Reffing Encyclopedia
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Thread: Reffing Encyclopedia

  1. #1

  2. #2

    Default List of Refs



    Head Referee
    Monbrey

    Senior Referees and Ref Testers
    Ash K.
    Ataro
    swiftgallade46
    We Taste Pies...
    WinterVines

    Active Referees (Referees are listed with their corresponding AIM name.)
    Ash K. - MewAlcadiesMew
    Ataro - sniperxpwnage
    BlueTowel - blue_towel
    Bumblebee - thedinobot
    Buzzer - herbalb582
    ChainReaction01 - ChainReactionRPG
    CommBA - CommanderBadass1
    Elamite - smoresgasbored
    Elysia - fields_of_elysia
    Felly - iluvhim4eveh
    Fierce Deity - neoslayer93
    Fossil Fusion - NinjaLnk
    GliscorMan - gliscorman
    gmandiddy - gmandiddy
    KnittyDragon - pokemonliveson
    legs - wtheburgerkingw
    Monbrey - Monbrey
    Mubz - mubz96
    Neonsands - neonsandsurpg
    Nitro - nitrourpg
    Prince Vultan - Prince_Vultan
    Princess Crow - princessofcrows
    Siless - siless733
    Sky Lark - a.sky.lark
    SLC04 - slcalamity01
    swiftgallade46 - swiftgallade46
    Synthesis - thesyn4
    TheEvilDookie - theevildookie
    TieSoul - tdbaksteen@hotmail.com
    Turtwig A - BulbaTurtwig
    Tychiel - sln2xdx
    We Taste Pies... - imsocorn
    WinterVines - wintervines

    Past or Inactive Referees (unable to ref)


    Ref Wages
    BlueTowel

    Passed Ref Quiz
    Black Reaper
    Haxaurus4
    Kaustic
    PokeViper
    Wrave
    Zolar
    Bakura Boy
    Luciole
    VelloJello
    Kantomasta
    Soulmaster
    MuddyMudkip
    Axion
    DarknessRuler
    Eridanus
    Last edited by Monbrey; 5th August 2014 at 09:28 PM.

  3. #3

    Default Sources and Calculators

    Sources

    There are many pages on the Internet that provide Pokemon info regarding mechanics. Some are more reliable and in-depth than others, with in-game testing being the most reliable obviously. The following hyperlinks are arranged from most reliable to least reliable. A referee should consider a higher placed website's information correct if it contradicts a lower placed website's information, unless there is reasonable doubt that it is wrong in that specific case.

    Smogon's website is still not updated with XY mechanics, but the Reffing Encyclopedia is updated and draws information from Smogon's XY research thread and Bulbapedia as well. As a general rule of thumb, you should be using the URPG's Reffing Encyclopedia mostly, but Smogon is still an accurate website for mechanics that haven't changed in the transition from BW2 to XY. Bulbapedia is rather concise and has useful information on XY mechanics, but has a couple of errors here and there.

    XY Ingame (NOT SIMULATOR)
    Smogon / Smogon's XY Research Thread / URPG's Reffing Encyclopedia (BMG | PWN | PXR)
    Bulbapedia / Veekun
    The Ultimate Pokemon Center | MIRROR (not up to date for XY)

    To check what moves/abilities/formes your Pokémon gets, go to URPG's official PokéDex: The Ultra Dex.

    Calculators

    The reffing calculator is a ref's most important tool, hopefully for obvious reasons. Here is a list of calculators for the URPG.

    URPG Desktop Reffing Calculator
    URPG Online Reffing Calculator
    URPG FFA Calculator
    Note: The FFA calculator is buggy, and does not contain the latest damage formula updates. Its calculations should not be considered accurate.

    The URPG Desktop Reffing Calculator is written by Monbrey, based on the the HTML/Javascript Calculator by Pikachu, and credits also to DaRkUmBrEoN, Espeon, and WebMaster. Credits for the FFA Calculator goes to Elrond.

    Last edited by Ataro; 28th July 2014 at 04:03 AM.

  4. #4

    Default Battle Modes & Rules

    Battle Modes

    Important: All battle modes use the newest set of data for moves, abilities, items, etc. The battle mode is then determined by selection from each of these categories.

    Generation:

    Gold/Silver/Crystal (GSC): All Pokemon have no abilities (excluding Truant/Defeatist on Slaking/Archeops respectively). Whether a move is physical or special is determined by its type.
    Ruby/Sapphire/Emerald (RSE): Pokemon have abilities. Whether a move is physical or special is determined by its type.
    Standard Meta (X/Y): All mechanics function as per the latest game.

    Privacy:

    Public: All Pokemon and moves are sent in the public chat. A dice is rolled to determine who sends first unless specified otherwise.
    Private: All Pokemon and moves are sent privately to the referee.

    Team Format:

    Full: A complete team of Pokemon, with abilities and held items, is sent to the referee prior to the battle.
    Preview: Similar to full, however the referee will reveal both teams before leads are selected.
    Open: Pokemon are sent during the battle - teams are not predetermined.
    Note: Full and Preview require sending the team privately to the ref even if Privacy is set to Public

    ----------

    Battle Rules

    Along with the battle modes, there are many optional battle rules. If a rule is not specified to be on, then it is assumed to not be used. Some Battle Rules are incompatible with other Battle Rules.

    Double Battle: Two Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
    Multi Battle: This is a Double Battle, but you are teamed with another battler. Each battler only controls one Pokemon at a time. Each battler must send the same amount of Pokemon.
    Triple Battle: Three Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
    Rotation Battle: Three Pokemon are sent at the same time by both sides, but one Pokemon must be sent as the front Pokemon, while the other two are on standby. Only the front Pokemon can attack, and it is also the target of all attacks. However, a player may rotate any of his/her standby Pokemon to the front and attack with it the same turn. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
    Wonder Launcher: Battlers start with 0 points, and gain 1 point at the end of each turn. Instead of moving, players can use points to purchase consumable items for their Pokemon that must be used as soon as they are bought. A list of the purchasable items and their costs can be found here.
    Items Allowed: Pokemon are allowed to hold items.
    Sleep Clause: Only one Pokemon per side may be put to sleep at a time by the opponent. Any additional attempts will fail. Rest does not count towards Sleep Clause.
    Freeze Clause: Only one Pokemon per side may be frozen. Any additional freeze chances will fail.
    OHKO Clause: OHKO moves: Fissure, Guillotine, Horn Drill, and Sheer Cold will always fail.
    Evasion Clause: Moves that increase evasion directly, Double Team and Minimize, will fail.
    Accuracy Clause: Moves that have a 100% chance of lowering accuracy will fail.
    Species Clause: Each battler may not send more than one of a single species of Pokemon, defined by Pokedex number.
    Item Clause: Each battler may not equip more than one of a single type of item, defined by its name.
    Gameboy: Each battler selects up to four moves for each of their Pokemon for the battle before it begins. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
    Sky: Each battler may only use Pokemon that qualify for Sky Battles, generally Flying and Levitating Pokemon, though not all. A complete list can be found here. Not a valid rule for gym battles.
    Inverse: Type effectiveness is reversed for the battle. 4x becomes 1/4x, 2x becomes 1/2x and vice versa. Immunities are treated as 2x super effective. Not a valid rule for gym battles.
    No Mega Pokemon: Battlers may not Mega Evolve their Pokemon.
    No Legendary Pokemon: Battlers may not use Legendary Pokemon.
    Weather: One of the following weather conditions may be chosen: Rain, Sunny, Sandstorm, Hail, Fog. The weather will last for the entire battle, unless it is changed during the battle somehow.
    Terrain: One of the following terrains may be chosen from the terrain chart as shown in the next post. If no terrain is chosen, it is Building by default.

    In a normal battle, before you begin, you and your opponent must both agree on what battle mode and rules to use as well as how many Pokemon are to be used for each battler. Special kinds of battles, such as gym battles and tournament battles, leave the rule making to the leader or the tournament host. There is no limit to the number of Pokémon you can use.

    After rules are selected and the first Pokemon are sent, you begin selecting your moves. After moves are selected, the referee refs the turns and posts the stats of the outcome for that turn. Moves are sent again, and this continues until a battler is victorious.

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    Battling in GSC, RSE, DPP, and BW Rules

    It is important to note that in battle modes in which you select your moves in the chat or thread, you must alternate sending your Pokemon and moves first. The battlers can agree on who sends his/her Pokemon first, or the ref can roll to see who gets to decide. Gym leaders are allowed to force the challenger to send first. After a battler sends his/her Pokemon out first, the other battler sends his/her Pokemon and move. Afterwards, the person who sent his/her Pokemon first sends their move second. Then battlers take turns alternating sending first. If a single Pokemon is knocked out in a turn, the battler replaces that Pokemon, but this does not count as sending first or second, so the alternation of sending first continues normally. If both Pokemon are knocked out in a single turn, then the battlers select their Pokemon as though they are continuing alternating. Sending implied moves, such as continuing Outrage, recharging for Hyper Beam, and a battler sending his/her last remaining Pokemon still count for alternating sending first or second.

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    Free For Alls (FFAs)

    Free For Alls are composed of 6 or more battlers. Each battler sends a single Pokemon to the ref. The ref reveals all the Pokemon, and then you start sending moves. Random targets cannot be selected unless using Outrage or another rampaging move. The longer your Pokemon lasts compared to other Pokemon, the higher you place, and the more money you get. The battle will last until only one Pokemon remains. Not sending a move for the first turn of the FFA counts as not participating in it, and therefore a player will not get paid if they don't send for at least one turn.

    Anyone who has been a ref less than two months cannot ref FFAs.

    FFAs are likely to have special rules. Restrictions exist on what kind of rules are acceptable. Any FFA rule that involves one or more of these is explicitly forbidden, unless the rule is approved by staff members in advance.

    • battlers using more than one Pokemon at once
    • greatly limiting the use of Substitute, Protect, and/or Detect
    • limiting the use of many moves in general; ex. all Pokemon are permanently affected by Taunt
    • calling a random target, unless using Outrage or another rampaging move


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    Wonder Launcher

    When the Wonder Launcher is enabled, battlers are able to use special points to purchase items during the battle to use on his/her Pokemon. Each battler starts with 0 points, and each battler gains 1 point at the end of each turn. If a battler has 14 unused points, he/she will gain no additional points until he/she uses some. The list of purchasable items can be found by clicking here. When an item is purchased, it must be used immediately. Battlers cannot buy items and store them for later use. When an item is purchased and used, the battler forgoes his/her move that turn to use the item, and the opponent is aware of the use of the item. Items that increase a Pokemon's stat stages or critical hit stages and 'Urge Items' can only be used on a controlled active Pokemon. Revive and Max Revive can only be used on fainted Pokemon. The rest of the items can be used on any Pokemon in the battler's party. If a battler purchases an item that is unable to do anything for the battler's current party, the item will do nothing, and points will still be lost. In-depth information of the effects of items can be found by clicking here.

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    Double Battles

    In a Double Battle, each trainer has two Pokemon out at the same time. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

    Each Pokemon is able to target any other Pokemon on the field, including its own ally. However, there are moves that affect multiple Pokemon at once. These moves can be found by clicking here. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

    When Reflect and Light Screen are used in a Double Battle, they benefit both Pokemon on the side it is used. However, instead of halving damage like in Single Battles, the damage is reduced to 2/3 instead.

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    Triple Battles

    In a Triple Battle, each battler has three Pokemon out at the same time, and the battlers may choose their own Pokemon's position. A Pokemon can be positioned on the left, center, or right. Two Pokemon cannot occupy the same position. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

    The position of Pokemon is important. Pokemon cannot target another Pokemon with most moves unless it is adjacent to that Pokemon. A Pokemon is considered adjacent to another Pokemon if it is right in front of it, diagonal to it, or next to it, meaning Pokemon can target their allies. However, there are certain attacks that are capable of targeting any Pokemon on the field, regardless of its position. These moves are attacking Flying moves, 'Pulse moves', and Aura Sphere. To be more specific, these moves are: Acrobatics, Aerial Ace, Aeroblast, Air Slash, Bounce, Brave Bird, Chatter, Drill Peck, Fly, Gust, Hurricane, Peck, Pluck, Sky Attack, Sky Drop, Wing Attack, Dark Pulse, Dragon Pulse, Heal Pulse, Water Pulse, and Aura Sphere.

    There are also moves that affect multiple Pokemon at once. These moves can be found by clicking here. If a Pokemon moves out of range of an attack that hits more than one Pokemon at once, the attack will hit any new Pokemon in that spot rather than fail on the evasive Pokemon. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

    Instead of attacking, Pokemon are also able to change positions. Only Pokemon on the left and right can do this. When a Pokemon changes positions, it swaps places with the Pokemon in the center, unless there is no Pokemon there, in which case, it will merely move to the center. Changing positions has no priority; therefore, the movement will occur when the Pokemon would usually attack. If a Pokemon is targeting another Pokemon, or is being targeted, but the target moves out of range of the attack, the move will fail. When only one Pokemon is remaining on each side of the battle, and those Pokemon are not adjacent to each other, the Pokemon are automatically moved to the center position at the end of the turn.

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    Rotation Battles

    In rotation battles, each battler has three Pokemon out at the same time, but the battling is more similar to a Single Battle than a Triple Battle. Out of the three Pokemon sent by a battler, one Pokemon is selected to be in the front, while the other two Pokemon are on standby. When a Pokemon is KO'd, the battler must replace the KO'd Pokemon with one from his/her party at the end of the turn if the battler has any Pokemon in their Pokeball. Otherwise, one of the standby Pokemon should be rotated to the front.

    During each turn, a battle may select for his front Pokemon to attack, for one of his standby Pokemon to rotate to the front and attack, or switch out his/her front Pokemon for one in his/her party still in its Pokeball. Attacking does not involve targeting, as the attack will always target the opposing Pokemon in the front at the execution of the move. Moves that hit more than one Pokemon in a Double or Triple Battle only hit the opponent's front Pokemon. Rotating Pokemon has very high priority, and there is no known move that is faster than a rotation. Pokemon in a standby position are essentially safe from all effects until they are sent to the front.

    Rotating a Pokemon into and out of a standby position is very different than switching a Pokemon into and out of its Pokeball. When a Pokemon is rotated out, it keeps any buffs and conditions, such as stat boosts and drops, Substitute, Taunt, and more. If a Pokemon that is rotated out has an effect that has a duration or counter, such as Encore, Sleep, or Toxic, the counter will remain unchanged on that Pokemon until it is rotated back in.

    There are many abilities that activate when a Pokemon is switched or sent into battle. It is important to remember that rotating and switching are not the same thing. Abilities that activate when a Pokemon is sent into battle, such as Drizzle and Intimidate, will only activate if the Pokemon is sent onto the field in the front position. Rotating a Pokemon with an ability of this sort will not cause the ability to activate.
    Last edited by Ataro; 13th October 2014 at 11:02 PM.

  5. #5

    Default General Reffing & Priority/Timing Notes

    Damage Formula

    The Complete Damage Formula for Black & White (B/W) - Smogon University
    Damage modification - Bulbapedia, the community-driven Pokémon encyclopedia

    As a ref, you will most likely not use the actual damage formula to calculate damage. Instead, you will use a special reffing calculator. However, it's important to understand the basis of how we get damage values. One of the most important things you should know about calculating damage: physical attacks use the attacker's Attack stat, and the target's Defense stat; special attacks use the attacker's Special Attack stat, and the defender's Special Defense stat.

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    Important Information
    • As of Generation V, not all calculations require rounding down. Factors such a recoil may be rounded up where appropriate.
    • A Pokemon's stat points in URPG are the stats of that Pokemon at level 100 with max IV points, no EV points, and no nature.
    • The PP of moves should be kept in mind.

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    Rolling Dice

    To roll dice on AIM, use one of the following commands, replacing X or Y with the appropriate values:
    //roll-diceY-sidesX
    //roll-sidesX-diceY

    Some rolls should be privately done on the calculator or random.org.

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    Types

    Every Pokemon can have one or two types. This image is a chart displaying the effectiveness of every Pokemon type against another. Although the reffing calculator automatically calculates effectiveness, it is important to know the type relationships for the purpose of knowing whether a damage seems correct or not, and for the purpose of Expert Belt.



    In DPP and newer generations, whether a move is physical or special is a property of the move itself. In RSE and older generations, a move can be determined to be physical or special by its type.

    Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Rock, Steel, Poison
    Special: Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, Water, (Fairy)

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    Status Conditions

    Status in BW (B/W) - Smogon University
    Status ailment - Bulbapedia, the community-driven Pokémon encyclopedia

    There are five main status conditions that affect a Pokemon when it is active. A Pokemon may not be under multiple main status conditions at once. Some status conditions end on their own. Certain moves, abilities, and items prevent status conditions, remove them, or alter how they work.

    Burn (BRN)
    • Burned Pokemon lose 12.5% of their max HP at the end of each turn.
    • Burned Pokemon physical attacks deal 50% as much damage as normal.
    • Facade is not affected by Burn's physical attack drop.
    • Fire Pokemon cannot be burned.


    Freeze (FRZ)
    • Frozen Pokemon are unable to move.
    • Frozen Pokemon have a 20% chance to become unfrozen each time they attempt to move.
    • Ice Pokemon cannot be frozen by Ice type moves.
    • A Pokemon can't be frozen while the sun is bright.
    • If a frozen Pokemon uses or is hit by one of the following moves, the frozen Pokemon will thaw: Cross Flame, Flame Wheel, Sacred Fire, Flare Blitz and Scald
    • An opposing Pokemon using a fire move on a frozen target will thaw that Pokemon


    Paralysis (PAR)
    • Paralyzed Pokemon have a 25% chance to be unable to move.
    • Paralyzed Pokemon have their speed reduced to 25% of its value.
    • Electric Pokemon cannot be paralyzed


    Poison (PSN)
    • Poisoned Pokemon lose 12.5% of their max HP at the end of each turn.
    • Certain moves cause a Pokemon to be badly poisoned, in this case, the Pokemon loses 6.25% of its max HP at the end of the first turn, then 12.5%, 18.75%, 25%, and it continues to increase by 6.25% for each additional turn. This damage maxes at 93.75% The counter resets back to 6.25% when the Pokemon is switched out and in.
    • Poison Pokemon and Steel Pokemon cannot be poisoned.


    Sleep (SLP)
    • Sleeping Pokemon are unable to move for 1-3 turns, which is determined by a private die roll. The sleep counter advances at the beginning of each of the Pokemon's turn.
    • Rest always causes a 2 turn sleep.
    • The sleep counter does not reset when a Pokemon switches in and out.


    In addition to the immunities above, Grass-type Pokemon are immune to any status-inflicting Spore or Powder moves, such as Sleep Powder and Stun Spore.
    They are also immune to Leech Seed.
    ----------

    Other Conditions

    There are also other conditions that a Pokemon can have. These conditions are removed when the Pokemon switches out. A Pokemon may have as many of these conditions at once as possible, along with one main status condition.

    Infatuation/Attract
    • An Infatuated/Attracted Pokemon has a 50% chance to be unable to move.


    Confusion
    • Confusion lasts for 1-4 turns, which is determined by a private die roll. The confusion counter advances at the beginning of each of the Pokemon's turn.
    • When a confused Pokemon attempts to move, there is a 50% chance the Pokemon hits itself, and a 50% chance the Pokemon move normally.
    • When a Pokemon hits itself from confusion, the damage is calculated by using the Pokemon's own Attack and Defense stats with a 40 power typeless attack.

