your current HP is less than half of your maximum HP, the damage dice becomes 4d12.

Waterfall

Water-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You charge a Pokémon you can see within range at an awesome speed. Make an attack roll. On hit, you deal 4d6 + Strength Water-type damage, and the target must succeed on a Constitution saving throw or flinch.

Weather Ball

Normal-type Strength move


  • Move Time: 1 action
  • Range: 90 feet
  • Power Points: 10
  • Duration: Instantaneous

You hurl an orb of power at a Pokémon you can see within range. Make an attack roll. On hit, you deal 4d4 + Strength Normal-type damage. If there is any weather in effect, this damage becomes 8d8 + Strength, and changes its type based on the weather.

  • Fire-type if it is sunny.
  • Water-type if it is raining.
  • Ice-type if it is hailing.
  • Rock-type if there is a sandstorm.
  • Normal-type if it is foggy.

Whirlpool

Water-type Wisdom move


  • Move Time: 1 action
  • Range: 40 feet
  • Power Points: 15
  • Duration: Concentration, up to 1 minute

You form a whirl tide around a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled, and takes 1d8 + Wisdom Water-type damage. The target can't flee or be returned to its PokéBall. At the end of each of the target's turns, it can make a Dexterity (Acrobatics) check against your Wisdom Move DC, being freed on a success. Each turn it ends trapped in the Whirlpool, it takes 1d4 Water-type damage.

Whirlwind

Normal-type Strength move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 20
  • Duration: Instantaneous

You stir up a blast of wind. Choose a Pokémon you can see within range to make a Strength saving throw. On a failed save, it's returned to its PokéBall, and the Trainer rolls a die to determine which new Pokémon is brought out. In a wild battle, this ends combat against a single target.

Wide Guard

Rock-type move


  • Move Time: 1 action
  • Range: Self (15-foot radius)
  • Power Points: 10
  • Duration: 1 round

You offer protection from harm. For the duration, you and all allies within range take no damage from moves that can target more than one creature.

Wild Charge

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You shroud yourself in electricity and smash into a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d8 + Strength Electric-type damage, but take one-fourth of the damage dealt as recoil.

Will-O-Wisp

Fire-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 15
  • Duration: Instantaneous

You blow a sinister, blueish-white flame onto a Pokémon you can see within range. The target must succeed on a Dexterity saving throw or become burned.

Wing Attack

Flying-type Strength move


  • Move Time: 1 action
  • Range: Melee, reach
  • Power Points: 35
  • Duration: Instantaneous

You strike with large, imposing wings spread out wide. Make an attack roll against a Pokémon you can see within range. On hit, you deal 2d4 + Strength Flying-type damage.

Wish

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You cast a wish for healing. At the end of your next turn, you or the Pokémon that switches in for you is restored by up to half of its maximum HP.

Withdraw

Water-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 40
  • Duration: Instantaneous

You withdraw into your shell. Until the start of your next turn, you have a +5 bonus to AC, but are incapable of taking any actions or reactions, and can't move.

Wonder Room

Psychic-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 10
  • Duration: Instantaneous

You create a bizarre area in the battle field where each creature's AC becomes the same as its Wisdom score. This effect lasts for 5 turns.

Wood Hammer

Grass-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slam your rugged body into your foe. Make an attack roll. On hit, you deal 8d12 + Strength Grass-type damage, but also take recoil damage equal to one-third of the damage rolled.

Work Up

Normal-type move


  • Move Time: 1 action
  • Range: Self
  • Power Points: 30
  • Duration: Instantaneous

You rouse yourself, giving a +1 bonus to your damage rolls. This effect can be stacked up to a maximum of +3.

Worry Seed

Grass-type Dexterity move


  • Move Time: 1 action
  • Range: 30 feet
  • Power Points: 10
  • Duration: Instantaneous

You attempt to plant a seed that causes worry. Choose a Pokémon you can see within range to make a Dexterity saving throw. On a failed save, the seed lands, making it lose its abilities and gains the ability Insomnia. This lasts while it remains in battle.

Wrap

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 20
  • Duration: 5 rounds

You attempt to wrap yourself around a Pokémon you can see within range. Make an attack roll. On hit, the target is grappled and restrained, and takes 1d6 + Strength Normal-type damage. You nor the target can flee or be returned to your PokéBall. At the end of each of the target's turns, it can make a Strength (Athletics) check against your Strength Move DC, being freed on a success. While you have the target in Wrap, you can spend subsequent turns to deal the damage again, no attack roll required.

Wring Out

Normal-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 5
  • Duration: Instantaneous

You wrap around and powerfully wring a Pokémon you can see within range. Make an attack roll. On hit, you deal 8d12 Normal-type damage.

If the target's current HP is less than half of its maximum HP, the damage dice becomes 4d12.

X-Scissor

Bug-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You slash at the target by crossing your scythes or claws as if they were a pair of scissors. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Bug-type damage.

Yawn

Normal-type Charisma move


  • Move Time: 1 action
  • Range: Self (20-foot radius)
  • Power Points: 10
  • Duration: Instantaneous

You let out a loud yawn that lulls Pokémon around you into sleep. Each Pokémon in range must make a Constitution saving throw or fall asleep at the end of their next turn.

Zap Cannon

Electric-type Strength move


  • Move Time: 1 action
  • Range: 60 feet
  • Power Points: 5
  • Duration: Instantaneous

You fire an electric blast like a cannon at a Pokémon you can see within range. Make an attack roll without adding in your proficiency bonus. On hit, you do 8d10 + Strength Electric-type, and the target becomes paralyzed.

Zen Headbutt

Psychic-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 15
  • Duration: Instantaneous

You focus your willpower on your head, then attack. Make an attack roll against a Pokémon you can see within range. On hit, you deal 6d6 + Strength Psychic-type damage, and the target must succeed on a Constitution saving throw or flinch.

Zing Zap

Electric-type Strength move


  • Move Time: 1 action
  • Range: Melee
  • Power Points: 10
  • Duration: Instantaneous

You crash a strong electric blast on your target, giving it an electric shock. Make an attack roll against a Pokémon you can see within range. On hit, you deal 4d6 + Strength Electric-type damage, and the target must succeed on a Constitution saving throw or flinch.

TM List


Technical Machines, or TMs as they're commonly known, are discs of information that your Pokémon can use to learn a new move. This list contains all current TMs and their price if bought. TMs can be used as many times as you like. HMs are not listed due to being faded out in Pokémon Sun and Moon.

TMs 1 - 50

# Move Type Price
1 Work Up Normal-type $10,000
2 Dragon Claw Dragon-type $30,000
3 Psyshock Psychic-type $30,000
4 Calm Mind Psychic-type $10,000
5 Roar Normal-type $10,000
6 Toxic Poison-type $10,000
7 Hail Ice-type $50,000
8 Bulk Up Fighting-type $10,000
9 Venoshock Poison-type $10,000
10 Hidden Power Normal-type $10,000
11 Sunny Day Fire-type $50,000
12 Taunt Dark-type $10,000
13 Ice Beam Ice-type $30,000
14 Blizzard Ice-type $50,000
15 Hyper Beam Normal-type $50,000
16 Light Screen Psychic-type $10,000
17 Protect Normal-type $10,000
18 Rain Dance Water-type $50,000
19 Roost Flying-type $10,000
20 Safeguard Normal-type $10,000
21 Frustration Normal-type $10,000
22 Solar Beam Grass-type $30,000
23 Smack Down Rock-type $10,000
24 Thunderbolt Electric-type $30,000
25 Thunder Electric-type $50,000
# Move Type Price
26 Earthquake Ground-type $50,000
27 Return Normal-type $10,000
28 Leech Life Bug-type $30,000
29 Psychic Psychic-type $30,000
30 Shadow Ball Ghost-type $30,000
31 Brick Break Fighting-type $10,000
32 Double Team Normal-type $10,000
33 Reflect Psychic-type $10,000
34 Sludge Wave Poison-type $30,000
35 Flamethrower Fire-type $30,000
36 Sludge Bomb Poison-type $30,000
37 Sandstorm Rock-type $50,000
38 Fire Blast Fire-type $50,000
39 Rock Tomb Rock-type $10,000
40 Aerial Ace Flying-type $10,000
41 Torment Dark-type $10,000
42 Facade Normal-type $10,000
43 Flame Charge Fire-type $10,000
44 Rest Psychic-type $10,000
45 Attract Normal-type $10,000
46 Thief Dark-type $10,000
47 Low Sweep Fighting-type $10,000
48 Round Normal-type $10,000
49 Echoed Voice Normal-type $10,000
50 Overheat Fire-type $30,000