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    Stats

    Stats in DP (D/P) - Smogon University
    Stats - Bulbapedia, the community-driven Pokémon encyclopedia

    A Pokemon's stats can be increased or lowered in intervals called stages by certain moves and abilities. The highest stage is +6 and the lowest is -6. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.



    For example, a Charmander with Defense-4 would have its Defense, 185, multiplied by (2/6), resulting in a Defense of 61, rounding down (you round down when calculating stat numbers).

    Note: In regards to the speed stat, any rolls to decide a speed tie will be rolled privately.

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    Accuracy and Evasion

    Pokemon can also have altered Accuracy and Evasion, making it easier or harder to hit Pokemon. These work like the stage system of stats, but the multipliers are different. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.



    The standard formula for any Accuracy drop or Evasion boost is 3/(3+x), where x is the lowered Accuracy, or increased Evasion.
    The flipped formula is also true for increased Accuracy or lowered Evasion, (3+x)/3.

    However, these formulas often result in some terrible percentages. Look at the following scenario as an example:

    A Scrafty with Accuracy+2 is using High Jump Kick on a Zoroark with Evasion+4.
    High Jump Kick is 90% accurate. (90/100)
    Accuracy+2 = (3+2)/3 = (5/3)
    Evasion+4 = 3/(3+4) = (3/7)

    To calculate the chance of this hitting, you would multiply them together. (90/100)*(5/3)*(3/7) = (90/100)*(15/21) = 64.28…%

    This is not an easy number to roll for.
    Instead, we use two dice rolls, and treat it as a 90% accurate move that has a (5/3)*(3/7) = (15/21) chance of hitting.

    First roll a 100 sided die for the moves normal, unaltered accuracy. If it gets 90 or lower, then we have passed the first condition.
    Then roll a 21 sided die, to account for the accuracy modifier. If it is 15 or lower, we have passed the second condition and the move hits.

    Special Cases:
    OHKO moves have their own accuracy formula: (User's Level - Target's Level) + 30%.
    In URPG, where Pokemon are all treated as being Level 100, this always calculates as 30%.
    The only exception is No Guard, which boosts the accuracy to 100%.

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    Critical Hits

    Damage modification - Bulbapedia, the community-driven Pokémon encyclopedia

    If a move is a critical hit, then for the purpose of that move's damage, it will temporarily ignore any drops in stages for the attacker, any gains in stages for the defender, Reflect, and Light Screen, and then deal 1.5 times the usual damage. Do note that the status condition Burn still reduces damage of physical attacks. For example, a Sandile with Attack-2 critically hitting a Cottonee with Def+3 with a physical move would be calculated as though both Pokemon are at stage 0 in their respective stats, and the damage would be doubled, like it hit twice.

    The chance of scoring a critical hit depends on what stage a Pokemon is in for critical hits. In URPG, moves cannot score a critical hit unless the stage is increased by a move, ability, or item. It should be noted that with the release of Gen VI, Focus Energy now increases the critical hit level by two stages. This means that after using Focus Energy, any move with a high critical hit chance will have a 100% chance of scoring a critical hit.

    The following chart displays each stage and what chances they give for a critical hit.

    1: (0/16) or 0% in URPG, (1/16) or 6.25% in other Pokemon games
    2: (1/8) or 12.5%
    3: (1/2) or 50%
    4: (1/1) or 100%

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    Priority Moves & Mega Evolution

    Some moves can occur before or after other moves despite speed. Moves with higher priority occur before moves with lower priority. If two Pokémon use an attack with the same priority, the faster Pokémon goes first.

    Mega Evolution has a unique speed priority, and will always occur at the start of battle before anyone attacks but after any switches have occured. However, due to this, any changes in the Speed Priority brought by a new ability, such as Banette Mega Evolving and gaining the ability Prankster, are not factored in within the turn of Mega Evolution but will be in all subsequent turns. This also means that a Pokemon can Mega Evolve and become fully paralyzed in that same turn. Any changes to the speed stat as a result of Mega Evolving are also not calculated until the end of the turn.

    If a Mega Evolving Pokemon uses Pursuit on a target that is switching out, the message: "Pokemon, come back!" would display first. The Pursuit user would then Mega Evolve, use Pursuit, and finally the opponent would switch out (or faint).

    +6 Switching, charging of Focus Punch
    +5 Helping Hand
    +4 Detect, Endure, King's Shield, Magic Coat, Protect, Snatch, Spiky Shield
    +3 Fake Out, Quick Guard, Wide Guard
    +2 Extreme Speed, Feint, Follow Me, Rage Powder
    +1 Ally Switch, Aqua Jet, Baby-Doll Eyes, Bide, Bullet Punch, Ice Shard, Ion Deluge, Mach Punch, Powder, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, Water Shuriken
    +0 Magic Room, Wonder Room, All Other Moves
    -1 Vital Throw
    -2 n/a
    -3 Focus Punch
    -4 Avalanche, Revenge
    -5 Counter, Mirror Coat
    -6 Circle Throw, Dragon Tail, Roar, Whirlwind
    -7 Trick Room
    Source: Smogon, Veekun, Serebii

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    Timing Notes: Switching Out

    When a Pokémon enters the battle, the following effects are applied in order:

    1. Healing Wish/Lunar Dance
    2. Toxic Spikes/Stealth Rock/Spikes (applied in the order in which they came into effect; Toxic Spikes applies even if the Pokémon faints because of Spikes/Stealth Rock)
    3. Abilities (eg. Motor Drive/Water Absorb will activate first)
    4. Type/Other Immunities (eg. Sap Sipper still activates on Grass Types if a Powder-based move is used against them)
    5. Item Activation (eg. Cell Battery)

    If more than one Pokémon is chosen when Pokémon are switched in from fainted ones, the above effects don't happen until all those Pokémon enter the battle (resolved in order of Speed, taking Trick Room into account).
    Source: The Ultimate Pokémon Center

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    Timing Notes: Attack Sequence

    After an attack is successful, the following happens:
    1. Most "attack is successful" effects
    2. Additional effects
    3. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
    4. Grudge/Rage
    5. Most Ability effects
    6. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
    7. Item effects that trigger if the target is hit by the attack (including Air Balloon and Sticky Barb)
    8. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
    9. The target faints if it has 0 HP
    10. Destiny Bond if the target fainted
    11. Recoil/Struggle
    12. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
    13. Attacker’s Shell Bell
    14. The target thaws out if attack is a Fire-type attack
    15. Rapid Spin/Circle Throw/Dragon Tail/Pluck/Bug Bite/SmellingSalt/Wake-Up Slap/Thief/Covet (only if attacker hasn’t fainted)


    After all hits of a successful attack have resolved (Ability and item effects mentioned below don’t occur if the attacker has Sheer Force and the attack has an additional effect):
    1. Color Change
    2. Red Card (only if attacker and item’s holder haven’t fainted)
    3. Eject Button message (only if item’s holder hasn’t fainted; if more than one target’s Eject Button could trigger, only the first such target in turn order triggers).
    4. Shell Bell/Life Orb (only if attacker hasn’t fainted)
    5. Eject Button effect (only if item’s holder hasn’t fainted). If effect happens, the U-turn message/effect doesn’t happen.
    6. U-turn message (only if attacker hasn’t fainted)
    7. Pickpocket (only if the target hasn’t fainted)
    8. U-turn effect (only if attacker hasn’t fainted)
    9. If a Pokémon that gained an Ability through an effect faints, its Ability doesn’t revert to its original until the above effects finish resolving.
    Source: The Ultimate Pokémon Center

    ----------

    Timing Notes: Veto Tiers

    When multiple effects act on the same Pokemon to prevent the execution of a move, the referee will first check one effect, then the next, and so on. This is the order that is checked. When a move is vetoed from being executed, no other checks are performed.

    1. Freeze / Sleep
    2. Truant
    3. Disable
    4. Imprison
    5. Heal Block
    6. Confuse
    7. Flinch
    8. Taunt
    9. Gravity
    10. Attract
    11. Paralysis
    Source: Smogon

    ----------

    Timing Notes: End of Turn Effects

    There are many moves and effects that can occur at the end of the turn. The order they occur is listed in the following quote. The numbers indicate the overall order of the effects. All effects that start with 21. occur for the faster Pokemon, and then they occur for the slower Pokemon. For example, a Jolteon's Reflect would wear off, then its Tailwind would wear off, and then a Slowpoke's Reflect would wear off, and then its Tailwind would wear off if they were to end on the same turns.

    1. Weather Ends
    2. Sandstorm damage, Hail damage, Rain Dish, Dry Skin, Solar Power, Ice Body
    3. Future Sight, Doom Desire
    4. Wish
      1. Fire Pledge + Grass Pledge damage
      2. Shed Skin, Hydration, Healer
      3. Leftovers, Black Sludge
    5. Aqua Ring
    6. Ingrain
    7. Leech Seed
    8. Poison damage, Burn damage, Nightmare, Poison Heal
    9. Curse (from a Ghost-type)
    10. Bind, Wrap, Fire Spin, Clamp, Whirlpool, Sand Tomb, Magma Storm
    11. Taunt ends
    12. Encore ends
    13. Disable ends, Cursed Body ends
    14. Magnet Rise ends
    15. Telekinesis ends
    16. Heal Block ends
    17. Embargo ends
    18. Yawn
    19. Perish Song
      1. Reflect ends
      2. Light Screen ends
      3. Safeguard ends
      4. Mist ends
      5. Tailwind ends
      6. Lucky Chant ends
      7. Water Pledge + Fire Pledge ends, Fire Pledge + Grass Pledge ends, Grass Pledge + Water Pledge ends
    20. Gravity ends
    21. Trick Room ends
    22. Wonder Room ends
    23. Magic Room ends
      1. Uproar message
      2. Speed Boost, Bad Dreams, Harvest, Moody
      3. Toxic Orb activation, Flame Orb activation, Sticky Barb
    24. Zen Mode
    25. Pokémon is switched in (if previous Pokémon fainted)
      1. Healing Wish, Lunar Dance
      2. Spikes, Toxic Spikes, Stealth Rock (hurt in the order they are first used)
    Source: MeroMero of Smogon

    ----------

    Weather

    Some moves and abilities can introduce weather into the battle. Battlers may also choose to start a battle with a certain weather condition. Weather has a vast amount of effects on several moves and abilities. Two weathers can not exist at the same time. Therefore, whenever a move or ability causes a new weather, the old weather ceases. If a Pokemon uses a weather move and it is already that weather, the move will fail. The abilities Cloud Nine and Air Lock negate all effects of weather, but do not stop the weather itself. The ability Overcoat prevents damage from weather.

    Rain
    The move Rain Dance and the ability Drizzle cause the Rain weather condition for 5 turns (or 8 turns if the user is holding Damp Rock). Rain increases the damage of Water moves by 50% and decreases the damage of Fire moves by 50%. Moves affected by Rain that are not Water or Fire are: Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Rain are: Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.

    Sun
    The move Sunny Day and the ability Drought cause the Sun weather condition for 5 turns (or 8 turns if the user is holding Heat Rock). Sun increases the damage of Fire moves by 50% and decrease the damage of Water moves by 50%. No Pokemon can be frozen while Sun is active, but it will not instantly thaw Pokemon that are already frozen. Moves affected by Sun that are not Fire or Water are: Growth, Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Sun are: Chlorophyll, Dry Skin, Flower Gift, Forecast, Harvest, Leaf Guard, and Solar Power.

    Sandstorm
    The move Sandstorm and the ability Sand Stream cause the Sandstorm weather condition for 5 turns (or 8 turns if the user is holding Smooth Rock). At the end of each turn, Sandstorm damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ground, Rock, or Steel type, or has the ability Sand Veil. Sandstorm increases the Special Defense of Rock type Pokemon by 50%. Moves affected by Sandstorm are: Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Sandstorm are: Sand Force, Sand Rush, Sand Veil.

    Hail
    The move Hail and the ability Snow Warning cause the Hail weather condition for 5 turns (or 8 turns if the user is holding Icy Rock). At the end of each turn, Hail damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ice type or has the ability Snow Cloak. Moves affected by Hail are: Blizzard, Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Hail are: Forecast, Ice Body, and Snow Cloak.

    Fog
    No move or ability causes the Fog weather condition. It can only occur if the rules of the battle are set to start with Fog. Accuracy of all moves in Fog is multiplied by 90%. Moves that ignore accuracy modification, such as Aerial Ace, are not affected. The move Defog removes Fog. Moves affected by Fog are: Moonlight, Morning Sun, Synthesis, Weather Ball.

    ----------

    Terrain

    When battling, battlers may choose a terrain (bar Electric/Grassy/Misty Terrain). The terrain only affects the moves Camouflage, Nature Power, and Secret Power. If no terrain is mentioned for the battle, it will be assumed to be building terrain. The following table lists all of the terrains and how they work with the previously mentioned moves.



    Generation VI also introduce three new Terrain types which can only be activated by their moves of the same name. All Terrain moves last for five turns. The effects of these Terrains only apply to Pokemon that are touching the ground. Flying Type Pokemon, those with Levitate, or Pokemon holding an Air Balloon, are not affected. If however, Smack Down is used on the Flying Type or Pokemon with Levitate, they will become affected as well.

    Electric Terrain: All Pokemon on the field cannot fall asleep, and will wake if they are. Yawn fails if used on a grounded Pokemon, and grounded Pokemon already drowsy due to Yawn will not fall asleep. Rest will also fail when used by a grounded Pokemon. Electric Type moves are boosted 50%. Nature Power becomes Thunderbolt. Secret Power's effect is PARALYSIS. Camouflage transforms the user into the Electric Type.

    Grassy Terrain: All Pokemon on the field recover 1/16th HP every turn. Grass Type moves are boosted 50%. Nature Power becomes Energy Ball. Secret Power's effect is SLEEP. Camouflage transforms the user into the Grass Type.

    Misty Terrain: All Pokemon on the field are immune to status conditions. If both Pokemon are on the ground, Dragon Type moves are reduced by 50%. If the target is not grounded, Dragon Type moves still hit for full damage. Yawn fails if used on a grounded Pokemon, and grounded Pokemon already drowsy due to Yawn will not fall asleep. Rest will also fail when used by a grounded Pokemon. Nature Power becomes Moon Blast. Secret Power's effect is lowering the target's Special Attack. Camouflage transforms the user into the Fairy Type.

    ----------

    Unclear Battle Results

    In some situations, the winner of a battle my be unclear. For example, if a Pokemon finishes off the opponent's last Pokemon with an attack with Life Orb, and the Life Orb recoil causes the user to faint as well. Or if a Pokemon uses Explosion and both player's final Pokemon are knocked out. Here is a list of these scenarios and who wins in each of them, taken from Pokemon VGC's Tournament Guidelines.
    • "If the player’s final Pokémon used Selfdestruct, Explosion, Destiny Bond, Final Gambit, [or Perish Song,] and both players’ final Pokémon are knocked out as a result, that player loses that game
    • If a player’s final Pokémon used Double‐Edge, Volt Tackle, Flare Blitz, Take Down, Submission, Brave Bird, Wood Hammer, Head Smash, Struggle, or Wild Volt, or was holding Life Orb, and both players’ final Pokémon are knocked out as a result, that player wins that game
    • If both players’ final Pokémon is knocked out by a weather condition, such as Hail or Sandstorm, the player whose Pokémon is knocked out last wins the game
    • If a Pokémon’s ability or held item, such as Rough Skin, Aftermath, Liquid Ooze, Iron Barbs, and Rocky Helmet, results in each player’s final Pokémon being knocked out, the player with the ability or held item will win the game"
    Last edited by Ataro; 13th October 2014 at 10:58 PM.

  6. #6

    Default Reffing FAQs

    Frequently asked questions about tricky reffing scenarios will be listed here.
    Note that these questions take priority over the earlier priority mentioned in Sources & Calculators as they have been reviewed and tested in-game by our Senior Referees/players.

    General Mechanics
    Q: Is recoil damage rounded up or down?
    A: With the release of BW, recoil damage is now rounded half up, but not less than 1 HP. Rounded half up means that if the decimal point is 0.5 or higher, it would round up instead. If for example, the recoil damage to be received is 43.2 HP, it would thus round down and become 43.

    Q: Is healing/Life Orb recoil/Substitute health/etc rounded up or down?
    A: All other calculations are to retain with rounding down.

    Q: Does confusion count increase while sleeping?
    A: Yes.

    Battler Etiquette
    Q: Do the battlers have to send every turn, even when locked into a move or they only have one option?
    A: Yes, battlers must send for every turn of the battle.

    Q: Do I have to answer questions from the battlers? What questions am I not allowed to answer?
    A: The referee does not have to answer any questions asked by the battler. You are free to do so, as long as you do not give an answer that reveals any hidden information about the battle. Common questions asking about current stats are fine. Battlers may also ask for confirmation on how much damage a move will do - in these situations, you may provide an answer EXACTLY as they specify the conditions. If they don't mention the enemy's ability, possible item, or other things that could change the result, don't factor it into calculations.

    Duration & Mechanics of 5-turn moves, Disable, Encore, Taunt, Torment, etc
    Q: How do I count Light Screen/Reflect/Trick Room/Gravity/etc. ?
    A: Basically, for any move that has the description "For 5 turns...", you start counting from LS-1 the turn it was used, even if the move was used before its opponent's move. Light Screen will then end on turn 5, which also means you don't post LS-5. Light Screen ends on the fifth turn. This includes Tailwind.

    Q: How long is Encore/Taunt's duration and how does the counting of turns work?
    A: Encore/Taunt lasts for three turns, or if the user strikes after the target, four turns, including the current turn (Enc0, Enc1, Enc2, Encore ends).

    Q: Does the Encore count increase while sleeping?
    A: Yes, the Encore count still increases while a Pokemon stays asleep.

    Q: What happens when Disable/Torment is used on a move that was Encored?
    A: The target is forced to Struggle until the effects of either move wear off. Similarly, if Torment is used after Encore, the target is forced to Struggle on every other turn. If the affected move runs out of PP, the effect ends.

    Q: Does Encore work on a move that was Protected/Disabled?
    A: As of Gen V onwards, Encore forces the target to repeat its last successfully executed move.

    Q: Pokemon A uses Move. Pokemon B uses Spore. Next turn, Pokemon attempts move (not Sleep Talk/Snore), but is fast asleep. Pokemon B uses Encore. Will Encore work or fail?
    A: Encore would work on the target's last successfully executed move. If the sleeping Pokemon is using Sleep Talk, Encore would then work.

    Q: What happens when a Taunted Pokemon uses a non-damaging move?
    A: If the non-damaging move was used on the same turn just as the user was being Taunted, the move will fail and can be reffed as "Move fails because of Taunt". Otherwise, you do not allow the player to use any move that is not allowed by Taunt. You need to ask for a new move.

    Q: If a Pokemon A uses Move A and Pokemon B uses Move B, then next turn Pokemon A uses Torment and Pokemon B uses Move B, will Move B work?
    A: Yes. However, next turn, Pokemon B may not choose to use Move B.

    Mechanics Regarding Moves
    Q: Does Leech Seed heal 12.5%?
    A: No, Leech Seed heals by however much HP (12.5% or 1/8 of the target's max HP) was sapped from the opposing Pokemon.