TMs 51 - 100

# Move Type Price
51 Steel Wing Steel-type $10,000
52 Focus Blast Fighting-type $50,000
53 Energy Ball Grass-type $30,000
54 False Swipe Normal-type $10,000
55 Scald Water-type $30,000
56 Fling Dark-type $10,000
57 Charge Beam Electric-type $30,000
58 Sky Drop Flying-type $30,000
59 Brutal Swing Dark-type $10,000
60 Quash Dark-type $10,000
61 Will-O-Wisp Fire-type $10,000
62 Acrobatics Flying-type $30,000
63 Embargo Dark-type $10,000
64 Explosion Normal-type $50,000
65 Shadow Claw Ghost-type $30,000
66 Payback Dark-type $10,000
67 Smart Strike Steel-type $10,000
68 Giga Impact Normal-type $50,000
69 Rock Polish Rock-type $10,000
70 Aurora Veil Ice-type $30,000
71 Stone Edge Rock-type $50,000
72 Volt Switch Electric-type $30,000
73 Thunder Wave Electric-type $10,000
74 Gyro Ball Steel-type $10,000
75 Swords Dance Normal-type $10,000
# Move Type Price
76 Fly Flying-type $10,000
77 Psych Up Normal-type $10,000
78 Bulldoze Ground-type $10,000
79 Frost Breath Ice-type $10,000
80 Rock Slide Rock-type $30,000
81 X-Scissor Bug-type $30,000
82 Dragon Tail Dragon-type $10,000
83 Infestation Bug-type $10,000
84 Poison Jab Poison-type $30,000
85 Dream Eater Psychic-type $10,000
86 Grass Knot Grass-type $10,000
87 Swagger Normal-type $10,000
88 Sleep Talk Normal-type $10,000
89 U-turn Bug-type $10,000
90 Substitute Normal-type $10,000
91 Flash Cannon Steel-type $30,000
92 Trick Room Psychic-type $10,000
93 Wild Charge Electric-type $30,000
94 Surf Water-type $30,000
95 Snarl Dark-type $10,000
96 Nature Power Normal-type $10,000
97 Dark Pulse Dark-type $30,000
98 Waterfall Water-type $10,000
99 Dazzling Gleam Fairy-type $30,000
100 Confide Normal-type $10,000

Z-Moves


A Z-Move is a special type of move created by combining the power of a trainer and its Pokémon. They are extremely strong, but only can be used once per battle.

There are three types of Z-Moves: general ones, the ones created by turning a non-damaging move into a Z-Move, and those specific to a certain Pokémon.

Regardless of the type, Z-Moves can only be used by Pokémon that hold a Z-Crystal, and the trainer must have a Z-Ring in order to activate the Z-Crystal. These are rare items and are typically handed out by Pokémon League members.

Mechanics

In order to activate a Z-Move, a trainer must spend a bonus action on its turn to perform a special pose toward a Pokémon it can see within 30 feet. The Pokémon then uses its action to perform the Z-Move. Z-Moves always take a full action to use, even if the original move was a different time.

Z-Moves will always land except in the cases of type immunity. They also cannot be fully blocked by protection moves, instead dealing one-fourth of the damage rolled. Z-Moves can be used regardless of conditions that prevent the use of certain moves. However, the move Struggle cannot be turned into a Z-Move.

Z-Moves use a Power Point from the move being converted into a Z-Move. If the base move has no PP available, then it can't be turned into a Z-Move.

A Z-Move uses the ability score and range of the base move. Z-Moves don't inherit other properties, however. The move Hex being turned into Never-Ending Nightmare will not do more damage to a target suffering from a status condition. Damaging Z-Moves inflict damage and have no other effects. A Z-Move's duration is instantaneous.

Power

Damaging Z-Moves are a more powerful version of their base moves, and their power is based on the base move as a result.

For moves that deal an average of 40 damage or lower, quadruple the damage dice of the base move. If its average is higher, double the damage dice. Regardless of average damage, if the move only has one die, roll eight.

Alternatively, you can use the table provided to determine damage dice. This table includes all damage dice found in this supplement and suggests a number of d12s to roll for an equivalent Z-Move power.

Ask your DM which method they use before your game begins so you can prepare as needed.

Z-Power Effect

Non-damaging moves are handled different than damaging moves. Non-damaging moves gain an additional effect called a Z-Power Effect, but otherwise perform the regular move. This additional effect immediately takes place, just before the execution of the move. The effect lasts while you remain in battle and only affects you.