    Q: Does a Pokemon under the effects of Leech Seed lose health when it just KO'd a Pokemon?
    A: Leech Seed will only sap if there is something on the other side to give the sapped health to. So if a Leech Seeded Pokemon KO'd a Pokemon, it will not lose health at the end of the turn. However, the Leech Seed still remains on the Pokemon and saps the Pokemon at the end of every turn there is a Pokemon on the other side. This also means in FFAs, since a Pokemon has no teammates, KO-ing the sapper will effectively prevent the Pokemon from being sapped.

    Q: In BW rules, if you send your move first and use U-turn or Baton Pass, can you wait until after your opponent has sent their move to select a recipient for the attack?
    A: Yes, you send your Pokemon when the move is executed.

    Q: In the situation:
    Person A sends Pokemon first.
    Person B sends Pokemon.
    Person B sends move.
    Person A sends move. (Explosion)
    Both die.
    Who would send the first mon?

    A: Person A would send their mon, then Person B would send a mon and a move, then Person A would send a move. This is the same even if Person B was the one who sent Explosion.

    Q: If a Pokemon KOs the opposing Pokemon with U-turn, who sends their new Pokemon first?
    A: The U-turn-er sends their Pokemon first.

    Q: Pokemon A used Bulk Up previous turn. Now, Pokemon A uses Focus Punch. Pokemon B uses Encore. Would Encore work on Bulk Up, Focus Punch, or fail?
    A: Encore would work on Bulk Up, and Pokemon A will be forced to use Bulk Up.

    Q: Does a Pokemon become Confused if its Outrage or similar move is not successful?
    A: If a Pokemon's Outrage is unsuccessful, the Outrage ends. If a Pokemon's Outrage is unsuccessful, and the Pokemon was not going to end its Outrage that turn, then the Pokemon does not become Confused. In other words, if a Pokemon is supposed to have a 3 turn Outrage, and it is unsuccessful on the 2nd turn, the Outrage ends and the Pokemon is not Confused. If a Pokemon is supposed to have a 3 turn Outrage, and it is unsuccessful on the 3rd turn, the Outrage ends and the Pokemon is Confused. If a Pokemon is supposed to have a 2 turn Outrage, and it is unsuccessful on the 2nd turn, the Outrage ends and the Pokemon is Confused. If a Pokemon's Outrage is unsuccessful on the 1st turn (regardless if it was supposed to last 2 or 3 turns), the Outrage effect obviously does not occur at all, although by similar logic you could say the Outrage ends and the Pokemon is not confused. Also, remember, a Pokemon cannot become Confused it is already Confused.

    Q: Does Roar/Whirlwind/Dragon Tail/Circle Throw in D/P/Pt just select a random Pokemon from the opponents stats?
    A: Not necessarily. Phasing moves work by forcing out a replacement Pokemon from the user's team. However in D/P/Pt, the team isn't complete yet. For example:

    Venusaur [KO], Charizard [75%], Blastoise [KO], Raichu [100%], Dragonite [50%], ???

    Lets say Raichu is currently active, and is getting forced out of battle by one of these moves. There are three other slots that could be forced out, Charizard, Dragonite, or the final empty slot. The ref would roll a 3-sided dice. 1 = Charizard, 2 = Dragonite, and 3 = a random Pokemon from their stats, which would then also be rolled by the ref.

    Q: Can a Pokemon have a status effect while it is drowsy from the effects of Yawn?
    A: Yes, and it will thus prevent the drowsiness from putting the Pokemon to sleep.

    Q: Can Metronome call out moves that the user already learns?
    A: Yes, Metronome can call out moves currently in the user's moveset (Smogon is incorrect on this).

    Q: Can Future Sight and Doom Desire be in queue at the same time?
    A: No.

    Q: Can two Wish be in queue at the same time?
    A: No.

    Q: What happens if a Pokemon uses Super Fang on a Pokemon with Substitute?
    A: The amount of damage Super Fang does will be based on the Pokemon's HP remaining, while the damage is dealt to the Substitute. So if a Tyranitar has 303 HP remaining and it has a 101 HP Substitute, the Substitute will take 151 HP damage (and be destroyed).

    Q: If Stealth Rocks are in play and an Imposter Ditto switches in, does Stealth Rock damage activates before or after the transformation?
    A: Entry hazards occur before ability activation.

    Q: On top of the BP change in weather, does Weather Ball receive a x1.5 boost from Sun or Rain?
    A: Yes, it does.

    Q: Does Swagger's Attack raise go through Safeguard?
    A: Yes, Swagger will still raise Attack through Safeguard.

    Mechanics Regarding Abilities
    Q: Are Bulldoze/Icy Wind affected by Sheer Force?
    A: Yes, Bulldoze/Icy Wind's effect states that they have a 100% chance to lower the foe's Speed. As 100% is regarded as a chance, Sheer Force still activates, and thus the move's effect is negated. This also means that Life Orb recoil will be negated if the user is holding one.

    Q: If you switch in a Pokemon with Trace against a Pokemon with Intimidate, will the Trace Pokemon copy Intimidate and then activate Intimidate's effect against the opponent?
    A: Yes.

    Q: Does Speed Boost activate when a Pokemon with Speed Boost is switched in using U-turn, Baton Pass, or normal switching?
    A: No, Speed Boost does not activate.

    Q: Does Prankster work on Endeavor?
    A: No, Endeavor's priority is not boosted by Prankster as Endeavor is regarded as a Physical Attack Move.

    Q: Is there any message that announces a Pokemon's Regenerator ability healed it?
    A: No.

    Q: If the bearer of Rough Skin is attacked while it has a Substitute, is it possible for the attacker to take damage from Rough Skin?
    A: No.

    Q: If the ability Unburden is activated and somehow lost, would the Speed boost still be in play or removed?
    A: Removed. Losing Unburden would remove the Speed boost.

    Q: What happens when Imposter/Role Play is used on Stance Change?
    A: Stance Change cannot be Traced, copied with Role Play, suppressed with Gastro Acid, or replaced with Simple Beam, Worry Seed, Entrainment, or Skill Swap. If a Pokémon other than Aegislash obtains Stance Change with Imposter, the Pokémon will copy that particular Forme and not change Forme.

    Q: How are Slaking and Archeops balanced in GSC rules?
    A: Slaking's Truant and Archeops's Defeatist abilities are not removed/negated by GSC rules. That is, Slaking is still forced to waste a turn, and Archeops will still be crippled at 50%. This also applies to Regigigas's Slow Start ability.

    Mechanics Regarding Held Items
    Q: How does Life Orb + Seismic Toss or Endeavor or other moves that do a set amount of damage work?
    A: Life Orb will deal recoil to the user, but not boost any damage done by those moves.

    Q: Does Life Orb recoil activates with OHKO moves like Guillotine?
    A: No.

    Q: Does Substitute prevent the user's Red Card from activating?
    A: Yes.

    Q: Does Toxic Orb or Flame Orb activate on a switch? What about when replacing a KO'd Pokemon?
    A: Yes, it activates on the switch, but since burn damage and poison damage occur before the activation of one of those items in the End of Turn Effects, the Pokemon would not be damaged by burn or poison until the end of the next turn. If a Pokemon is merely replacing a Pokemon that was just KOd, the Orb would not activate, since the End of Turn Effects already occurred. View End of Turn Effects in the previous post for more detailed information.

    Q: Can Pokemon A select a different move in the following scenario?
    A @ Choice Item

    B uses Fake Out on A.
    A flinches.

    A: Yes.

    Q: Can Espeon select a different move in the following scenario?
    Espeon @ Choice Scarf
    Mewtwo @ Choice Specs

    Espeon uses Calm Mind.
    Mewtwo uses Trick on Espeon. Choice Specs for Choice Scarf.

    A: Yes. If this item is replaced with another Choice item, then the user will not be locked into their original choice.

    Q: If a Pokemon obtains a Choice item after using an attack, will they be locked onto that attack?
    A: No. Using Trick doesn't lock into the affected Pokemon into a move previously used (Smogon is incorrect on this).

    Q: If a battler forgets to send an item, can the ref prompt for one?
    A: Yes,. Sending without an item can be considered an incomplete send. The battler will tell you if it was intentional.
    Last edited by Monbrey; 8th February 2014 at 12:36 AM.

  7. #7

    Default Abilities

    Abilities

    The following information of abilities is taken partially from this page of the website The Ultimate Pokemon Center, Smogon, and Bulbapedia. Some information is modified or removed to facilitate the URPG.

    A non-bearer is an active Pokémon other than the bearer of the pertinent Ability, regardless of whether that non-bearer also possesses the same Ability.

    If an Ability prevents an opponent from switching or fleeing, it doesn't prevent forced switching or fleeing when an opponent faints.

    Confusion damage is not considered a direct attack.

    As of Gen VI, "Absorb Abilities" do not depend on accuracy. For example, when Ampharos uses Thunderbolt on a Motor Drive Electivire, Motor Drive immediately activates regardless of accuracy. "Absorb-Stat" held items require the attacks to hit however, and the item will activate after damage calculation.

    Enter means this ability is announced on entering the battlefield.
    Active means this ability is announced when it is triggered.
    Hidden means this ability and all effects of it are hidden from the battlers and never announced except for ability modifying effects.

    Adaptability | Hidden
    If an attack by bearer shares a type with one of bearer's types, that attack's effectiveness is doubled instead of multiplied by 1.5.

    Aerialate | Hidden
    Any Normal-type attacks used by the bearer are become Flying-type and have have their power multiplied by 1.3. Hidden Power is not affected.

    Aftermath | Active
    If a contact move by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total HP unless an active Pokémon that isn't rotated out has Damp (not considered recoil damage).

    Air Lock | Enter
    No effects due to the weather are applied. Weather can still occur though. For example, rain could be the current weather but there would be no damage modifier for Water or Fire type attacks or for abilities like Rain Dish.

    Analytic | Hidden
    Power of attacks by bearer is multiplied by 1.3 if bearer strikes last this round. If the opponent switches out, the bonus is still applied for the bearer. (For the use of Pursuit as a Pokémon is about to switch, bearer "strikes last" if all other Pokémon have started to take an action this round.)

    Anger Point | Active
    Whenever bearer is hit by an attack by a non-bearer that results in a critical hit, bearer's Attack modifier becomes Attack +6. This does not activate when behind a Substitute.

    Anticipation | Enter*
    When bearer becomes active, a message is displayed if any opposing Pokémon has a one-hit KO move that would not be ineffective against bearer or a damaging move whose original type has at least double effectiveness against bearer's types, but not Hidden Power, Judgment, Natural Gift, Counter, Mirror Coat, or Metal Burst. Anticipation also triggers if the opponent has either Selfdestruct or Explosion.
    *The ability is NOT revealed if there is no "dangerous" moves.

    Arena Trap | Active*
    An adjacent opposing Pokémon can't switch or flee unless it has Levitate, or its current type includes Flying or Ghost. The opposing Pokemon can still switch by means of Baton Pass, U-Turn, or Volt Switch (provided that the opponent is not immune to it) or if the opposing Pokemon is holding a Shed Shell.
    *Only when a battler tries to switch when they can't. They must still send a move.

    Aroma Veil
    The bearer and its allies are protected from effects that would reduce their move choices, specifically: Taunt, Torment, Encore, Disable, Heal Block, and Attract. Imprison is NOT prevented. Unlike other ability immunities, Aroma Veil only prevents the conditions from happening and does not cure them instantly if it happens.

    Aura Break | Enter
    The effects of the Fairy Aura and Dark Aura abilities are reversed.

    Bad Dreams | Active
    At the end of each round, each sleeping adjacent opposing Pokémon loses 1/8 of total HP. (This effect is cumulative.) This does not work on allied Pokemon.

    Battle Armor | Hidden
    Attacks against bearer will never result in critical hits.

    Big Pecks | Active
    Bearer's Defense stat cannot be lowered by opponent's moves. Guard Swap still works as normal

    Blaze | Hidden
    If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Fire-type attacks by bearer is multiplied by 1.5.

    Bulletproof
    The bearer is immune to "ball" and "bomb" attacks, as listed here.

    Cheek Pouch
    The bearer regains 1/3 Max HP when eating a Berry in addition to the Berry's regular effect.

    Chlorophyll | Hidden
    During sunny weather, bearer's Speed is doubled. This is NOT Speed+2.

    Clear Body | Active
    Attacks and Abilities by non-bearers can't reduce bearer's stat stages. Moves the bearer uses may still lower stat stages if applicable (Examples: Superpower, Shell Smash, Close Combat). This ability does not prevent the effects of Power Swap, Guard Swap, or Power Trick.

    Cloud Nine | Enter
    No effects due to the weather are applied. Weather can still occur though. For example, rain could be the current weather but there would be no damage modifier for Water or Fire type attacks or for abilities like Rain Dish.

    Color Change | Active
    After taking a hit from a damaging hit from a non-bearer, the bearer's type changes to the type of the attack used by the non-bearer. For multi-hit attacks like Rock Blast, this effect occur after the last hit of the attack.

    Competitive
    Whenever an attack by a non-bearer or an Ability from a non-bearer causes a stat stage of bearer to be reduced, bearer's Special Attack is increased by 2 stages. (Triggers once for each stat stage reduced.) Moves used by the bearer that trigger a stat stage to drop do not activate this ability (Examples: Close Combat, Superpower, Shell Smash).

    Compoundeyes | Hidden
    Accuracy of attacks by bearer is multiplied by 1.3.

    Contrary | Hidden*
    Effects that would decrease bearer's stat stages increase bearer's stat stages by the same amount instead, and vice versa. (Effects that merely copy or reset stat stages are not affected.)
    *While it never says Contrary, the fact that the boosts happen reversed is public.

    Cursed Body | Active
    Whenever a non-bearer hits the bearer with a damaging attack, the effect of Disable may begin against that non-bearer with the affected move set to that move, unless Disable is in effect against that non-bearer (30% chance, not considered an additional effect; doesn't stop any multi-hit attack in progress). Ability may activate even if the bearer faints. This ability does not activate if the bearer has a Substitute, but it may activate if the non-bearer is behind a Substitute.

    Cute Charm | Active
    Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may become infatuated if its gender is different from bearer's and neither is genderless (30% chance, not considered an additional effect).

    Damp | Active
    Selfdestruct and Explosion will fail for all active Pokémon. The ability Aftermath is also negated. The user will not faint if either Selfdestruct or Explosion is used.

    Dark Aura | Enter
    Any Dark-type moves used by the bearer and its allies are increased in power by 50%.

    Defeatist | Hidden
    If bearer's HP is less than or equal to half of total HP, bearer's Attack and Special Attack are halved.

    Defiant
    Whenever an attack by a non-bearer or an Ability from a non-bearer causes a stat stage of bearer to be reduced, bearer's Attack is increased by 2 stages. (Triggers once for each stat stage reduced.) Defiant is triggered twice when Memento is used. Moves used by the bearer that trigger a stat stage to drop do not activate this ability (eg. Close Combat, Superpower, Shell Smash).

    Download | Active
    When bearer becomes active, if the opposing Pokemon's Defense stat is lower than the Special Defense stat, bearer's Attack stat stage is increased by 1; otherwise, the bearer's Special Attack stage is increased by 1.

    Drizzle | Active
    When bearer becomes active, the effect of Rain Dance begins, and continues for five turns.

    Drought | Active
    When bearer becomes active, the effect of Sunny Day begins, and continues for five turns.

    Dry Skin | Active*
    At the end of every round, if Rain Dance is in effect, bearer gains 1/8 of total HP. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP. Power of Fire-type attacks against bearer is multiplied by 1.25. Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and the attack becomes ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)
    *Reveals for healing from Rain, damage from Sun, and healing from Water hits. Hidden for Fire hits.

    Early Bird | Hidden
    The sleep count declines by 2 instead of 1 in bearer's sleep checks. This ability affects the sleep count if Rest is used.

    Effect Spore | Active
    Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may be poisoned, paralyzed, or put to sleep (30% chance of occurring, roll for ability and then roll for status, not considered an additional effect, prevented by Safeguard but not Substitute).

    Fairy Aura | Enter
    Any Fairy-type moves used by the bearer and its allies are increased in power by 1/3.

    Filter | Hidden
    Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4.

    Flame Body | Active
    Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be burned (30% chance, not considered an additional effect, Safeguard and Substitute don't affect this).

    Flare Boost | Hidden
    As long as bearer is burned, the power of special attacks by bearer against non-bearers is multiplied by 1.5.

    Flash Fire | Active
    Whenever a Fire-type attack by a non-bearer targets bearer (even non-damaging ones, even if bearer is frozen, and even if the attack is otherwise ineffective against it), that attack is ineffective against bearer, and effectiveness of Fire-type attacks by bearer is multiplied by 1.5 (effect is not cumulative) until bearer is replaced or bearer doesn't have this Ability. (Applied after effects that change targets, but before accuracy check and damage calculation.) If the ability activates in battle, select Flash Fire On in the abilities menu.

    Flower Gift | Active
    During Sunny Day, Attack and Special Defense of bearer and its allies are multiplied by 1.5. (This effect is cumulative.)

    Flower Veil
    Prevents the stats of the bearer and its Grass-type allies from being lowered.

    Forecast | Active
    When bearer becomes active, if bearer's species is Castform, bearer's type becomes Fire during Sunny Day, Water during Rain Dance, Ice during Hail, and Normal otherwise.

    Forewarn | Active
    When bearer becomes active, a message displays a random move with the highest power among all moves known by all opposing Pokémon. For moves that have differing base powers or are not assigned a base power, see the chart below for assigned base powers.

    160 Base Power: Fissure, Guillotine, Horn Drill, Sheer Cold
    150 Base Power: Eruption, Water Spout
    120 Base Power: Counter, Metal Burst, Mirror Coat
    80 Base Power: Crush Grip, Dragon Rage, Endeavor, Flail, Frustration, Grass Knot, Gyro Ball, Hidden Power, Low Kick, Natural Gift, Night Shade, Psywave, Return, Reversal, Seismic Toss, SonicBoom, Trump Card, Wring Out
    0 Base Power: Everything without a fixed base power that is not listed above.

    Friend Guard
    Effectiveness of attacks against allies of the bearer (except confusion damage or recoil) is multiplied by 3/4. (This effect is cumulative.)

    Frisk | Active
    When bearer becomes active, a message displays the name of the item held by the opposing Pokemon. If it is a Double Battle or greater, all Held Items are revealed.

    Fur Coat
    The damage taken from physical moves by the bearer is reduced by 50%.

    Gale Wings
    Any Flying-type moves used by the bearer gain +1 Priority. If Fly is used, it gets priority for both turns. Hidden Power Flying is not affected.

    Gluttony
    Bearer uses "pinch" Berries (Liechi, Salac, etc.) when bearer's HP is less than or equal to half instead of 1/4 of total HP.

    Gooey
    If a Pokemon with Gooey is hit by a contact move, the attacker will have their Speed decreases by one stage.

    Grass Pelt
    The bearer's Defense stat is boosted in Grassy terrain.

    Guts | Hidden
    If bearer is burned, poisoned, paralyzed, or asleep, bearer's Attack is multiplied by 1.5. Attack reduction for burns is ignored.

    Harvest | Active
    At the end of each round, if bearer isn't holding an item and the last item consumed by the bearer is a Berry, the bearer has a 50% chance of receiving the last item consumed by the bearer and that item is reset. This ability always activates if the weather is sunny.

    Healer
    At the end of each round, each of bearer's adjacent allies is cured of its status problem at a 30% chance each.

    Heatproof | Hidden
    Power of fire-type attacks against bearer is halved, and bearer loses 1/16 instead of 1/8 of total HP because of burns.

    Heavy Metal | Hidden
    Bearer's weight is doubled.

    Honey Gather | Active
    If bearer appears anywhere in party and has no items, bearer gains Honey after the battle (National Park Item).

    Huge Power | Hidden
    Bearer's Attack is doubled.

    Hustle | Hidden
    Bearer's Attack is multiplied by 1.5. Accuracy of physical attacks by bearer is multiplied by 4/5. This does not count as Attack+1.

    Hydration | Active
    At the end of every round, if Rain Dance is in effect, bearer is cured of its status problem. (No effect if Rain Dance's effect just ended.)

    Hyper Cutter | Active
    Attacks and Abilities by non-bearers can't reduce bearer's Attack stat stage. Bearer may still reduce its own Attack stat through means like Superpower. Power Swap and Power Trick still work as normal.

    Ice Body | Active
    At the end of every round, if Hail is in effect, bearer gains 1/16 of total HP and doesn't lose HP because of the Hail effect.

    Illuminate | Hidden
    This ability has no function in URPG battling.

    Illusion | Active*
    As bearer becomes active, bearer's appearance becomes that of the last listed unfainted Pokémon in the bearer's party (unless the bearer is the last Pokemon) until bearer doesn't have this Ability or a non-bearer hits the bearer with a damaging attack. (Bearer is not considered to have transformed.) Illusion still remains if the user is hit by indirect damage like Sandstorm or Hail. If Illusion is used, you should keep track of the exact order of the party, accounting for switches swapping the old active's position with the new active's position.
    *Upon "breaking"

    Immunity | Active
    Bearer can't be poisoned.

    Imposter | Active
    When bearer becomes active, its Attack, Defense, Speed, Special Attack, and Special Defense stats, types, moves, weight, Ability, and stat stages become those of the Pokémon it's facing (if any), unless that Pokémon has transformed, or is behind an Illusion or Substitute. Moves copied this way have 5 PP and a maximum PP of no more than 5. (Bearer is considered to have transformed. No effect if activated with Ability Urge.)

    Infiltrator | Hidden
    Attacks by the bearer ignore the effects of Reflect, Light Screen, Mist and Safeguard on the opposing Pokémon's side, and allows attacks to bypass Substitute. Does not work on anything not listed like Protect or Lucky Chant. Does not bypass Magic Bounce.

    Inner Focus | Active
    Effects can't cause bearer to flinch. (Triggers only after an attack that causes flinching is used, and not at the beginning of bearer's turn.) This ability does not apply to being hit while trying to use Focus Punch.

    Insomnia | Active
    Bearer can't fall asleep (even with Rest).

    Intimidate | Enter
    When bearer becomes active, decreases each opposing Pokémon's Attack by 1 stage. Fails against Substitute.

    Iron Barbs | Active
    Whenever bearer is hit by a contact move from a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage, stacks with Rocky Helmet). Applies to each hit of a multi-hit contact move.

    Iron Fist | Hidden
    Power of "punch" attacks by the bearer is multiplied by 1.2. The following moves are "punch" attacks: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Power-Up Punch, Shadow Punch, Sky Uppercut, and Thunder Punch. Sucker Punch is not affected by this ability

    Justified | Active
    Whenever bearer is hit by a damaging Dark-type attack by a non-bearer, bearer's Attack is increased by 1 stage. Triggers for each hit of Beat Up. Does not provide immunity.

    Keen Eye | Active
    Attacks and Abilities by non-bearers can't reduce bearer's accuracy stat stage. The bearer will also ignore its target's Evasion boosts.

    Klutz | Hidden
    Effects due to bearer's held item are not applied.

    Leaf Guard | Active
    During Sunny Day, bearer can't receive status problems. (This includes Rest. Yawn will fail against bearer.)

    Levitate | Active
    Bearer is immune to damaging Ground-type attacks. This ability also includes immunity to Spikes, Toxic Spikes, and the ability Arena Trap. The move Sky Drop also deals no damage. Gravity, Ingrain, or the held item Iron Ball negate Levitate, though the move Roost does not.

    Light Metal | Hidden
    Bearer's weight is halved.

    Lightningrod | Active
    All single-target electric type attacks are drawn toward the bearer. (If more than one non-user has this Ability, higher speed stat determines the target). The ability happens after Follow Me but before Magic Coat. If an electric type attack targets the bearer, bearer's Special Attack is increased by 1 stage and that attack is ineffective against bearer. The boost is not given if the bearer has a type immunity to electric type attacks. Static is not prevented by this ability

    Limber | Active
    Bearer can't be paralyzed.

    Liquid Ooze | Active
    When Absorb, Drain Punch, Giga Drain, Leech Life, Mega Drain, Oblivion Wing, Horn Leech, or the effect of Leech Seed drains HP from bearer, instead of a non-bearer recovering HP, that non-bearer loses that much HP.

    Magic Bounce | Active
    Reflects any moves that change status effects (bar Memento), status conditions, entry hazards, Taunt, Encore, Disable, Topsy-Turvy, and all other pseudo-conditions, and provides an immunity to said effects. If both Pokemon have Magic Bounce, only the ability of the target triggers. Magic Bounce only activates once per turn.

    Magic Guard | Hidden
    Effects other than damage can't reduce bearer's HP, with these exceptions: Pain Split, Belly Drum, effects that make the bearer "faint" (Destiny Bond), Curse when used, confusion damage, Future Sight Doom Desire, and HP loss from Struggle. (Liquid Ooze will cause neither HP loss nor HP gain.)

    Magician
    The bearer will steal the held item of an opponent it hits with an attack. Assumed to have no effect if the bearer is already holding an item.

    Magma Armor
    Bearer can't be frozen. If a frozen Pokemon gains the ability in the middle of a battle, it is instantly cured of freeze.

    Magnet Pull | Active*
    An [adjacent] opposing Pokémon can't switch or flee if its current type includes Steel but not Ghost.
    *If they try to switch out while unable to. They will need to send a move still.

    Marvel Scale | Hidden
    Bearer's Defense is multiplied by 1.5 if it has a status problem.

    Mega Launcher
    Increases the power of "aura" and "pulse" moves used by the bearer by 50%, as listed here.

    Minus
    If at least one ally other than the bearer has this Ability or the Plus Ability, Special Attack of bearer is multiplied by 1.5.

    Mold Breaker | Enter
    Abilities that hinder attacks by the bearer are negated. The following abilities are negated by Mold Breaker


    Moody | Active
    At the end of every round, a random stat stage (including Accuracy and Evasion) of bearer is increased by 2 stages, and a different random stat stage of bearer is decreased by 1 stage. This is not altered by clauses. It can't raise a maximized stat or lower a minimized stat or the one that it just raised.

    Motor Drive | Active
    Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets the bearer, bearer's Speed is increased by 1 stage and that attack is ineffective against bearer. Accuracy for the attack still applies before applying the ability. This ability does not activate if the bearer has a type immunity to electric attacks.

    Moxie | Active
    Whenever an attack by the bearer causes an opposing non-bearer to faint, bearer's Attack is increased by 1 stage. (Mummy takes precedence over this Ability.)

    Multiscale | Hidden
    If bearer's HP is full, the effectiveness of attacks by non-bearers against bearer is halved. (Treats each hit of a multi-hit attack as a separate attack.)

    Multitype | Hidden*
    As bearer becomes active, if bearer is an Arceus, its type becomes a type that depends on the Plate held if bearer is actually holding a Plate, or Normal otherwise. Plates can't be stolen or removed.
    *While technically Multitype isn't announced, Arceus' type is visible.

    Mummy | Active
    Whenever bearer is hit by a contact move by a non-bearer, that non-bearer's Ability becomes this Ability until the non-bearer switches out, unless that non-bearer has Multitype, Wonder Guard, or this ability. A non-bearer given this ability can still use this ability like the bearer.

    Natural Cure | Hidden
    As bearer is replaced (but not if it becomes active), bearer is cured of its status problem. (Checks bearer's current Ability. Doesn't apply during battle if effects due to the bearer's Ability are not applied.)

    No Guard | Hidden
    Attacks by and against bearer hit without fail in accuracy checks.

    Normalize
    Attacks by bearer have the Normal type. STAB, weaknesses and resistances apply normally. However, a Normalized Will-O-Wisp will not activate Flash Fire and will burn Ghosts. Fire-types will not be burned because they are immune to the burn status.

    Oblivious | Active
    Bearer can't be infatuated. Grants immunity to the move Captivate and Taunt.

    Overcoat
    Bearer doesn't lose HP because of Sandstorm and Hail, and is immune to Powder-based moves.

    Overgrow | Hidden
    If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Base Power for Grass-type attacks by bearer is multiplied by 1.5.

    Own Tempo | Active
    Bearer can't be confused. If a non-bearer gains this ability during battle, it is instantly cured of its confusion.

    Parental Bond
    Allows the bearer to move twice in a single turn when using a single-target damaging attack. The second attack occurs at 50% power, but has an equal chance to trigger all effects. An accuracy check is only performed once; if the parent misses, then the baby misses. If the parent hits, then the baby hits. If Circle Throw is used, it deals damage twice and forces out the target only once. If Sleep Talk is used, what move that was selected will be used twice. If any recoil-causing move like Double-Edge is used, recoil only happens after the second hit, in which recoil is dealt for the total amount of damage done.

    Pickpocket
    The bearer immediately steals an item from an attacker using a contact move even if the attacker is behind a substitute. Does not work if the Pickpocket Pokemon is holding an item, has a Substitute, or faints from the attack. (For multi-hit moves, the bearer steals on the final hit of the attack; works even if the non-bearer faints

    Pickup | Active
    At the end of each URPG battle, there is a 10% chance that the owner of the bearer is allowed a free item that is not a TM, HM, Mega Ring, or Mega Stone from the Pokemart. Trainers must post in The Pokémart to claim a free item.

    Pixilate
    Any Normal-type attacks used by the bearer are become Fairy-type and have have their power multiplied by 1.3x. Hidden Power is not affected.

    Plus
    If at least one ally other than the bearer has this Ability or the Minus Ability, Special Attack of bearer is multiplied by 1.5.

    Poison Heal | Active
    If bearer is poisoned, bearer gains 1/8 of total HP at the end of every round instead of losing HP because of poison. (Takes precedence over Mummy.) Note: please keep count of how many turns have passed if the bearer has Toxic. If the ability is removed, damage is applied according to its current Toxic count (though the healing rate is always 1/8 of total HP).

    Poison Point | Active
    Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may be poisoned (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute).

    Poison Touch | Active
    Whenever a non-bearer is hit by a direct attack by the bearer, that non-bearer may be poisoned (30% chance; considered an additional effect by Shield Dust but not Serene Grace; prevented by Safeguard and when the bearer is behind a Substitute).

    Prankster | Hidden
    The priority level of the bearer's status moves is temporarily increased by 1 while determining priority.

    Pressure | Enter
    Whenever an attack by a non-bearer [as well as those that target "opposing Pokémon's side"] targets bearer when it is used, the PP of [the move that attack's user chose for use this round] is reduced by an additional 1, but not to less than 0.

    Protean | Active
    Before doing damage, the bearer becomes the type of the move it is using. STAB and type effectiveness apply to the new type. If Sleep Talk is used, the Pokemon's type is transformed into the type of the chosen move, and not the type of Sleep Talk. Protean will not change the Pokemon's type when it is asleep or if it hits itself in confusion.

    Pure Power | Hidden
    Bearer's Attack is doubled.

    Quick Feet | Hidden
    As long as bearer has a status problem, bearer's Speed is multiplied by 1.5. Bearer's Speed is not reduced because of paralysis.

    Rain Dish | Active
    At the end of every round, bearer gains 1/16 of total HP if Rain Dance is in effect.

    Rattled | Active
    Whenever bearer is hit by a damaging Dark-, Bug-, or Ghost-type attack by a non-bearer, bearer's Speed is increased by 1 stage. For multi-hit attacks, each hit gives a speed boost to the bearer. Does not provide immunity.

    Reckless | Hidden
    Power of attacks by bearer that cause recoil damage, as well as Jump Kick and High Jump Kick is multiplied by 1.2. (Struggle is excluded.)

    Refrigerate
    Any Normal-type attacks used by the bearer are become Ice-type and have their power multiplied by 1.3x. Hidden Power is not affected.

    Regenerator | Hidden
    As bearer is replaced (but not if it becomes active or a battle ends), if it has at least 1 HP, bearer gains 1/3 of total HP. (Checks bearer's current Ability. Doesn't apply during battle if effects due to the bearer's Ability are not applied.)

    Rivalry | Hidden
    Power of attacks by bearer is multiplied by 1.25 if bearer and the bearer's opponent are both male or both female, or multiplied by 75/100 if one is male and one is female. Damage is unaltered if either of the Pokemon are genderless.

    Rock Head | Hidden
    Bearer does not receive recoil damage (with the exceptions of Life Orb, Jaboca or Rowap Berries, or the recoil from missing Jump Kick or High Jump Kick).

    Rough Skin | Active
    Whenever bearer is hit by a contact move from a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage; stacks with Rocky Helmet).

    Run Away
    This ability has no function in URPG battling.

    Sand Force | Hidden
    During Sandstorm, the power of Rock-, Steel-, and Ground-type attacks by bearer is multiplied by 1.3, and bearer doesn't lose HP because of the Sandstorm effect.

    Sand Rush | Hidden
    During Sandstorm, bearer's Speed is doubled and bearer doesn't lose HP because of the Sandstorm effect.

    Sand Stream | Hidden
    When bearer becomes active, the effect of Sandstorm begins, and continues for five turns.

    Sand Veil | Hidden
    During Sandstorm, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn't lose HP because of the Sandstorm effect.

    Sap Sipper | Active
    Whenever a Grass-type attack (even a non-damaging one) by a non-bearer targets bearer, bearer's Attack is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

    Scrappy | Hidden
    Normal- and Fighting-type attacks by bearer have normal effectiveness against the Ghost type.

    Serene Grace | Hidden
    Chance of additional effects from attacks by bearer is doubled. (Secret Power is not affected.)

    Shadow Tag | Active*
    An opposing Pokémon can't flee or switch unless it has this Ability. The opposing Pokemon can still switch through the means of Baton Pass, U-Turn, Volt Switch, or the held item Shed Shell. Does not affect an allied Pokemon. Ghost types are immune.
    *If they try to switch. They must still send a move.

    Shed Skin | Active
    At the end of each round, there is a 33%(?) chance that bearer's status problems will be removed.

    Sheer Force | Hidden
    Power of attacks by bearer with an additional effect is multiplied by 1.3. No secondary effects of attacks by the bearer can occur. Recoil, user stat penalties, increased critical hit ratio, perfect accuracy, and variable-power attacks are primary effects and so moves with these effects are not boosted by Sheer Force. If the selected move is boosted by Sheer Force, the following effects are negated: bearer's Life Orb recoil, bearer's Shell Bell HP restoration, target's Red Card, and target's Eject Button.

    Shell Armor | Hidden
    Attacks against bearer can't be critical hits.

    Shield Dust | Hidden
    No additional effects of attacks by non-bearers can occur against bearer. (Additional effects that don't affect the bearer are not prevented.) This prevents effects from moves that ensure secondary effects (like Inferno and DynamicPunch) but not moves in which the effect is the only thing the move intends (like Thunder Wave or Will-o-Wisp)

    Simple | Hidden*
    Effects that increase or decrease bearer's stat stages by a certain number of stages do so by twice that many stages instead. Stat boosts are still capped at +/-6. Effects that copy or steal modifiers such as Psych Up, Heart Swap, or Baton Pass will transfer or copy stat boosts at the stage they were, it won't double or halve them.
    *The ability is not announced, however the stat modifiers are publicly doubled.

    Skill Link | Hidden
    Multi-hit attacks by bearer that "strike two to five times in a row" always strike five times. Double Kick and Triple Kick are unaffected.

    Slow Start | Enter, Active*
    When bearer becomes active, bearer's Attack and Speed are halved for five rounds, including the current round, or until bearer is replaced or bearer loses this Ability. The effect is reset whenever bearer adopts this Ability even if it already had this Ability.
    *Announced both when entering and when it wears off

    Sniper | Hidden
    If an attack by bearer is a critical hit, the damage dealt is 2.25x instead of 1.5x.

    Snow Cloak | Hidden
    During Hail, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn't lose HP because of the Hail effect.

    Snow Warning | Active
    When bearer becomes active, the effect of Hail begins, and continues for five turns.

    Solar Power | Active*
    During Sunny Day, bearer's Special Attack is multiplied by 1.5. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP.
    *Announced for being hurt by it, not boosting damage

    Solid Rock | Hidden
    Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4.

    Soundproof | Active
    Bearer does not receive the effects of sound-based attacks. (Uproar can still affect bearer's sleep status; bearer doesn't receive a perish count, but its perish count will still decline; doesn't affect Heal Bell). The following moves are blocked by this ability


    Perish Song can still be baton passed to a Pokemon with this ability.

    Speed Boost | Active
    At the end of each round, increases bearer's Speed by 1 stage unless bearer became active after the beginning of this round.

    Stall
    Bearer strikes after all other Pokémon whose moves have equal or greater priority than bearer's move.

    Stance Change | Active
    Allows Aegislash to switch between Blade Forme and Shield Forme. Changes to Blade Forme when using an attacking move, and reverts to Shield Forme when using King's Shield. Other status moves will not change its form. Whenever Aegislash is sent in, it will always be in Shield Forme.

    Stance Change cannot be Traced, copied with Role Play, suppressed with Gastro Acid, or replaced with Simple Beam or Skill Swap. Activates prior to and independently of any checks for status conditions that may stop the execution of the user's attack (eg. Aegislash will still change to Blade Forme if it selects an attacking move even if it was fully paralyzed or hits itself in confusion). Sleep Talk does not trigger Stance Change, regardless of the move used.

    When Transform/Imposter is used on Aegislash, the user of Transform/Imposter will be locked into whatever forme the copied Pokemon is in. This means that if Aegislash is in Shield Forme, and Ditto is switched in and Imposter activates, Ditto will stay in the Shield Forme even if it selects an attacking move.

    Static | Active
    Whenever bearer is hit by a contact move by a non-bearer, that non-bearer may be paralyzed (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute). Ground type's immunity, Volt Absorb, Lightningrod and Motor Drive do not prevent this ability from occurring. Immunity to paralysis, such as from Limber or being Electric type will prevent it.

    Steadfast | Active
    Whenever bearer flinches, bearer's Speed is increased by 1 stage. Focus Punch loss of focus doesn't trigger this.

    Stench
    Damaging attacks by the bearer that don't already have an additional effect of causing the opponent to flinch may cause the opponent to flinch (10% chance; not cumulative with King's Rock or Razor Fang; prevented by Substitute).

    Sticky Hold
    Bearer's held item can't be removed from it by non-bearers. (This includes Knock Off, Pluck, Incinerate, and Bug Bite.) (Bearer can use Trick, Switcheroo, and Bestow normally, and Item Drop can still be used on it.)