Base move power Z-Move power
1d4 6d12
2d4 6d12
4d4 6d12
8d4 8d12
10d4 8d12
12d4 10d12
1d6 6d12
2d6 6d12
3d6 6d12
4d6 8d12
6d6 10d12
8d6 10d12
10d6 12d12
12d6 12d12
1d8 6d12
2d8 6d12
3d8 8d12
4d8 8d12
8d8 10d12
10d8 12d12
12d8 15d12
20d8 25d12
1d10 6d12
3d10 8d12
4d10 8d12
5d10 8d12
8d10 12d12
10d10 15d12
12d10 15d12
15d10 20d12
20d10 25d12
4d12 10d12
6d12 12d12
8d12 15d12
10d12 15d12
12d12 20d12
20d12 25d12

List of Z-Moves

Acid Downpour

Poison-type move


You create a poisonous swamp using your Poisonium Z and sink the target into it at full force.

All-Out Pummeling

Fighting-type move


You ram an energy orb created by your Fightinium Z into the target with full force.

Black Hole Eclipse

Dark-type move


You gather dark energy using your Darkinium Z and suck the target into it.

Bloom Doom

Grass-type move


You collect energy from plants using your Grassium Z and attack the target with full force.

Breakneck Blitz

Normal-type move


You build up your momentum using your Normalium Z and crash into the target at full speed.

Continental Crush

Rock-type move


You summon a huge rock mountain using your Rockium Z and drop it onto the target with full force.

Corkscrew Crash

Steel-type move


You spin very fast and ram into the target with the full force of your Steelium Z.

Devastating Drake

Dragon-type move


You materialize your aura using your Dragonium Z and attack the target with full force.

Gigavolt Havoc

Electric-type move


You hit the target with a powerful electric current collected by your Electrium Z.

Hydro Vortex

Water-type move


You create a huge whirling current using your Waterium Z to swallow the target with full force.

Inferno Overdrive

Fire-type move


You breathe a stream of intense fire toward the target with the full force of your Firium Z.

Never-Ending Nightmare

Ghost-type move


You trap the target with deep-seated grudges summoned by your Ghostium Z.

Savage Spin-Out

Bug-type move


You bind the target with full force with threads of silk that you spit using your Buginium Z.

Shattered Psyche

Psychic-type move


You control the target with your Psychium Z and hurt the target with full force.

Subzero Slammer

Ice-type move


You dramatically drop the temperature using your Icium Z and freeze the target with full force.

Supersonic Skystrike

Flying-type move


You soar up with your Flyinium Z and plummet toward the target at full speed.

Tectonic Rage

Ground-type move


You burrow deep into the ground and slam into the target with the full force of your Groundium Z.

Twinkle Tackle

Fairy-type move


You create a very charming space using your Fairium Z and totally toy with the target.

List of Pokémon Specific Z-Moves

10,000,000 Volt Thunderbolt

Electric-type move


  • Pokémon: Pikachu in a cap
  • Base Move: Thunderbolt
  • Z-Crystal: Pikashunium Z

You power up a jolt of electricity using your Z-Power and unleash it, dealing 10d12 Electric-type damage. Additionally, roll a d20. On a roll of 18 or higher, double the damage rolled.

Catastropika

Electric-type move


  • Pokémon: Pikachu
  • Base Move: Volt Tackle
  • Z-Crystal: Pikanium Z

You surround yourself with the maximum amount of electricity using your Z-Power and pounces on your target with full force, dealing 15d12 Electric-type damage.

Clangorous Soulblaze

Dragon-type move


  • Pokémon: Kommo-o
  • Base Move: Clanging Scales
  • Z-Crystal: Kommonium Z

After obtaining Z-Power, you attack each Pokémon in a 30-foot cone with full force, dealing 12d12 Dragon-type damage. This move also raises all of your stat modifiers and AC by 1 while you remain in battle.

Extreme Evoboost

Normal-type move


  • Pokémon: Eevee
  • Base Move: Last Resort
  • Z-Crystal: Eevium Z

After obtaining Z-Power, you get energy from your evolved friends and boost your stats sharply. All of your stat modifiers raise by 2 while you remain in battle.

Genesis Supernova

Psychic-type move


  • Pokémon: Mew
  • Base Move: Psychic
  • Z-Crystal: Mewnium Z

After obtaining Z-Power, you attack the target with full force, dealing 10d12 Psychic-type damage. Afterwards, the terrain in a 100-foot square with you at the center will be charged with Psychic Terrain.