    Storm Drain | Active
    All Water-type attacks, even those from your ally in multi-battles, hit this Pokémon with 100% accuracy, regardless of the intended target, and give a Special Attack boost of one stage instead of doing damage. If a Pokemon with Storm Drain and a Pokemon using Follow Me are out at the same time, and a Pokemon uses a Water-type attack targeted at the Follow Me user's team, Follow Me will take precedence and absorb the attack. Hidden Power is never attracted by Storm Drain, even if Hidden Power is Water. Soak is never attracted by Storm Drain. Water moves that hit all Pokémon have their targetting unchanged by Storm Drain, but will still cause the stat rise from the part of the attack that hits the bearer.

    Strong Jaw | Hidden
    Power of "bite" attacks by the bearer is increased by 50%, as listed here.

    Sturdy | Active
    One-hit KO attacks against bearer will fail for non-bearers (whether or not bearer's HP is full). If bearer's HP is full and damage (including confusion damage) would reduce bearer's HP to less than 1, instead that damage reduces bearer's HP to 1. (Treats each hit of a multi-hit attack as a separate attack. Takes precedence over Focus Sash and Focus Band. Endure takes precedence over this Ability.)

    Suction Cups | Active
    Attacks by non-bearers and items held by non-bearers can't force bearer to end a wild battle or cause bearer to be replaced with a different non-active Pokémon.

    Super Luck | Hidden
    Bearer's critical hit rate increases one stage (See critical hits section for details).

    Swarm | Hidden
    If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, the base power for Bug-type attacks by bearer is multiplied by 1.5.

    Sweet Veil
    The bearer and its allies are immune to sleep.

    Swift Swim | Hidden
    During Rain Dance, bearer's Speed is doubled. This is NOT Speed+2.

    Symbiosis
    Passes along the user's item to its partner immediately after the partner's item is consumed. Will not trigger if opponent removes an ally Pokemon's item through the use of Thief, Covet, Knock Off, Magician, or Pickpocket. If a Pokemon is given a Choice item via Symbiosis, it will be able to choose a different move on the next turn.

    Synchronize | Active
    Whenever the bearer is burned, poisoned, or paralyzed by an attack by a non-bearer or an Ability from a non-bearer, that non-bearer also receives the same status problem. (This doesn't include Toxic Spikes. Safeguard and Substitute don't affect this. If bearer became badly poisoned, the non-bearer becomes badly poisoned. Effect happens immediately.) This ability is not triggered by self-inflicted statuses. This will fail if the opponent is immune to the status condition that the bearer received.

    Tangled Feet
    As long as bearer is confused, accuracy of attacks against bearer is multiplied by 80/100.

    Technician | Hidden
    If an attack by bearer against a non-bearer has a power of 60 or less, that attack's power is multiplied by 1.5. (Includes Struggle. Applied after effects of the attack itself that vary its power and after Defense Curl and Helping Hand, and before other effects that modify its power.)

    Telepathy
    Pokemon with Telepathy cannot be damaged by allies in a double or triple battle.

    Teravolt | Enter
    While bearer is using an attack, effects that hinder the bearer's moves are negated. The following is a list of abilities negated by Teravolt.


    Thick Fat | Hidden
    Damage from Fire- and Ice-type attacks against bearer is halved.

    Tinted Lens | Hidden
    Damage of attacks by bearer against non-bearers whose types have less than normal effectiveness against bearer's types is doubled.

    Torrent | Hidden
    If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, the power for Water-type attacks by bearer is multiplied by 1.5.

    Tough Claws | Hidden
    Power of attacks by the bearer which make direct contact is increased by 1/3x.

    Toxic Boost | Hidden
    As long as bearer is poisoned, the bearer's Attack stat is multiplied by 1.5. This is not Attack+1.

    Trace | Active
    When bearer becomes active, it adopts the Ability of a random adjacent opposing Pokémon that actually has an Ability other than Multitype, Wonder Guard, Trace, Forecast, Flower Gift, Zen Mode, Illusion, or Imposter. If there is no such Pokémon, this Ability doesn't trigger.

    Truant | Active
    Every other round, bearer does nothing instead of using an attack. Moves that cause the user to lose a turn (like Hyper Beam) will recharge on the turn Truant affects. Bearer is immune to Worry Seed, Entrainment and Simple Beam.

    Turboblaze | Enter
    While bearer is using an attack, abilities that hinder the attack are negated. The following abilities are negated by Turboblaze


    Unaware | Hidden
    Attacks by bearer against non-bearers ignore their opponent's Defense, Special Defense, and evasiveness stat changes. Attacks by non-bearers against bearer ignore the Attack, Special Attack, and accuracy stat changes. (This effect applies only in damage calculation and accuracy checks. Punishment and Stored Power are not specially affected.) Boosts that stem from abilities like Sand Force, Aerilate, or Pixilate are not affected.

    Unburden | Hidden
    Bearer's Speed is doubled if an item that the bearer held was consumed or removed from the bearer while bearer had this Ability and since bearer became active. (This applies even if the item switches to the same or different item. This includes if the bearer drops its held item because of Knock Off.) This is not Speed+2. If the Pokemon gains a new item after receiving an Unburden boost, the boost is removed.

    Unnerve | Enter
    Berries held by opposing Pokémon can't trigger. (Item Urge will have no effect for Berries held by such Pokémon. An opposing Pokémon can use Natural Gift and Fling normally and items involved in Pluck, Bug Bite, and Fling attacks by and against an opposing Pokémon will take effect normally.) Non-bearer is notified of this ability.

    Victory Star
    Accuracy of attacks by bearer and its allies is multiplied by 1.1. (This effect is cumulative.)

    Vital Spirit | Active
    Bearer can't fall asleep. Rest will fail when used by the bearer. If a Pokémon is sleeping, and then gains Vital Spirit, it is instantly cured of sleep.

    Volt Absorb | Active
    Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.) Protect when used against an Electric type attack does not trigger Volt Absorb.

    Water Absorb | Active
    Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.) Protect when used against an Watertype attack does not trigger Water Absorb.

    Water Veil | Active
    Bearer can't be burned. If a Pokémon is burned, and then gains Water Veil, it is instantly cured of its burn.

    Weak Armor | Active
    Whenever bearer is hit by a physical attack by a non-bearer, bearer's Defense is decreased by 1 stage and its Speed is increased by 1 stage. Multi-hit moves trigger this ability on each hit.

    White Smoke | Active
    Attacks and Abilities by non-bearers can't reduce bearer's stat stages. Moves the bearer uses may still lower stat stages if applicable (Examples: Superpower, Shell Smash, Close Combat). This ability does not prevent the effects of Power Swap, Guard Swap, or Power Trick.

    Wonder Guard | Active
    Bearer is immune to damaging attacks whose type has less than double effectiveness against bearer's types.

    Wonder Skin | Active
    Accuracy of non-damaging attacks by non-bearers against bearer is 50% (before accuracy-modifying effects).

    Zen Mode | Active
    At the end of each round, if bearer is a Darmanitan and hasn't transformed, bearer assumes Zen Mode if its current HP is less than or equal to half of total HP, or Standard Mode otherwise, and bearer reverts to Standard Mode when it's replaced or when bearer doesn't have this Ability. (Its stats are recalculated if it changes to a different form this way.)
    Last edited by Ataro; 5th September 2014 at 04:56 AM. Reason: Previous Aroma Veil description is incorrect. Imprison should not be affected by Aroma Veil.

  8. #8

    Default Items

    Items

    The following information on items is compiled from the following pages of these websites: The Ultimate Pokemon Center, Smogon, and Bulbapedia. Some information is modified or removed to facilitate the URPG.

    Absorb Bulb
    Whenever holder is hit by a damaging Water-type attack by a non-holder, this item is consumed and holder's Special Attack is increased by 1 stage. Damage is not nullified.

    Adamant Orb
    If the holder is Dialga, the power of the holder's Dragon and Steel type attacks are multiplied by 1.2.

    Air Balloon
    When a holder is sent into battle with this item, a message is given indicating the holder is holding this item. Holder is immune to Ground-type attacks, and holder is unaffected by Spikes and Toxic Spikes, and holder can switch and flee despite Arena Trap, as though it had Levitate (even if effects due to the holder's Ability are not applied). (Overridden by Ingrain and Gravity.) If a non-holder hits the holder with a damaging attack, this item is consumed (the item "pops").

    Apicot Berry
    When holder's HP is less than or equal to 1/4 of total HP, increases holder's Special Defense by 1 stage and this item is consumed.

    Assault Vest
    Increases the Special Defence of the holder by one stage, but prevents the use of status moves.

    • Babiri Berry (Steel)
      Charti Berry (Rock)
      Chilon Berry (Normal)
      Chople Berry (Fighting)
      Coba Berry (Flying)
      Colbur Berry(Dark)
      Haban Berry (Dragon)
      Kasib Berry (Ghost)
      Kebia Berry (Poison)
      Occa Berry (Fire)
      Passho Berry (Water)
      Payapa Berry (Psychic)
      Rindo Berry (Grass)
      Roselie Berry (Fairy)
      Shuca Berry (Ground)
      Tanga Berry (Bug)
      Wacan Berry (Electric)
      Yache Berry (Ice)


    Reduces the power of a super-effective move of its corresponding type by 50%. For normal, it reduces regardless of effectiveness.

    Berserk Gene
    As soon as a new round begins (before commands are chosen), if holder is holding this item, its Attack is increased by 2 stages and then, the holder becomes confused if not already confused (Safeguard and Substitute don't affect this).

    Big Root
    The HP stolen by holder's draining moves is increased by 30%. The item affects the moves Absorb, Drain Punch, Dream Eater, Giga Drain, Horn Leech, Leech Life, Mega Drain and Leech Seed. Aqua Ring and Ingrain are also amplified. This does not affect Regenerator.

    Binding Band
    The damage dealt at the end of the turn by multi-turn trapping moves (Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Whirlpool, Wrap) is increased from 1/8 to 1/6 of the target's maximum HP.

    • Black Belt (Fighting)
      Blackglasses (Dark)
      Charcoal (Fire)
      Dragon Fang (Dragon)
      Hard Stone (Rock)
      Magnet (Electric)
      Metal Coat (Steel)
      Miracle Seed (Grass)
      Mystic Water (Water)
      Nevermeltice (Ice)
      Poison Barb (Poison)
      Sharp Beak (Flying)
      Silk Scarf (Normal)
      Silverpowder (Bug)
      Soft Sand (Ground)
      Spell Tag (Ghost)
      Twistedspoon (Psychic)

    Power of attacks of the item's corresponding type by holder is multiplied by 1.2.

    Black Sludge
    The holder loses 1/8 of total HP if the the holder's type is not Poison at the end of each round. If the holder's type is Poison, the holder restores 1/16 of total HP at the end of each round.

    BrightPowder
    Accuracy of attacks against the holder is multiplied by 0.9.

    • Bug Gem
      Dark Gem
      Dragon Gem
      Electric Gem
      Fighting Gem
      Fire Gem
      Flying Gem
      Ghost Gem
      Grass Gem
      Ground Gem
      Ice Gem
      Normal Gem
      Poison Gem
      Psychic Gem
      Rock Gem
      Steel Gem
      Water Gem

    As an attack by the holder other than Fire Pledge, Grass Pledge, or Water Pledge begins, if it would deal damage against at least one of its targets and has the same type as that named by this item, that attack's power is multiplied by 1.3 and this item is consumed before damage calculation. (Counts all hits of a multi-hit attack. Attacks used on different rounds are considered separate attacks. The appropriate type item will also trigger if Present would try to recover HP to the opponent, even if it can't do so.)

    • Burn Drive (Fire)
      Chill Drive (Ice)
      Douse Drive (Water)
      Shock Drive (Electric)

    Changes the type of the move Techno Blast to the corresponding type.

    Cell Battery
    Whenever holder is hit by a damaging Electric-type attack by a non-holder, holder's Attack is increased by 1 stage and this item is consumed. Damage is not nullified.

    Choice Band
    Holder's Attack is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

    Choice Scarf
    Holder's Speed is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

    Choice Specs
    Holder's Special Attack is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

    Custap Berry
    If holder's HP is less than or equal to 1/4 of total HP and holder is holding this item after commands are chosen but before Pokémon are switched out, this item is consumed and holder strikes before all other Pokémon whose moves have equal or lower priority than holder's move this round. (Affected by Gluttony.)

    Damp Rock
    If holder uses Rain Dance, its effect lasts eight rounds instead of five rounds.

    Destiny Knot
    If the holder becomes infatuated, the foe does too.

    • Draco Plate (Dragon)
      Dread Plate (Dark)
      Earth Plate (Ground)
      Fist Plate (Fighting)
      Flame Plate (Fire)
      Icicle Plate (Ice)
      Insect Plate (Bug)
      Iron Plate (Steel)
      Meadow Plate (Grass)
      Mind Plate (Psychic)
      Pixie Plate (Fairy)
      Sky Plate (Flying)
      Splash Plate (Water)
      Spooky Plate (Ghost)
      Stone Plate (Rock)
      Toxic Plate (Poison)
      Zap Plate (Electric)

    The power of moves with the corresponding plate type is multiplied by 1.2. Pokemon with the Multitype ability become the type corresponding with the plate.


    Eject Button
    At the end of all hits of a damaging attack by a non-holder, if holder has at least 1 HP and if there is at least one unfainted non-active Pokémon with the same controller as the holder, this item causes the holder to switch even if it cannot switch, and this item is consumed. (The new Pokémon becomes active immediately. Prevented by Sheer Force if the attack has an additional effect.)

    Eviolite
    If holder's species has a higher evolutionary form, its Defense and Special Defense are multiplied by 1.5.

    Expert Belt
    Effectiveness of attacks by holder against non-holders is multiplied by 1.2 if the attack is super-effective.

    Flame Orb
    At the end of each round, holder becomes burned. (Not prevented by Safeguard or Substitute.)

    Float Stone
    Holder's weight is halved.

    Focus Band
    If the holder would normally faint from an attack, it has a 10% chance of surviving with 1 HP. (Treats each hit of a multi-hit attack as a separate attack. Endure and Sturdy take precedence over this item's effect.)

    Focus Sash
    If holder's HP is full and damage (including confusion damage) would reduce holder's HP to less than 1, instead that damage reduces holder's HP to 1 and this item is consumed immediately. (Treats each hit of a multi-hit attack as a separate attack. Includes returned attack from Future Sight and Doom Desire. Endure and Sturdy take precedence over this item's effect.)

    Full Incense
    This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Full Incense are out at the same time, the faster Pokemon will move last. If a Pokemon holding Full Incense is facing a Pokemon with the ability Stall, the Pokemon with Full Incense will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Full Incense ignores the effects of Trick Room. This item is identical to Lagging Tail.

    Ganlon Berry
    When holder's HP is less than or equal to 1/4 of total HP, increases holder's Defense by 1 stage and this item is consumed.

    Grip Claw
    If holder uses a multi-turn attack, its effect always lasts five turns

    Heat Rock
    If holder uses Sunny Day, its effect lasts eight rounds instead of five rounds.

    Icy Rock
    If holder uses Hail, its effect lasts eight rounds instead of five rounds.

    Iron Ball
    Holder's Speed is halved [even if Embargo is in effect for the holder and even if it has Klutz]. Ground-type moves have normal effectiveness against the holder if its current type includes Flying, and they are effective against the holder as though it did not have Levitate. Holder can receive the effect of Spikes and Toxic Spikes, and the holder is prevented from switching and fleeing because of Arena Trap, as though it did not have Levitate and as though its current type did not include Flying. (Overrides Magnet Rise and Telekinesis.)

    Jaboca Berry
    If the holder is hit by a physical attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

    Kee Bery
    If the holder is hit by a physical attack, its Defence is raised one stage and the berry is consumed.

    King's Rock
    Whenever a non-holder is hit by a damaging attack by the holder that doesn't have an additional effect of causing its opponent to flinch, that non-holder may flinch this round (10% chance; considered an additional effect by Shield Dust and Serene Grace but not Sheer Force; not cumulative with Stench; prevented by Substitute).

    Lagging Tail
    This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Lagging Tail are out at the same time, the faster Pokemon will move last. If a Pokemon holding Lagging Tail is facing a Pokemon with the ability Stall, the Pokemon with Lagging Tail will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Lagging Tail ignores the effects of Trick Room. This item is identical to Full Incense.

    Lansat Berry
    When holder's HP is less than or equal to 1/4 of total HP, and Focus Energy is not in effect for the holder, begins the effect of Focus Energy and this item is consumed.

    Leftovers
    At the end of each round, holder gains 1/16 of total HP.

    Liechi Berry
    When holder's HP is less than or equal to 1/4 of total HP, increases holder's Attack by 1 stage and this item is consumed.

    Life Orb
    Raw damage dealt by attacks by holder against non-holders is multiplied by 1.3. At the end of an attack by the holder, the holder loses 1/10 of total HP if the holder hit at least one non-holder at least once with that attack. The recoil damage is prevented by Sheer Force (if activated by move) and Magic Guard. If this item is taken by Thief or Covet, then the user of that move receives recoil damage.

    Light Ball
    If the holder is Pikachu, its Attack and Special Attack are doubled.

    Light Clay
    If holder uses Reflect or Light Screen, its effect lasts eight rounds instead of five rounds.

    Lucky Punch
    If holder is a Chansey, its critical hit rate is increased by 2 stages.

    Lum Berry
    If the holder is afflicted with sleep, burn, paralysis, poison, toxic poison, confusion, or freeze, this item is immediately consumed and the holder is cured of its status problem.

    Luminous Moss
    If the holder is hit by a Water-type attack, its Special Defence is raised one stage and the item is consumed.

    Maranga Bery
    If the holder is hit by a special attack, its Special Defence is raised one stage and the berry is consumed.

    Mental Herb
    When holder is infatuated or Taunt, Disable, Torment, or Encore is in effect for the holder, holder is no longer infatuated and those moves' effects end for the holder, and this item is consumed.

    Metal Powder
    If holder is a Ditto and hasn't transformed, its Defense and Special Defense are multiplied by 1.5.

    Metronome
    The power of an attack is increased by 10% on each consecutive use, up to a maximum of +100%, i.e. double its original power. The boosts are lost if the holder uses another attack or switches out. The boost is only applied on multiple selections of a move, not multiple executions (like Rock Blast). If a Pokemon uses a move that selects another move (for instance, Sleep Talk), Metronome's bonus will increase when that move selects and attack, and do nothing (neither boost nor reset the counter) when that move fails to select an attacking move.

    Micle Berry
    When the holder's HP falls to 1/4 or less, this Berry is consumed and the holder's next used move will always hit. Micle Berry ignores all accuracy and evasion modifiers.

    Muscle Band
    Power of physical attacks by holder is multiplied by 1.1.

    Petaya Berry
    When holder's HP is less than or equal to 1/4 of total HP, increases holder's Special Attack by 1 stage and this item is consumed.

    Power Herb
    Whenever the holder uses a two-turn attack other than Sky Drop, if that attack would take two turns, it takes one turn instead and this item is consumed. It affects Solar Beam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce, Shadow Force, Phantom Force, and Geomancy. Moves like Hyper Beam are unaffected.

    Quick Claw
    At a 20% chance, holder strikes before all other Pokémon with equal or lower priority than holder's move. The effects of Trick Room are ignored if the chance succeeds

    Quick Powder
    If holder is a Ditto and hasn't transformed, its Speed is doubled.