Guardian of Alola

Fairy-type move


  • Pokémon: Tapu Koko, Tapu Lele, Tapu Bulu, Tapu Fini
  • Base Move: Nature's Madness
  • Z-Crystal: Tapunium Z

You obtain Alola's energy using your Z-Power and attack the target with full force, reducing its HP by three-fourths of its maximum HP.

Let's Snuggle Forever

Fairy-type move


  • Pokémon: Mimikyu
  • Base Move: Play Rough
  • Z-Crystal: Mimikium Z

After obtaining Z-Power, you punch the target with full force, dealing 12d12 Fairy-type damage.

Light That Burns the Sky

Psychic-type move


  • Pokémon: Ultra Necrozma
  • Base Move: Photon Geyser
  • Z-Crystal: Ultranecrozium Z

You summon a heaven-scorching light using your Z-Power and attack the target at full force, dealing 10d12 Psychic-type damage. This move ignores any ability that could affect its damage.

Malicious Moonsault

Dark-type move


  • Pokémon: Incineroar
  • Base Move: Darkest Lariat
  • Z-Crystal: Incinium Z

You strengthen your body using your Z-Power and crash into the target with full force, dealing 8d12 Dark-type damage.

Menacing Moonraze Maelstrom

Ghost-type move


  • Pokémon: Lunala, Dawn Wings Necrozma
  • Base Move: Moongeist Beam
  • Z-Crystal: Lunalium Z

After obtaining Z-Power, you attack the target with full force, dealing 12d12 Ghost-type damage. This move ignores any ability that could affect its damage.

Oceanic Operetta

Water-type move


  • Pokémon: Primarina
  • Base Move: Sparkling Aria
  • Z-Crystal: Primarium Z

You summon a massive amount of water using your Z-Power and attacks the target with full force, dealing 10d12 Water-type damage.

Pulverizing Pancake

Normal-type move


  • Pokémon: Snorlax
  • Base Move: Giga Impact
  • Z-Crystal: Snorlium Z

Z-Power brings out your true capabilities. You move your enormous body energetically and attack the target with full force, dealing 15d12 Normal-type damage.

Searing Sunraze Smash

Steel-type move


  • Pokémon: Solgaleo, Dusk Mane Necrozma
  • Base Move: Sunsteel Strike
  • Z-Crystal: Solganium Z

After obtaining Z-Power, you attack the target with full force, dealing 12d12 Steel-type damage. This move ignores any ability that could affect its damage.

Sinister Arrow Raid

Ghost-type move


  • Pokémon: Decidueye
  • Base Move: Spirit Shackle
  • Z-Crystal: Decidium Z

You create countless arrows using your Z-Power and shoots the target with full force, dealing 10d12 Ghost-type damage.

Soul-Stealing 7-Star Strike

Ghost-type move


  • Pokémon: Marshadow
  • Base Move: Spectral Thief
  • Z-Crystal: Marshadium Z

After obtaining Z-Power, you punch and kick the target consecutively with full force, dealing 10d12 Ghost-type damage.

Splintered Stormshards

Rock-type move


  • Pokémon: Lycanroc
  • Base Move: Stone Edge
  • Z-Crystal: Lycanium Z

After obtaining Z-Power, you attack the target with full force, dealing 12d12 Rock-type damage. This move removes any terrain on the battlefield.

Stoked Sparksurfer

Electric-type move


  • Pokémon: Alolan Raichu
  • Base Move: Thunderbolt
  • Z-Crystal: Aloraichium Z

After obtaining Z-Power, you attack the target with full force, dealing 10d12 Electric-type damage. This move leaves the target with paralysis.