    Red Card
    The opponent is forced out immediately after attacking the holder, after all effects of the attack have occured. Will not activate if either Pokemon is KO'd as a result of the attack, if the attacking player has no valid Pokemon that can be forced in, or if the attack is boosted by Sheer Force. The item is consumed even if the effect is prevented.

    Ring Target
    Attacks against the holder have normal effectiveness against types that those attacks' types would otherwise be ineffective against. (For example, if the holder's type includes Dark, Psychic-type attacks against it have normal effectiveness against the Dark type.) Effects can inflict status problems on the holder if they otherwise wouldn't because of the holder's type.

    Rocky Helmet
    Whenever holder is hit by a contact move by a non-holder, that non-holder loses 1/8 of total HP (not considered recoil damage).

    Rowap Berry
    If the holder is hit by a special attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

    Safety Goggles
    Protects the holder from weather-related damage and the effects of powder and spore-based moves.

    Salac Berry
    When holder's HP is less than or equal to 1/4 of total HP, increases holder's Speed by 1 stage and this item is consumed.

    Scope Lens
    Holder's critical hit rate is increased by 1 stage.

    Shed Shell
    The holder can switch out, even if under the effects of Ingrain, Arena Trap, Magnet Pull, Shadow Tag, Block, Mean Look, Spider Web, Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, or Wrap. Pokémon that have used Ingrain and or have the ability Suction Cups are still not affected by Roar and Whirlwind. A Pokemon locked into Ice Ball, Outrage, Petal Dance, Rollout, Thrash, or Uproar will still not be able to switch out.

    Shell Bell
    Whenever the holder deals damage, the holder restores 1/8 of the damage dealt as HP.

    Smooth Rock
    If holder uses Sandstorm, its effect lasts eight rounds instead of five rounds.

    Snowball
    If the holder is hit with an Ice-type attack, its Attack is raised one stage and the item is consumed.

    Starf Berry
    When holder's HP is less than or equal to 1/4 of total HP and at least one of the Attack, Defense, Speed, Special Attack, or Special Defense stage is less than 6, increases by 2 stages one of those stat stages that are less than 6, and this item is consumed if that stat stage was changed this way.

    Soul Dew
    Raises Special Attack and Special Defense by 50% if the holder is Latias or Latios.

    Starf Berry
    Raises a random stat by two stages when at 25% HP or less. One-time use.

    Stick
    If holder is a Farfetch'd, its critical hit rate is increased by 2 stages.

    Sticky Barb
    At the end of every round, holder loses 1/8 of total HP. Whenever holder loses HP due to a contact move by a non-holder and that non-holder isn't holding an item, that non-holder receives this item even if the holder has Sticky Hold, unless the holder has a substitute.

    Thick Club
    If holder is a Cubone or Marowak, its Attack is doubled.

    Toxic Orb
    At the end of each round, holder becomes badly poisoned. (Not prevented by Safeguard or Substitute.)

    Weakness Policy
    If the holder is hit by a super effective attack, its Attack and Special Attack are raised two stages.

    White Herb
    When holder has stats lowered to a stage below 0, they are brought back to 0 and then this item is consumed.

    Wide Lens
    Accuracy of attacks by the holder is multiplied by 1.1.

    Wise Glasses
    Power of attacks by holder against non-holders is multiplied by 1.1 if the attack is special.

    Zoom Lens
    Accuracy of attacks by the holder is multiplied by 1.2 if holder strikes after their opponent this round. (Also applies to Future Sight and Doom Desire, even if holder didn't strike after its opponent, except if the opponent became active after the beginning of the round.)
    Last edited by Ataro; 11th December 2014 at 12:55 AM. Reason: gem 1.5x -> 1.3x

  9. #9

    Default Moves

    If anything is incorrect, or needs updating, please inform a Moderator or Official.

    -Range-
    1- 1 Enemy
    2- 2 Enemies
    3- 2 Enemies + 1 Ally
    4- All Pokémon in battle
    S- Self
    A- Ally
    P- Party
    R- Random Enemy or Ally

    Tags
    Con = this move makes contact with the enemy
    Force = this move is affected by Sheer Force
    Sub = this move works as normal even if the enemy has a substitute
    Sn = this move can be snatched by Snatch
    Magic = this move is affected by Magic Coat

    #Nr.|Attack| Type | Power | Hit % | PP | Category | Range | Tags |
    [Description]

    1. Absorb|Grass|20|100%|25|Special|1|(None) |
      User Pokémon absorbs 1/2 the damage dealt to the Enemy Pokémon (rounded down).
    2. Acid|Poison|40|100%|30|Special|2|Force|
      10% chance to lower SPECIAL DEFENSE -1.
    3. Acid Armor|Poison|n/a|n/a|20|Status|S|Sn|
      Gain DEFENSE +2.
    4. Acid Spray|Poison|40|100%|20|Special|1|Force|
      Lowers the target's Special Defense by two stages.
    5. Acrobatics|Flying|55|100%|15|Physical|1|Con|
      Power doubles if the user is not holding an item. If the user is holding a Sky Gem, it will be consumed first, and Acrobatics will get the no-item boost in addition to the Sky Gem boost. Can hit non-adjacent opponents in a Triple Battle.
    6. Acupressure|Normal|n/a|n/a|30|Status|S or A|(None)|
      User Pokémon randomly gains Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, or Evasion +2. In a Double Battle, either the User Pokémon or Ally can be chosen as the target, though it will not work on the ally if they have a Substitute up.
    7. Aerial Ace|Flying|60|n/a|20|Physical|1|Con|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Can hit non-adjacent opponents in a Triple Battle.
    8. Aeroblast|Flying|100|95%|25|Special|1|(None)|
      Increased Critical Hit rate (1 stage).
    9. After You|Normal|n/a|n/a|15|Status|S|Sub|
      After this move is used, the target will attack first the next turn, ignoring priority.
    10. Agility|Psychic|n/a|n/a|30|Status|S|Sn|
      Gain SPEED +2.
    11. Air Cutter|Flying|60|95%|25|Special|2|(None)|
      Increased Critical Hit rate (1 stage).
    12. Air Slash|Flying|75|95%|15|Special|1|Force|
      30% chance to FLINCH. Can hit non-adjacent opponents in a Triple Battle
    13. Ally Switch|Psychic|n/a|n/a|15|Status|S|(None)|
      {Priority+1} Allows a user on one side of the field to swap places with the Pokémon on the opposite side. changes positions with the ally on the far side in a triple battle; will fail if the user is in the middle in a triple battle; changes positions with the ally in a double battle; will fail if the user is the last remaining Pokemon; will always fail in a single battle; and does not trigger Pursuit.
    14. Amnesia|Psychic|n/a|n/a|20|Status|S|Sn|
      Gain SPECIAL DEFENSE +2.
    15. Ancient Power|Rock|60|100%|5|Special|1|Force|
      User Pokémon has a 10% chance to gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1
    16. Aqua Jet|Water|40|100%|20|Physical|1|Con|
      Always attacks first. {Priority +1}
    17. Aqua Ring|Water|n/a|n/a|20|Status|S|Sn|
      Recover 6.25% HP at the end of each turn. This effect is removed when User Pokémon switches or uses U-turn.
    18. Aqua Tail|Water|90|90%|10|Physical|1|Con|
      No added effect.
    19. Arm Thrust|Fighting|15|100%|20|Physical|1|Con|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    20. Aromatherapy|Grass|n/a|n/a|5|Status|P|Sn|
      Cures BURN, FROZEN, PARALYZE, POISON, TOXIC, and SLEEP from every Pokémon on that team.
    21. Aromatic Mist|Fairy|n/a|n/a|20|Status|S/A|(None)|
      Raises the Special Defence of the user and all allies.
    22. Assist|Normal|n/a|n/a|20|Status|R|(None)|
      Uses a random move from a random Pokémon in Trainer’s party. Can pick moves from a fainted Pokémon. If Assist copies a multi-turn move (eg. Outrage), the user will be locked into that specific move. Assist cannot select the following attacks:
      Assist, Belch (even if the user has consumed a berry), Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Dig, Endure, Feint, Fly, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Whirlwind.
    23. Assurance|Dark|60|100%|10|Physical|1|Con|
      If Enemy Pokémon has received damage on this turn before this move is used, for any reason (Life Orb damage, recoil, Spikes), this move has double power. If the user has Parental Bond and no other damage was incurred in the turn beforehand, the first hit has normal power and the second hit is doubled.
    24. Astonish|Ghost|30|100%|15|Physical|1|Con, Force|
      30% chance to FLINCH.
    25. Attack Order|Bug|90|100%|15|Physical|1|(None)|
      Increased Critical Hit rate (1 stage)
    26. Attract|Normal|n/a|100%|15|Status|1|Sub, Magic|
      Enemy Pokémon of opposite gender will be induced with the ATTRACT status. 50% chance of not being able to attack every turn. Genderless Pokémon can’t be Attracted. Attract ends when the User or Enemy Pokémon faint, use Shed Shell, switch, Baton Pass, or U-Turn or Volt Switch out of the field. Attract does work through Substitute.
    27. Aura Sphere|Fighting|80|n/a|20|Special|1|(None)|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    28. Aurora Beam|Ice|65|100%|20|Special|1|Force|
      10% chance to lower ATTACK -1.
    29. Autotomize|Steel|n/a|n/a|15|Status|S|Sn|
      Raises the user's Speed stat by two stages and decreases the user's weight to half of its original value. This lowers the base power of Heavy Slam (when used by the user of Autotomize), Low Kick and Grass Knot (when targeting the user of Autotomize), since these moves are calculated by the user's weight. Autotomize's weight reduction cannot be Baton Passed.
    30. Avalanche|Ice|60|100%|10|Physical|1|Con|
      If User Pokémon is hurt by Enemy Pokémon (but not through Pain Split), deals double damage. Always attacks last. {Priority -4}
    31. Baby-Doll Eyes|Fairy|n/a|100%|30|Status|2|SnMagic|
      Lowers the target’s ATTACK one stage. {Priority +1}
    32. Barrage|Normal|15|85%|20|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    33. Barrier|Psychic|n/a|n/a|20|Status|S|Sn|
      Gain DEFENSE +2.
      [
    34. Baton Pass|Normal|n/a|n/a|40|Status|S|(None)|
      User Pokémon switches with another Pokémon in your Party.
      When this move is executed, the following conditions are passed: Aqua Ring, Bind, Block (both on you and your opponent), CONFUSE, Clamp, Curse (Ghost type), Embargo, Fire Spin, Focus Energy/Lansat Berry, Gastro Acid, Infestation, Ingrain, Leech Seed, Lock-On, Magma Storm, Magnet Rise, Mean Look (you can't switch out if the Mean Look's user is still on the field), Mind Reader, Perish Song count, Power Trick, Sand Tomb, Spider Web (both on you and your opponent), Substitute (keeps its HP), Whirlpool, Wrap, and any Stat boosts and drops.
      When a Toxic'd Pokémon uses Baton Pass to a normal Poisoned Pokémon, the normal Poisoned Pokémon will not become Toxic.
      In DP Rules, you say what mon will be Baton Pass'd to when the move is executed.
    35. Beat Up|Dark|1|100%|10|Physical|1|(None)|
      Pokémon on the user's team that are not fainted and do not have a major status condition does an attack on the target. Beat Up uses the Attack of each attacker and Defense of the target, but its BP for each hit = 5 + (Base Attack of Attacker / 10). If the user's Attack is boosted, all Beat Up hits will be boosted as well. Beat Up hits through Wonder Guard, even if the Pokémon isn't weak to Dark. Life Orb only makes the Beat Up user lose 10%.
    36. Belch|Poison|120|90%|10|Special|2|(none)|
      If the user is not holding a Berry, or has consumed a Berry with Natural Gift/Fling, Belch cannot be selected and the player is forced to select another move. After eating a Berry, the player may use Belch for the rest of the battle, even if the Pokémon has been switched out and back in or the Berry is restored with Recycle, Harvest, or Pickup. If Belch is used via Copycat, Me First, or Mirror Move, the following moves will fail, regardless of whether user of that move has eaten a Berry or not.
    37. Belly Drum|Normal|n/a|n/a|10|Status|S|Sn|
      Attack becomes ATTACK +6 while sacrificing 50% HP. Move fails if User Pokémon has HP 50% or less.
    38. Bestow|Normal|n/a|100%|15|Status|1 or A|(None)|
      The user transfers its held item to the target, which can be either an ally or an opponent. It will always fail if the user has no held item or is holding Mail. It also fails if the target already has a held item or is behind a Substitute.
    39. Bide|Normal|n/a|100%|10|Physical|1|Con|
      Bide last three turns. The first two turns, User Pokémon takes any damage dealt to it. On the third turn, attacks Enemy Pokémon for twice the damage received. Type resistence is negated. Ghost Types are immune. You can not do anything else while Bide is being used. Sleep ends Bide. Always attacks first. {Priority +1}
    40. Bind|Normal|15|85%|20|Physical|1|Con|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    41. Bite|Dark|60|100%|25|Physical|1|Con, Force|
      30% chance to FLINCH.
    42. Blast Burn|Fire|150|90%|5|Special|1|(None)|
      Attacks first turn. Must recharge second turn; can’t be switched out.
    43. Blaze Kick|Fire|85|90%|10|Physical|1|Con, Force|
      10% chance to gain BURN. Increased Critical Hit rate (1 stage). Note: Burn is affected by Sheer Force but not the Critical Hit rate.
    44. Blizzard|Ice|110|70%|5|Special|2|Force|
      10% chance to gain FREEZE. Cannot miss in Hail.
    45. Block|Normal|n/a|100%|5|Status|1|Magic|
      Enemy Pokémon can’t be switched as long as User Pokémon remains in battle. Ignores accuracy/evasion modifiers. Pokémon can still escape with Baton Pass, U-Turn, Volt Switch, Shed Shell, or Eject Button. User can still be switched out through means of Roar, Dragon Tail, etc.
    46. Blue Flare|Fire|130|85%|5|Special|1|Force|
      20% chance to burn the target.
    47. Body Slam|Normal|85|100%|15|Physical|1|Con, Force|
      Enemy Pokémon has 30% chance to gain PARALYZE. Power doubles and never misses if target used Minimize.
    48. Bolt Strike|Electric|130|85%|5|Physical|1|Con, Force|
      20% chance to paralyze the target.
    49. Bone Club|Ground|65|85%|20|Physical|1|Force|
      10% chance to FLINCH.
    50. Bone Rush|Ground|25|90%|10|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    51. Bonemerang|Ground|50|90%|10|Physical|1|(None)|
      Attacks two times in one turn.
    52. Boomburst|Normal|140|100%|10|Special|3|(none)|
      No effect.
    53. Bounce|Flying|85|85%|5|Physical|1|Con, Force|
      First turn, User Pokémon bounces up in the sky and can’t be damaged (except by Gust, Twister, Sky Uppercut, Hurricane, Smack Down, and any move involving Lock on, Mind Reader or No Guard). Attacks second turn. 30% chance to gain PARALYZE. Smack Down cancels Bounce. Sky Uppercut and Thunder can hit a Pokémon using Bounce. Gust and Twister double in Power if used during the first turn.
    54. Brave Bird|Flying|120|100%|15|Physical|1|(None)|
      User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon. Can hit non-adjacent Pokemon in Triple Battles.
    55. Brick Break|Fighting|75|100%|15|Physical|1|Con|
      Brick Break destroys Light Screen and Reflect and then hits the Pokémon for regular damage. Cannot break Reflect/Light Screen if the target is immune or if the attack misses.
    56. Brine|Water|65|100%|10|Special|1|(None)|
      Power doubles if Enemy Pokémon's HP is 50% or less.
    57. Bubble|Water|40|100%|30|Special|2|Force|
      10% chance to lower SPEED -1.
    58. Bubble Beam|Water|65|100%|20|Special|1|Force|
      10% chance to lower SPEED -1.
    59. Bug Bite|Bug|60|100%|20|Physical|1|Con|
      If Enemy Pokémon is holding any kind of Berry, the User Pokémon takes it and uses it immediately. If the Enemy is holding a Jaboca or Rowap Berry, the Berry has no effect, but is still removed. If the Enemy is holding a Tanga Berry, it activates and reduces the damage of Bug Bite before it can be stolen. If an Embargoed Pokémon uses Bug Bite on a Pokémon holding a Berry, the Berry is destroyed without being activiated.
    60. Bug Buzz| Bug |90|100%|10|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1. This is a sound-based move.
    61. Bulk Up|Fighting|n/a|n/a|20|Status|S|Sn|
      Gain ATTACK and DEFENSE +1.
    62. Bulldoze|Ground|60|100%|20|Physical|3|Force|
      Lowers the target's Speed stat by one stage. In double battles, it strikes both the opponents and the user's partner. In triple battles, it strikes all adjacent Pokémon.
    63. Bullet Punch|Steel|40|100%|30|Physical|1|Con|
      Always attacks first. {Priority +1}
    64. Bullet Seed|Grass|25|100%|30|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    65. Calm Mind|Psychic|n/a|n/a|20|Status|S|Sn|
      Gain SPECIAL ATTACK and SPECIAL DEFENSE +1.
    66. Camouflage|Normal|n/a|n/a|20|Status|S|Sn|
      Type changes based on surroundings and battle rules.
      RSE: Normal.
      DPP: Water/Underwater = Water. Mountains/Cave = Rock. Grass/Tall Grass = Grass. Desert = Ground. Normal = Normal. Road = Ground. Snow = Ice.
    67. Captivate|Normal|n/a|100%|20|Status|2|Magic|
      Gain SPECIAL ATTACK -2 if Enemy Pokémon is the opposite gender as User Pokémon. Fails if Enemy is genderless, if they are the same gender, or if the Enemy Pokemon has the ability Oblivious.
    68. Celebrate|Normal|n/a|n/a|40|Status|2|(none)|
      No effect.
    69. Charge|Electric|n/a|n/a|20|Status|S|Sn|
      Doubles the Power of any Electric type moves used by User Pokémon in the next turn. Gain SPECIAL DEFENSE +1.
    70. Charge Beam|Electric|50|90%|10|Special|1|Force|
      User Pokémon has a 70% chance to gain SPECIAL ATTACK +1.
    71. Charm|Fairy|n/a|100%|20|Status|1|Magic|
      Enemy Pokemon gains ATTACK -2.
    72. Chatter|Flying|65|100%|20|Special|1|Force*|
      100% chance to CONFUSE. CONFUSE only works if used by Chatot. Can hit non adjacent targets in Triple Battles.
      *only if the user is Chatot.
    73. Chip Away|Normal|70|100%|20|Physical|1|Con|
      Ignores the target's Defense and Evasion boosts. This move does not bypass Reflect, abilities, or items.
    74. Circle Throw|Fighting|60|90%|10|Physical|1|Con|
      {Priority-6} Deals damage and forces the target to switch out (if the target's team has anybody left to switch to). Can be selected by Sleep Talk but not Assist. The target is not forced out if they have a Substitute up, or if the user faints from recoil due to Rocky Helmet/Life Orb/etc. Red Card does not activate if the holder is switched out by this move.
    75. Clamp|Water|35|85%|10|Physical|1|Con|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    76. Clear Smog|Poison|50|n/a|15|Special|1|(None)|
      Returns any changed stats of the target back to normal. Always hits the target unless it is in the middle of Fly, Dig, Dive, Bounce, or Shadow Force.
    77. Close Combat|Fighting|120|100%|5|Physical|1|Con|
      User Pokémon lowers DEFENSE and SPECIAL DEFENSE -1.
    78. Coil|Poison|n/a|n/a|20|Status|S|Sn|
      Raises the user's Attack, Defense and Accuracy stats by one stage each.
    79. Comet Punch|Normal|18|85%|15|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    80. Confide|Normal|n/a|n/a|20|Special|1|Magic|
      Lowers the target's SPECIAL ATTACK one stage. Always hits, even through Protect and Detect.
    81. Confuse Ray|Ghost|n/a|100%|10|Status|1|Magic|
      Gain CONFUSE.
    82. Confusion|Psychic|50|100 |25|Special|1|Force|
      10% chance to gain CONFUSE.
    83. Constrict|Normal|10|100%|35|Physical|1|Con, Force|
      10% chance to lower SPEED -1.
    84. Conversion|Normal|n/a|n/a|30|Status|S|Sn|
      User Pokémon’s type becomes the same type as one of its moves, chosen at random. The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. Move fails if all of user's move are the same type as user's.
    85. Conversion 2|Normal|n/a|100%|30|Status|S|Sub|
      User Pokemon's type is changed into a new type that resists most/is most immune to the last attack to hit the user. Works even if attack hits a Substitute. Fails if user is Steel-type and is hit by Dragon-type attacks.
    86. Copycat|Normal|n/a|n/a|20|Status|R|Sub|
      Uses the last successful move used (even if the last move used was by the user). Copycat cannot select Circle Throw or Dragon Tail to copy. Copycat fails if the last move used was Roar/Whirlwind, if the target did not make a move selection in the round before the use of Copycat, switches out during the round Copycat is used, or if the last move used was Copycat/Mirror Move.