Z-Power Effect
Move Type Z-Power Effect
Acid Armor Poison-type Resets lowered stats and debuffs
Acupuncture Normal-type Critical hits on natural rolls of 18-20
After You Normal-type Increases speed by 10 feet
Agility Psychic-type Resets lowered stats and debuffs
Ally Switch Psychic-type Doubles speed
Amnesia Psychic-type Resets lowered stats and debuffs
Aqua Ring Water-type Increases AC by 1
Aromatherapy Grass-type Fully restores HP
Aromatic Mist Fairy-type +1 bonus to saving throws
Assist Normal-type Turns the called move into a Z-Move
Attract Normal-type Resets lowered stats
Aurora Veil Ice-type Increases speed by 10 feet
Autotomize Steel-type Resets lowered stats and debuffs
Baby-Doll Eyes Fairy-type Increases AC by 1
Baneful Bunker Poison-type Increases AC by 1
Barrier Psychic-type Resets lowered stats and debuffs
Baton Pass Normal-type Resets lowered stats and debuffs
Belly Drum Normal-type Fully restores HP
Bestow Normal-type Doubles speed
Block Normal-type Increases AC by 1
Bulk Up Fighting-type +1 bonus to attack and damage rolls
Calm Mind Psychic-type Resets lowered stats and debuffs
Camouflage Normal-type Increases AC by 2
Captivate Normal-type +2 bonus to saving throws
Celebrate Normal-type Increases all stat modifiers by 1
Charge Electric-type +1 bonus to saving throws
Charm Fairy-type Increases AC by 1
Coil Poison-type Resets lowered stats and debuffs
Confide Dark-type +1 bonus to saving throws
Confuse Ray Ghost-type +1 bonus to attack and damage rolls
Conversion Normal-type Increases all stat modifiers by 1
Conversion 2 Normal-type Fully restores HP
Copycat Normal-type +1 bonus to attack rolls and Move DC
Cosmic Power Psychic-type +1 bonus to saving throws
Cotton Guard Grass-type Resets lowered stats and debuffs
Cotton Spore Grass-type Resets lowered stats and debuffs
Crafty Shield Fairy-type +1 bonus to saving throws
Z-Power Effect
Move Type Z-Power Effect
Curse Ghost-type Fully restores HP (if Ghost-type)
+1 bonus to attack and damage rolls (all else)
Dark Void Dark-type Resets lowered stats and debuffs
Defend Order Bug-type Increases AC by 1
Defense Curl Normal-type +1 bonus to attack rolls and Move DC
Defog Flying-type +1 bonus to attack rolls and Move DC
Destiny Bond Ghost-type Attacks must target you
Detect Fighting-type Increases AC by 2
Disable Normal-type Resets lowered stats and debuffs
Double Team Normal-type Resets lowered stats and debuffs
Dragon Dance Dragon-type Resets lowered stats and debuffs
Eerie Impulse Electric-type +1 bonus to saving throws
Electric Terrain Electric-type Increases speed by 10 feet
Electrify Electric-type +1 bonus to attack and damage rolls
Embargo Dark-type +1 bonus to attack and damage rolls
Encore Normal-type Increases speed by 10 feet
Endure Normal-type Resets lowered stats and debuffs
Entrainment Normal-type +1 bonus to saving throws
Fairy Lock Fairy-type Increases AC by 1
Fake Tears Dark-type +1 bonus to attack and damage rolls
Feather Dance Flying-type Increases AC by 1
Flash Normal-type Increases AC by 2
Flatter Dark-type +1 bonus to saving throws
Floral Healing Fairy-type Resets lowered stats and debuffs
Flower Shield Fairy-type Increases AC by 1
Focus Energy Normal-type +1 bonus to attack rolls and Move DC
Follow Me Normal-type Resets lowered stats and debuffs
Foresight Normal-type Critical hits on natural rolls of 18-20
Forest's Curse Ghost-type Increases all stat modifiers by 1
Gastro Acid Poison-type Increases speed by 10 feet
Gear Up Steel-type +1 bonus to attack and damage rolls
Geomancy Fairy-type Increases all stat modifiers by 1
Glare Normal-type +1 bonus to saving throws
Grass Whistle Grass-type Increases speed by 10 feet
Grassy Terrain Grass-type Increases AC by 1
Gravity Psychic-type +1 bonus to attack and damage rolls
Growl Normal-type Increases AC by 1
Growth Normal-type +1 bonus to attack and damage rolls
Z-Power Effect
Move Type Z-Power Effect
Grudge Ghost-type Attacks must target you
Guard Split Psychic-type Increases speed by 10 feet
Guard Swap Psychic-type Increases speed by 10 feet
Hail Ice-type Increases speed by 10 feet
Happy Hour Normal-type Increases all stat modifiers by 1
Harden Normal-type Increases AC by 1
Haze Ice-type Fully restores HP
Heal Bell Normal-type Fully restores HP
Heal Block Psychic-type +2 bonus to attack and damage rolls
Heal Order Bug-type Resets lowered stats and debuffs
Heal Pulse Psychic-type Resets lowered stats and debuffs
Healing Wish Psychic-type None
Heart Swap Psychic-type Critical hits on natural rolls of 18-20
Helping Hand Normal-type Resets lowered stats and debuffs
Hold Hands Normal-type Increases all stat modifiers by 1
Hone Claws Dark-type +1 bonus to attack and damage rolls
Howl Normal-type +1 bonus to attack and damage rolls
Hypnosis Psychic-type Increases speed by 10 feet
Imprison Psychic-type +2 bonus to saving throws
Ingrain Grass-type +1 bonus to saving throws
Instruct Psychic-type +1 bonus to attack and damage rolls
Ion Deluge Electric-type +1 bonus to attack and damage rolls
Iron Defense Steel-type Resets lowered stats and debuffs
Kinesis Psychic-type Increases AC by 2
King's Shield Steel-type Resets lowered stats and debuffs
Laser Focus Normal-type +1 bonus to attack and damage rolls
Leech Seed Grasstype Resets lowered stats and debuffs
Leer Normal-type +1 bonus to attack and damage rolls
Light Screen Psychic-type +1 bonus to saving throws
Lock-On Normal-type Increases speed by 10 feet
Lovely Kiss Normal-type Increases speed by 10 feet
Lucky Chant Normal-type Increases AC by 2
Lunar Dance Psychic-type None
Magic Coat Psychic-type +2 bonus to saving throws
Magic Room Psychic-type +1 bonus to saving throws
Magnet Rise Electric-type Increases AC by 2
Magnetic Flux Electric-type +1 bonus to saving throws
Z-Power Effect
Move Type Z-Power Effect
Mat Block Fighting-type Increases AC by 1
Me First Normal-type Doubles speed
Mean Look Normal-type +1 bonus to saving throws
Meditate Psychic-type +1 bonus to attack and damage rolls
Memento Dark-type Fully restores replacement's HP
Metal Sound Steel-type +1 bonus to attack and damage rolls
Metronome Normal-type Turns the called move into a Z-Move
Milk Drink Normal-type Resets lowered stats and debuffs
Mimic Normal-type +1 bonus to attack rolls and Move DC
Mind Reader Normal-type +1 bonus to attack and damage rolls
Minimize Normal-type Resets lowered stats and debuffs
Miracle Eye Psychic-type +1 bonus to attack and damage rolls
Mirror Move Flying-type +2 bonus to attack and damage rolls
Mist Ice-type Fully restores HP
Misty Terrain Fairy-type +1 bonus to saving throws
Moonlight Fairy-type Resets lowered stats and debuffs
Morning Sun Normal-type Resets lowered stats and debuffs
Mud Sport Ground-type +1 bonus to saving throws
Nasty Plot Dark-type Resets lowered stats and debuffs
Nature Power Normal-type Turns the called move into a Z-Move
Nightmare Ghost-type +1 bonus to attack and damage rolls
Noble Roar Normal-type Increases AC by 1
Odor Sleuth Normal-type +1 bonus to attack and damage rolls
Pain Split Normal-type Increases AC by 1
Parting Shot Dark-type Fully restores replacement's HP
Perish Song Normal-type Resets lowered stats and debuffs
Play Nice Normal-type Increases AC by 1
Poison Gas Poison-type Increases AC by 1
Poison Powder Poison-type Increases AC by 1
Powder Bug-type +2 bonus to saving throws
Power Split Psychic-type Increases speed by 10 feet
Power Swap Psychic-type Increases speed by 10 feet
Power Trick Psychic-type +1 bonus to attack and damage rolls
Protect Normal-type Resets lowered stats and debuffs
Psych Up Normal-type Fully restores HP
Psychic Terrain Psychic-type +1 bonus to attack and damage rolls
Psycho Shift Psychic-type +2 bonus to attack and damage rolls
Z-Power Effect
Move Type Z-Power Effect
Purify Poison-type Increases all stat modifiers by 1
Quash Dark-type Increases speed by 10 feet
Quick Guard Fighting-type Increases AC by 1
Quiver Dance Bug-type Resets lowered stats and debuffs
Rage Powder Bug-type Resets lowered stats and debuffs
Rain Dance Water-type Increases speed by 10 feet
Recover Normal-type Resets lowered stats and debuffs
Recycle Normal-type Doubles speed
Reflect Psychic-type Increases AC by 1