      Paralysis, confusion, recharging, and building up for a multi-turn move have no effect to the last move used. If Copycat is used against a target that was fully paralyzed or hurt itself right before its use, Copycat will still use the last move that the target used. If Copycat is used during the first turn of a multi-turn move, Copycat will use the move that the opponent used before that move (or fail if no move was previously made).

      A Pokémon will be able to use a move that is Disabled if it is called via Copycat.
      If used in a battle after switching out, the move that is copied is the last one used within that battle. Copycat will not receive increased priority if a Pokémon with the ability Prankster uses a move with decreased priority.
    87. Cosmic Power|Psychic|n/a|n/a|20|Status|S|Sn|
      Gain DEFENSE and SPECIAL DEFENSE +1.
    88. Cotton Guard|Grass|n/a|n/a|10|Status|S|Sn|
      Raises the user's DEFENSE by three stages.
    89. Cotton Spore|Grass|n/a|100%|40|Status|1|Magic|
      Enemy Pokemon gains SPEED -2.
    90. Counter|Fighting|Varies|100%|20|Physical|1|Con|
      If hit by an Physical based move, Counter deals double the received damage back on the Enemy Pokémon. Does not affect Ghost types, but hits everything else with normal effectiveness. Only counters the last attack, not all. Counter fails if the necessary physical attack damage is against a Substitute. Always attacks last. {Priority -4}
    91. Covet|Normal|60|100%|25|Physical|1|Con|
      Steals target's item. Item is not taken if: User Pokémon already has a Hold Item, Enemy Pokémon doesn’t have a Hold Item, Sticky Hold and Multi-type prevent theft. If a consumable item becomes consumed as a result of the move, the item is not stolen. Items are returned to their original Trainer after battle.
    92. Crabhammer|Water|100|90%|10|Physical|1|Con|
      Increased Critical Hit rate (1 stage).
    93. Crafty Shield|Fairy|n/a|n/a|10|Status|A|(none)|
      Protects all Pokemon on the user’s side from Status moves.
    94. Cross Chop|Fighting|100|80%|5|Physical|1|Con|
      Increased Critical Hit rate (1 stage).
    95. Cross Poison|Poison|70|100%|20|Physical||[/b]1|Con, Force*|
      Increased Critical Hit Rate (1 stage) 10% chance to gain POISON.
      *Critical Hit rate bonus is unaffected.
    96. Crunch|Dark|80|100%|15|Physical|1|Con, Force|
      20% chance to lower DEFENSE -1.
    97. Crush Claw|Normal|75|95%|10|Physical|1|Con, Force|
      50% chance to lower DEFENSE -1.
    98. Crush Grip|Normal|Varies|100%|5|Physical|1|Con|
      The Base Power for Crush Grip is 1 + (120 * Foe's Current HP / Foe's Max HP). Always round down.
    99. Curse|Ghost|n/a|n/a|10|Status|1 or S|Sub*|
      If user is Ghost type, Enemy Pokémon takes 25% HP damage per turn. User Pokémon sacrifices 50% HP. The effect is removed when the target switches.
      If user is any other type, User Pokémon gains Attack and Defense +1, and lowers Speed -1.
      *If user is Ghost type
    100. Cut|Normal|50|95%|30|Physical|1|Con|
      No effect.
    101. Dark Pulse|Dark|80|100%|15|Special|1 Enemy|Force|
      20% chance to FLINCH.
    102. Dark Void|Dark|n/a|80%|10|Status|2|(none)|
      Gain SLEEP.
    103. Dazzling Gleam|Fairy|80|100%|10|Special|2|(none)|
      No effect.
    104. Defend Order|Bug|n/a|n/a|10|Status|S|Sn|
      Gain DEFENSE and SPECIAL DEFENSE +1.
    105. Defense Curl|Normal|n/a|n/a|40|Status|S|Sn|
      Gain DEFENSE +1. Double Power for Rollout and Ice Ball; this side effect is not baton passed.
    106. Defog|Flying|n/a|n/a|15|Status|1|Sub*|
      Lower Evasion -1. Removes Light Screen, Reflect, Safeguard, and Mist from the side that is receiving the attack. Entry hazards (Spikes, Toxic Spikes, Stealth Rock and Sticky Web) are also removed from both sides of the field. If Mist is up, the evasion lowering effect does not occur until Defog is used again. Defog will not clear hazards, screens, etc. if it is blocked by Protect, Detect, or Crafty Shield.
      *Does not lower evasion if a Substitute exists
    107. Destiny Bond|Ghost|n/a|n/a|5|Status|1|Sub|
      If the user faints before their next move, the Pokémon that fainted the user will faint as well. Does not take into account of any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, Status, Doom Desire, or Future Sight. Effect disappears if the turn is spent being inactive (Flinch, Sleep).
    108. Detect|Fighting|n/a|Varies|5|Status|S|(None)|
      Prevents damage from attacks. Feint hits through Detect. Moves not prevented are:
      Acupressure, After You, Ally Switch, Conversion2, Copycat, Curse, Destiny Bond, Doom Desire, Feint, Future Sight, Grudge, Haze, Imprison, Perish Song, Psych Up, Roar, Role Play, Shadow Force, Sketch, Transform, and Whirlwind. If used successfully consecutively, Detect/Protect/Endure/Quick Guard/Wide Guard’s succession rate is reduced by 50% each turn - eg. 100%, 50%, 25%, 12.5%, 6.25% etc, theoretically capping at 256 consecutive uses. {Priority +4}
    109. Dig|Ground|80|100%|10|Physical|1|Con|
      First turn, User Pokémon digs underground and can’t be damaged. Attacks second turn. Earthquake and Magnitude double in Power if used during the first turn. Moves against the user will still hit if Lock On or Mind Reader was used the previous turn or if either Pokemon has No Guard. User is immune to Sandstorm or Hail damage on the first turn.
    110. Disable|Normal|n/a|100%|20|Status|1|Sub, Magic|
      Disables the last move used by an Enemy Pokémon for 4 turns, even if the move missed or failed. Only works on one move at a time. Disable fails if no move is used; due to switching in; a status effect/recharging; or if the move has 0 PP left. If an Encored Pokémon is disabled, they will be forced to use Struggle until one of the effects ends. Disable can be reflected by Magic Coat.
    111. Disarming Voice|Fairy|40|n/a|15|Special|1|(none)|
      Never misses. This is a sound-based move.
    112. Discharge|Electric|80|100%|15|Special|3|Force|
      30% chance for each target to gain PARALYZE.
    113. Dive|Water|80|100%|10|Physical|1 Enemy|Con|
      First turn, User Pokémon dives underwater and can’t be damaged. Attacks second turn. Surf doubles in Power if used during the first turn. Moves against the user will still hit if Lock On or Mind Reader was used the previous turn or if either Pokemon has No Guard. User is immune to Sandstorm or Hail damage on the first turn.
    114. Dizzy Punch|Normal|70|100%|10|Physical|1|Con,Force|
      20% chance to gain CONFUSE.
    115. Doom Desire|Steel|140|100%|5|Special|1|(None)|
      At the end of the third turn, deals damage. The damage dealt is calculated based on the Special Defense of the hit Pokemon and no longer from the one that was originally targeted. The damage is based on the Special Attack of the user and Special Defense of the target at the time of striking, not at the time it was used on the original target. If the user is KO'd or you switch the user of Doom Desire out when the attack hits, then the user's Special Attack is calculated without boosts from items or abilities. Types affect damage and this move can get STAB. Gems activate on the turn Doom Desire does damage. Life Orb now boosts Doom Desire's damage, and the user will suffer recoil damage. Does not hit Wonder Guard Pokémon. Can KO a Pokémon that used Endure. Focus Sash and Sturdy do block Future Sight. Cannot Critical Hit. Doom Desire cannot be stacked. If Protect, Detect are used the same turn Doom Desire was first used, it will prevent the damage. Pokemon using semi-invulnerable moves (such as Fly or Dive) can be hit by Doom Desire.
    116. Double Hit|Normal|35|90%|10|Physical|1|Con|
      Attacks twice in one turn. Both hits are counted as separate attacks.
    117. Double Kick|Fighting|30|100%|30|Physical|1|Con|
      Attacks twice in one turn.
    118. Double Slap|Normal|15|85%|10|Physical|1|Con|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    119. Double Team|Normal|n/a|n/a|15|Status|S|Sn|
      Gain EVASION +1.
    120. Double-Edge|Normal|120|100%|15|Physical|1|Con|
      User Pokémon is dealt recoil damage equal to 1/3 of the damage dealt to Enemy Pokémon.
    121. Draco Meteor|Dragon|130|90%|5|Special|1|(None)|
      User Pokémon's SPECIAL ATTACK gets -2.
    122. Dragon Breath|Dragon|60|100%|20|Special|1|Force|
      30% chance to gain PARALYZE.
    123. Dragon Claw|Dragon|80|100%|15|Physical|1|Con|
      No effect.
    124. Dragon Dance|Dragon|n/a|n/a|20|Status|S|Sn|
      Gain ATTACK and SPEED +1.
    125. Dragon Pulse|Dragon|85|100%|10|Special|1|(None)|
      No effect.
    126. Dragon Rage|Dragon|n/a|100%|10|Special|1|(None)|
      Always deals 40 HP damage toward Enemy Pokémon, regardless how effective it is.
    127. Dragon Rush|Dragon|100|75%|10|Physical|1|Con,Force|
      20% chance to FLINCH. Power is doubled and will never miss if the target has used Minimize.
    128. Dragon Tail|Dragon|60|90%|20|Physical|1|Con|
      {Priority-6} Deals damage and forces the target to switch out (if the target's team has anybody left to switch to). Can be selected by Sleep Talk. The target is not forced out if they have a Substitute up, if the target is under the effects of Suction Cups or Ingrain, or if the user faints from recoil due to Rocky Helmet/Life Orb/etc.
    129. Drain Punch|Fighting|75|100%|10|Physical|1|Con|
      User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    130. Draining Kiss|Fairy|50|100%|10|Special|1|(none)|
      User Pokemon absorbs 75% of the damage dealt to the opponent.
    131. Dream Eater|Psychic|100|100%|15|Special|1|(None)|
      Works only if Enemy Pokémon has SLEEP status. User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    132. Drill Peck|Flying|80|100%|20|Physical|1|Con|
      No effect. Can hit non-adjacent opponents in Triple Battles.
    133. Drill Run|Ground|80|95%|10|Physical|1|Con|
      12.5% chance for a Critical Hit.
    134. Dual Chop|Dragon|40|90%|15|Physical|1|Con|
      Attacks twice in one turn.
    135. Dynamic Punch|Fighting|100|50%|5|Physical|1|Con,Force|

      Gain CONFUSE.
    136. Earth Power|Ground|90|100%|10|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1.
    137. Earthquake|Ground|100|100%|10|Physical|3|(None)|
      Double Power if the Enemy Pokémon used Dig.
    138. Echoed Voice|Normal|40|100%|15|Special|1|(None)|
      Deals damage, and the base power is increased when used consecutively. The base power increases by 40 with each use but reaches a maximum power at 200. In double and triple battles, the power increases if used consecutively by the user's teammates.
    139. Eerie Impulse|Electric|n/a|100%|15|Status|1|Magic|
      Lowers the target's SPECIAL ATTACK two stages.
    140. Egg Bomb|Normal|100|75%|10|Physical|1|(None)|
      No effect.
    141. Electric Terrain|Electric|n/a|n/a|10|Status|4|(none)|
      Causes ELECTRIC TERRAIN for five turns.
    142. Electrify|Electric|n/a|n/a|15|Status|1|(none)|
      If the user moves first, changes the target’s move to Electric type.
    143. Electro Ball|Electric|Varies|100%|10|Special|1|(None)|

      Power depends on the Speed of the user and the target.
      • 150 base power, if target´s speed is lower or equal to 1/4 (25%) of user´s speed
      • 120 base power, if target´s speed is greater than 1/4 (25%) of user´s speed and lower or equal to 1/3 (33%) of user´s speed
      • 80 base power, if target´s speed is greater than 1/3 (33%) of user´s speed and lower or equal to 1/2 (50%) of user´s speed
      • 60 base power, if target´s speed is greater than 1/2 (50%) of user´s speed

    144. Electroweb|Electric|55|95%|15|Special|2|Force|
      Lowers the target's Speed stat by one stage. Hits all opponents in double battles and all adjacent opponents in triple battles.
    145. Embargo|Dark|n/a|100%|15|Status|1|Magic|
      Enemy Pokémon and Trainer can't use Items for 5 turns, or until it switches out. If an Embargoed Pokémon uses Bug Bite or Pluck on a Pokémon holding a Berry, the Berry is eaten but not activated. This effect carries over with Baton Pass.
    146. Ember|Fire|40|100%|25|Special|1|Force|
      10% chance to gain BURN.
    147. Encore|Normal|n/a|100%|5|Status|1|Sub, Magic|
      Forces the target to repeat its last successfully executed move for 3 turns. Encore ends if the affected Pokemon switches out or if the affected move has ran out of PP. Fails if the target is already under this effect, if it has not moved yet, or if the move has 0 PP. Pokemon protected by Magic Coat or the ability Magic Bounce are unaffected and instead use this move themselves. Encore fails against the following moves: Encore, Mimic, Mirror Move, Sketch, Struggle, and Transform.

      If Disable is used on the target after Encore, then the target is forced to Struggle until the effects of either move wear off. If Disable is used on the target before Encore, the Disabled move would fail. Starting on the second turn onwards, the user will be forced to Struggle. Similarly, if Torment is used after Encore, the target is forced to Struggle on every other turn.

      -When Encore targets most Call Moves (moves that use other moves), the Call Move is fixed. Examples include Me First, Metronome, and Sleep Talk.
      -An Encored Sleep Talk will fail every time it is executed.
      -An Encored Metronome will still be able to call out different moves every turn.
      -Encore count advances during sleep (counts as "selecting" the move)
    148. Endeavor|Normal|n/a|100%|5|Physical|1|Con|
      Target's HP is lowered to user's HP. Endeavor fails if User Pokémon’s HP is higher. It's not affected by types, but fails against ghosts.
    149. Endure|Normal|n/a|n/a|10|Status|Self|(None)|
      If an attack would have done enough damage to cause the user to faint, it instead leaves them with 1 HP. Doom Desire will KO through Endure. Protects against multiple attacks. If used successfully consecutively, Detect/Protect/Endure/Quick Guard/Wide Guard’s succession rate is reduced by 50% each turn - eg. 100%, 50%, 25%, 12.5%, 6.25% etc, theoretically capping at 256 consecutive uses. {Priority +4}
    150. Energy Ball|Grass|90|100%|10|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1.
    151. Entrainment|Normal|n/a|100%|15|Status|1|Magic|
      Temporarily changes the target's ability to match the user's. It does not work on Pokémon with the Truant, Zen Mode or Multitype abilities.
    152. Eruption|Fire|150|100%|5|Special|2|(None)|
      Power decreases as User Pokémon’s HP lowers. Formula: 150 x Current HP / Max HP. At 100%, Power is 150. Base power cannot be less than 1.
    153. Explosion|Normal|250|100%|5|Physical|4|(None)|
      User Pokémon commits suicide. If the target protects, the user still KO's itself but the target does not take any damage.
    154. Extrasensory|Psychic|80|100%|20|Special|1|Force|
      10% chance to FLINCH.
    155. Extreme Speed|Normal|80|100%|5|Physical|1|Con|
      Always attacks first. {Priority +2}
    156. Facade|Normal|70|100%|20|Physical|1|Con|
      Attack Power is doubled if User Pokémon is inflicted with POISON, PARALYZE or BURN. The physical Attack drop from BURN is negated as well.
    157. Fairy Lock|Fairy|n/a|n/a|10|Status|4|(none)|
      Prevents all Pokemon on the field from switching or fleeing until the user leaves the field.
    158. Fairy Wind|Fairy|40|100%|30|Special|1|(none)|
      No effect.
    159. Fake Out|Normal|40|100%|10|Physical|1|Con, Force|
      Hits only on the first turn User Pokémon comes out. Gain FLINCH. Always attacks first. {Priority +3}
    160. Fake Tears|Dark|n/a|100%|20|Status|1|Magic|
      Gain SPECIAL DEFENSE -2.
    161. False Swipe|Normal|40|100%|40|Physical|1|Con|
      Always leaves Enemy Pokémon with at least 1 HP left. Effect is ignored on Substitutes
    162. Feather Dance|Flying|n/a|100%|15|Status|1|Magic|
      Gain ATTACK -2.
    163. Feint|Normal|30|100%|10|Physical|1|(None)|
      Hits and nullifies the effects of Protect/Detect. Will still hit even if Protect/Detect isn't used. Removes the effects of Quick Guard or Wide Guard. {Priority +2}
    164. Feint Attack|Dark|60|n/a|20|Physical|1|Con|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    165. Fell Stinger|Bug|30|100%|25|Physical|1|(none)|
      If this move results in a KO, the user’s gains ATTACK +2.
    166. Fiery Dance|Fire|80|100%|10|Special|1|Force|
      50% chance of raising user's Special Attack by one stage.
    167. Final Gambit|Fighting|Varies|100%|5|Special|1|Con|
      KOs the user and deals damage equal to the amount of HP the user had before using the move. However, the user will not faint if Final Gambit fails to affect the target whether due to a miss, Protect/Detect, or type immunity. Focus Sash or Sturdy can prevent the target from being KO'd by this move.
    168. Fire Blast|Fire|110|85%|5|Special|1|Force|
      10% chance to gain BURN.
    169. Fire Fang|Fire|65|95%|15|Physical|1|Con, Force|
      10% chance to gain BURN and 10% to FLINCH.
    170. Fire Pledge|Fire|80|100%|10|Special|1|(None)|
      Inflicts regular damage in normal situations. Inflicts double damage and causes a secondary effect if combined with Grass Pledge or Water Pledge. Fire Pledge does not affect the Fire Gem.