Reflect Type Normal-type +1 bonus to attack and damage rolls
Refresh Normal-type Fully restores HP
Rest Psychic-type Resets lowered stats and debuffs
Roar Normal-type Increases AC by 1
Rock Polish Rock-type Resets lowered stats and debuffs
Role Play Psychic-type Increases speed by 10 feet
Roost Flying-type Resets lowered stats and debuffs
Rototiller Ground-type +1 bonus to attack and damage rolls
Safeguard Normal-type Increases speed by 10 feet
Sand Attack Ground-type Increases AC by 2
Sandstorm Rock-type Increases speed by 10 feet
Scary Face Normal-type Increases speed by 10 feet
Screech Normal-type +1 bonus to attack and damage rolls
Sharpen Normal-type +1 bonus to attack and damage rolls
Shell Smash Normal-type Resets lowered stats and debuffs
Shift Gear Steel-type Resets lowered stats and debuffs
Shore Up Ground-type Resets lowered stats and debuffs
Simple Beam Normal-type +1 bonus to attack and damage rolls
Sing Normal-type Increases speed by 10 feet
Sketch Normal-type Increases all stat modifiers by 1
Skill Swap Psychic-type Increases speed by 10 feet
Slack Off Normal-type Resets lowered stats and debuffs
Sleep Powder Grass-type Increases speed by 10 feet
Sleep Talk Normal-type Critical hits on natural rolls of 18-20
Smokescreen Normal-type Increases AC by 2
Snatch Dark-type Doubles speed
Soak Water-type +1 bonus to attack and damage rolls
Soft-Boiled Normal-type Resets lowered stats and debuffs
Z-Power Effect
Move Type Z-Power Effect
Speed Swap Psychic-type Increases speed by 10 feet
Spider Web Bug-type Increases AC by 1
Spikes Ground-type Increases AC by 1
Spiky Shield Grass-type Increases AC by 1
Spite Ghost-type Fully restores HP
Splash Normal-type Attacks do maximum possible damage
Spore Grass-type Resets lowered stats and debuffs
Spotlight Normal-type +1 bonus to saving throws
Stealth Rock Rock-type Increases AC by 1
Sticky Web Bug-type Increases speed by 10 feet
Stockpile Normal-type Fully restores HP
Strength Sap Grass-type Increases AC by 1
String Shot Bug-type Increases speed by 10 feet
Stun Spore Grass-type +1 bonus to saving throws
Substitute Normal-type Resets lowered stats and debuffs
Sunny Day Fire-type Increases speed by 10 feet
Supersonic Normal-type Increases speed by 10 feet
Swagger Normal-type Resets lowered stats and debuffs
Swallow Normal-type Resets lowered stats and debuffs
Sweet Kiss Fairy-type +1 bonus to attack and damage rolls
Sweet Scent Normal-type +1 bonus to attack rolls and Move DC
Switcheroo Dark-type Doubles speed
Swords Dance Normal-type Resets lowered stats and debuffs
Synthesis Grass-type Resets lowered stats and debuffs
Tail Glow Bug-type Resets lowered stats and debuffs
Tail Whip Normal-type +1 bonus to attack and damage rolls
Tailwind Flying-type Critical hits on natural rolls of 18-20
Taunt Dark-type +1 bonus to attack and damage rolls
Tearful Look Normal-type Increases AC by 1
Teeter Dance Normal-type +1 bonus to attack and damage rolls
Telekinesis Psychic-type +1 bonus to attack and damage rolls
Teleport Psychic-type Fully restores HP
Thunder Wave Electric-type +1 bonus to saving throws
Tickle Normal-type Increases AC by 1
Topsy-Turvy Dark-type +1 bonus to attack and damage rolls
Torment Dark-type Increases AC by 1
Toxic Poison-type Increases AC by 1
Z-Power Effect
Move Type Z-Power Effect
Toxic Spikes Poison-type Increases AC by 1
Toxic Thread Poison-type Increases speed by 10 feet
Transform Normal-type Fully restores HP
Trick Psychic-type Doubles speed
Trick Room Psychic-type +1 bonus to attack rolls and Move DC
Trick-or-Treat Ghost-type Increases all stat modifiers by 1
Venom Drench Poison-type Increases AC by 1
Water Sport Water-type +1 bonus to saving throws
Whirlwind Normal-type +1 bonus to saving throws
Wide Guard Rock-type Increases AC by 1
Will-O-Wisp Fire-type +1 bonus to attack and damage rolls
Wish Normal-type +1 bonus to saving throws
Withdraw Water-type Increases AC by 1
Wonder Room Psychic-type +1 bonus to saving throws
Work Up Normal-type +1 bonus to attack and damage rolls
Worry Seed Grass-type Increases speed by 10 feet
Yawn Normal-type Increases speed by 10 feet