      If it is followed on the same turn by Grass Pledge, it will cause all foes to take damage equal to 1/8 of their maximum HP at the end of each turn for four turns. If it follows Water Pledge on the same turn, it will double the probability of secondary effects taking place for four turns. This effect does not stack with Serene Grace.
    171. Fire Punch|Fire|75|100%|15|Physical|1|Con, Force|
      10% chance to gain BURN.
    172. Fire Spin|Fire|35|85%|15|Special|1|(None)|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    173. Fissure|Ground|n/a|30%|5|Physical|1|(None)|
      Knocks out Enemy Pokémon in one hit regardless of HP. Prohibited if OHKO Clause is active. Can be countered if used on a Substitute for infinite damage
    174. Flail|Normal|n/a|100%|15|Physical|1|Con|
      The less HP User Pokémon has, the more damage Flail does.

      From 68% to 100% 20 Power
      From 35% to 67% 40 Power
      From 21% to 34% 80 Power
      From 10% to 20% 100 Power
      From 4% to 9% 150 Power
      From .1% to 3% 200 Power
    175. Flame Burst|Fire|70|100%|15|Special|1|(None)|
      The Pokémon adjacent to the target will lose 1/16 of their maximum HP (not considered an attack against the adjacent Pokemon).
    176. Flame Charge|Fire|50|100%|20|Physical|1|Con, Force|
      Raises SPEED +1.
    177. Flame Wheel|Fire|60|100%|25|Physical|1|Con, Force|
      10% chance to gain BURN. User Pokémon is cured of FROZEN at the start of this move.
    178. Flamethrower|Fire|90|100%|15|Special|1|Force|
      10% chance to gain BURN.
    179. Flare Blitz|Fire|120|100%|15|Physical|1|Con, Force*
      10% chance to gain BURN. User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon. User Pokemon is cured of FROZEN at the start of this move.
      *Prevents Burn chance; does not prevent recoil damage
    180. Flash|Normal|n/a|100%|20|Status|1|Magic|
      Lower ACCURACY -1.
    181. Flash Cannon|Steel|80|100%|10|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1.
    182. Flatter|Dark|n/a|100%|15|Other|1|Magic|
      Gain CONFUSE and SPECIAL ATTACK +1. Boost is still gained even if safeguarded but not if the Pokemon has Own Tempo.
    183. Fling|Dark|Varies|100%|10|Physical|1|(None)|
      Hurls out hold item at the target, which consumes the item. You will receive the item back after battle. Fling still works with Sticky Hold. Even if Fling fails to do any damage, the item being Flung is lost. Fling fails if Embargo is in effect for the user, if the user has Klutz, if the user has a gem item, if the user isn't holding an item, or if the user is holding an item which doesn't appear in the following list.

      *130 power: Iron Ball
      *100 power: Hard Stone
      *90 power: DeepSeaTooth, Grip Claw, All Plates, Thick Club
      *80 power: Assault Vest, Dawn Stone, Dusk Stone, Electirizer, Magmarizer, Oval Stone, Protector, Quick Claw, Razor Claw, Shiny Stone, Sticky Barb, Weakness Policy
      *70 power: Dragon Fang, Poison Barb
      *60 power: Damp Rock, Heat Rock, Rocky Helmet, Stick
      *50 power: Dubious Disc, Sharp Beak
      *40 power: Eviolite, Icy Rock, Lucky Punch
      *30 power: Absorb Bulb, Binding Band, Black Belt, Black Sludge, BlackGlasses, Cell Battery, Charcoal, DeepSeaScale, Dragon Scale, Eject Button, Fire Stone, Flame Orb, Float Stone, Heart Scale, Honey, King's Rock, Leaf Stone, Life Orb, Light Ball, Light Clay, Lucky Egg, Magnet, Metal Coat, Metronome, Miracle Seed, Moon Stone, Mystic Water, NeverMeltIce, Nugget, Pokedoll, Prism Scale, Razor Fang, Scope Lens, Shell Bell, Spell Tag, Sun Stone, Toxic Orb, TwistedSpoon, Up-Grade, Water Stone
      *10 power: All Berries, Air Balloon, Big Root, Blue Scarf, BrightPowder, Choice Band, Choice Scarf, Choice Specs, Destiny Knot, Expert Belt, Focus Band, Focus Sash, Full Incense, Green Scarf, Lagging Tail, Leftovers, Mental Herb, Metal Powder, Muscle Band, Pink Scarf, Power Herb, Quick Powder, Reaper Cloth, Red Card, Red Scarf, Ring Target, Shed Shell, Silk Scarf, SilverPowder, Smooth Rock, Soft Sand, Soothe Bell, White Herb, Wide Lens, Wise Glasses, Yellow Scarf, Zoom Lens

      Some items have additional effects when Flung.

      Flame Orb - Burns the target.
      King's Rock - Flinches the target.
      Light Ball - Paralyzes the target.
      Poison Barb - Poisons the target.
      Razor Fang - Flinches the target.
      Toxic Orb - Badly poisons the target.
      Berries - All Berries activate on the target when Flung.
      White Herb - Removes all negative stat levels on the target.
      Mental Herb - Removes target's infatuation, Taunt, Encore, Torment, Disable, and Cursed Body.
      Kee Berry - Raises the target's Defense when flung.
      Maranga Berry - Raises the target's Special Defense when flung.
    184. Flower Shield|Fairy|n/a|n/a|10|Status|4|(none)|
      Raises DEFENCE +1 for all Pokemon on the field.
    185. Fly|Flying|90|95%|15|Physical|1|Con|
      First turn, User Pokémon bounces up in the sky and can’t be damaged. Attacks second turn. Sky Uppercut, Hurricane, Thunder, and Whirlwind can hit a Pokémon using Fly. Gust and Twister double in Power if used during the first turn. Sandstorm and Hail damage also take effect as normal. This move can hit non-adjacent Pokemon in triple battles.
    186. Flying Press|Fighting|80|95%|10|Physical|1|Con|
      This move’s type effectiveness is both Fighting and Flying. Only receives STAB for Fighting. Power doubles and never misses if target used Minimize.
    187. Focus Blast|Fighting|120|70%|5|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1
    188. Focus Energy|Normal|n/a|n/a|30|Other|S|Sn|
      Increases the critical hit stage of all moves by 2.
    189. Focus Punch|Fighting|150|100%|20|Physical|1|Con|
      If User Pokémon takes damage from another attack, this attack fails. Damage to a sub does not cause loss of focus. Always attacks last. {Priority -3}
    190. Follow Me|Normal|n/a|n/a|20|Other|S|
      All moves are redirected to User Pokémon. This only works in Double Battles. Does not work on attacks in which the user is out of range in a triple battle. Follow Me takes precedence over Lightning Rod and Storm Drain. Always attacks first. {Priority +2}
    191. Force Palm|Fighting|60|100%|10|Physical|1|Con, Force|
      30% chance to gain PARLYZE.
    192. Foresight|Normal|n/a|n/a|40|Other|1|Sub, Magic|
      Enemy Pokémon’s EVASION returns and stays normal. Hold Item EVASION are not effected. Allows Normal and Fighting Type attacks to hit Ghost Type Pokémon. Can be reflected by Magic Coat/Bounce.
    193. Forest’s Curse|Grass|n/a|100%|20|Status|1|(none)|
      Adds GRASS type to the target. Can be added as a third type. Will fail if the target already has GRASS type.
    194. Foul Play|Dark|95|100%|15|Physical|1|Con|
      Uses the target's Attack stat (including regular stat boost) instead of the user's Attack stat to calculate damage. With the exception of the Attack stat and its modifier, all other factors affecting damage calculation, including the item, Ability, and status ailment of the user of Foul Play, are incorporated as normal. If the user has Huge Power/Pure Power, Foul Play will be calculated with double the target's attack stat. The target's Attack boosts are ignore if the target has Unaware.
    195. Freeze-Dry|Ice|70|100%|20|Special|1|Force|
      10% chance to cause FREEZE. This move is super-effective on Water types.
    196. Freeze Shock|Ice|140|90%|5|Physical|1|Force|
      User charges up on the first turn, then attacks on the second. 30% chance to paralyze the target.
    197. Frenzy Plant|Grass|150|90%|5|Special|1|(None)|
      Attacks first turn. Must recharge second turn; can’t be switched out.
    198. Frost Breath|Ice|60|90%|10|Special|1|(None)|
      Inflicts damage and will always result in a critical hit unless the target has Battle Armor, Shell Armor, or is under the effect of Lucky Chant.
    199. Frustration|Normal|102|100%|20|Physical|1 Enemy|
      The more User Pokémon dislikes you, the more damage this attack does. Damage is constant in URPG.
    200. Fury Attack|Normal|15|85%|20|Physical|1|Con|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    201. Fury Cutter|Bug|40|95%|20|Physical|1|Con|
      Power doubles every consecutive turn this attack is successfully used. Maximum power is 160.
    202. Fury Swipes|Normal|18|80%|15|Physical|1|Con|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    203. Fusion Bolt|Electric|100|100%|5|Physical|1|(None)|
      Base power doubles if another Pokémon uses Fusion Flare in the same turn before the Pokémon using Fusion Bolt, and this boost will only last until the end of turn.
    204. Fusion Flare|Fire|100|100%|5|Special|1|(None)|
      Base power doubles if another Pokémon uses Fusion Bolt in the same turn before the Pokémon using Fusion Flare, and this boost will only last until the end of turn. If the user is frozen, Fusion Flare will thaw it.
    205. Future Sight|Psychic|120|100%|10|Special|1|(None)|
      At the end of the third turn, deals damage. The damage dealt is calculated based on the Special Defense of the hit Pokemon and no longer from the one that was originally targeted. The damage is based on the Special Attack of the user and Special Defense of the target at the time of striking, not at the time it was used on the original target. If the user is KO'd or you switch the user of Future Sight out when the attack hits, then the user's Special Attack is calculated without boosts from items or abilities. Types affect damage and this move can get STAB. Gems activate on the turn Future Sight does damage. Life Orb now boosts Future Sight's damage, and the user will suffer recoil damage. Does not hit Wonder Guard Pokémon. Can KO a Pokémon that used Endure. Focus Sash and Sturdy do block Future Sight. Cannot Critical Hit. Future Sight cannot be stacked. Pokemon using semi-invulnerable moves (such as Fly or Dive) can be hit by Future Sight.
    206. Gastro Acid|Poison|n/a|100%|10|Status|1 Enemy|Magic|
      Cancels the effect of the Enemy Pokémon's ability until it switches out. Can be baton passed. Effects of "as bearer becomes active" still apply.
    207. Gear Grind|Steel|50|85%|15|Physical|1|Con|
      Hits twice in a row. Each hit counts as a different attack. Life Orb treats both hits as a single attack. Type resistant berries count for the first hit only.
    208. Geomancy|Fairy|n/a|n/a|10|Status|S|(none)|
      The user charges for one turn. On the second turn, it gains SPECIAL ATTACK, SPECIAL DEFENCE and SPEED +2.
      Power Herb allows this move to be used in one turn.
      If the user is Taunted on the charge turn, it will fail on the next.
    209. Giga Drain|Grass|75|100%|10|Special|1|(None)|
      User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    210. Giga Impact|Normal|150|90%|5|Physical|1|Con|
      Attacks first turn. Must recharge second turn; can’t be switched out.
    211. Glaciate|Ice|65|95%|10|Special|2|Force|
      Lowers the target's Speed stat by one stage. Glaciate hits all opponents in double battles and all adjacent opponents in triple battles.
    212. Glare|Normal|n/a|100%|30|Status|1|Magic|
      Gain PARALYZE.
    213. Grass Knot|Grass[/b]|[/b]Varies|100%|20|Special|1 Enemy|Con|
      Power depends on the weight of the Enemy Pokémon. Use this link: https://docs.google.com/spreadsheet/ccc?key=0AovkmjadDwuUdGQydXV3LXpYRWNLSzE5blY1Uzhfc3c#gid=0

      .1 - 10 kg = 20 Base Power
      10.1 - 25 kg = 40 Base Power
      25.1 - 50 kg = 60 Base Power
      50.1 - 100 kg = 80 Base Power
      100.1 - 200 kg = 100 Base Power
      200.1 kg or more = 120 Base Power
    214. Grass Pledge|Grass|80|100%|10|Special|1|(None)|
      Inflicts regular damage in single battles. Inflicts double damage with additional effect when combined by Fire Pledge or Water Pledge in double or triple battles.

      If it is followed on the same turn by Water Pledge, it will decrease the speed of all foes by half for four turns. If it follows Fire Pledge on the same turn, it will cause all foes to take damage equal to 1/8 of their maximum HP at the end of every turn for four turns.
    215. Grass Whistle|Grass|n/a|55%|15|Status|1|Magic|
      Gain SLEEP.
    216. Grassy Terrain|Grass|n/a|n/a|10|Status|4|(none)|
      Causes GRASSY TERRAIN for five turns.
    217. Gravity|Psychic|n/a|n/a|5|Status|4|(None)|
      For 5 turns, Flying type Pokémon, Levitate, and Magnet Rise can be hit by Ground type attacks, Toxic Spikes, Spikes, and Arena Trap. Bounce, Fly, High Jump Kick, Jump Kick, Magnet Rise, and Splash will fail. The item Air Balloon and the effects of Telekinesis are nullified. If in the middle of Fly or Bounce, Pokémon returns to ground and the move ends. During Gravity, all evasions are reduced by 2 stages. Does not affect OHKO moves. Evasion returns to normal once Gravity ends.
    218. Growl|Normal|n/a|100%|40|Status|2|(None)|
      Lower ATTACK -1. Hits all adjacent Pokemon in Double and Triple Battles.
    219. Growth|Normal|n/a|n/a|40|Status|S|Sn|
      Gain ATTACK +1 and SPECIAL ATTACK +1. If under Sun, Growth raises ATTACK +2 and SPECIAL ATTACK +2.
    220. Grudge|Ghost|n/a|n/a|5|Status|S|Sub|
      Until user's next turn, if a move causes the user to faint, that moves PP is decreased to 0.
    221. Guard Split|Psychic|n/a|n/a|10|Status|1|Sub|
      Averages the user's original Defense and SpDef stats with the target's. Stat boosts are not factored into this. Any stat boosts are applied afterwards, to the averaged stats. The split stats are retained even if one Pokemon switches out, until both Pokemon switch out. Cannot be Baton Passed.
    222. Guard Swap|Psychic|n/a|n/a|10|Status|1|Sub|
      User Pokémon swaps DEFENSE and SPECIAL DEFENSE boosts/drops with Enemy Pokémon. Not the actual stats themselves, only if they were boosted by another attack. For example, DEFENSE +3.
    223. Guillotine|Normal|n/a|30%|5|Physical|1|Con|
      Knocks out Enemy Pokémon in one hit regardless of HP. Prohibited if OHKO Clause is active. Can be countered if used on a Substitute for infinite damage.
    224. Gunk Shot|Poison|120|80%|5|Physical|1|Force|
      30% chance to gain POISON.
    225. Gust|Flying|40|100%|40|Special|1|(None)|
      Power is doubled if Enemy Pokémon used Fly or Bounce. Can target non-adjacent Pokemon in Triple Battles.
    226. Gyro Ball|Steel|Varies|100%|5|Physical|1 Enemy|Con|
      Power depends on the ratio between User and Enemy Pokémon’s SPEED.

      Power = (25 × Enemy's Speed ÷ User's Speed)

      Max Power is 150. Min Power is 1.
    227. Hail|Ice|n/a|n/a|10|Other|4|
      (None)|

      Summons a Hail Storm that last for 5 turns. See HAIL weather.
    228. Hammer Arm|Fighting|100|90%|10|Physical|1b]|[/b]Con|
      User Pokémon lowers Speed -1.
    229. Happy Hour|Normal|n/a|n/a|30|Status|S|(none)|
      No effect.
    230. Harden|Normal|n/a|n/a|30|Status|S|Sn|
      Gain DEFENSE +1.
    231. Haze|Ice|n/a|n/a|30|Other|4|
      Returns any changed Stats of all Pokémon in battle back to normal. Choice Band/Scarf/Specs still give boost. Clear Body or White Smoke don’t block it. Hits all Pokemon in Double or Triple Battles.
    232. Head Charge|Normal|120|100%|15|Physical|1|Con|
      Receives recoil damage equal to 25% of the damage done to the target.
    233. Head Smash|Rock|150|80%|5|Physical|1|Con|
      User Pokémon is dealt recoil damage equal to 1/2 damage dealt to Enemy Pokémon.
    234. Headbutt|Normal|70|100%|15|Physical|1|Con, Force|
      30% chance to FLINCH.
    235. Heal Bell|Normal|n/a|n/a|5|Status|P|Sn|
      User Pokémon’s entire party is healed of all status conditions. Soundproof Pokémon are still affected by this move.
    236. Heal Block|Psychic|n/a|100%|15|Status|2|Magic|
      For 5 turns, Enemy Pokémon can’t use: Heal Order, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis, and Wish. Aqua Ring and Ingrain don’t heal. Draining moves (including Leech Seed) do damage, but don’t absorb HP. Black Sludge, Leftovers, and Shell Bell will not heal. Poison Heal will not heal the bearer, but will not cause damage either. Pokemon with Volt Absorb or Water Absorb are damaged normally by Electric and Water attacks. Ice Body and Rain Dish still work normally if under the correct weather. Regenerator cannot activate and Pain Split will not heal. Heal Block ends if Enemy Pokémon switches out.
    237. Heal Order|Bug|0|n/a|10|Status|S|Sn|
      Recover 50% HP.
    238. Heal Pulse|Psychic|n/a|n/a|10|Status|1 or A|
      Heals a single non-user target for 50% of their health, so it will heal the opponent in Single Battles. Can hit non-adjacent targets in Triple Battles. Does not work against substitutes.
    239. Healing Wish|Psychic|n/a|n/a|10|Status|S|
      User Pokémon commits suicide. The next Pokémon in is full healed and removed of any Status effect (see end of turn effects for timing). Fails if user is the last Pokemon.
    240. Heart Stamp|Psychic|60|100%|25|Physical|1|Con, Force|
      30% chance to cause FLINCH.
    241. Heart Swap|Psychic|0|n/a|10|Status|1|Sub|
      User Pokémon swaps all Stat boosts/drops with Enemy Pokémon. . Not the actual stats themselves, only if they were boosted/dropped by another attack. For example, DEFENSE +3.
    242. Heat Crash|Fire|1|100%|10|Physical|1|Con|
      Deals varying damage depending on the weight of both the user and the target. The power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less.
    243. Heat Wave|Fire|95|90%|10|Special|2|Force|
      10% chance to gain BURN.
    244. Heavy Slam|Steel|1|100%|10|Physical|1|Con|
      Deals varying damage depending on the weight of both the user and the target. The power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less.
    245. Helping Hand|Normal|n/a|100%|20|Status|A|Sub|
      Increases the power of an adjacent ally's move by 1.5x this turn only. Works best in Double Battles; fails in single battles. Always attacks first. {Priority +5}
    246. Hex|Ghost|65|100%|10|Special|1|(None)|
      If the target is afflicted with a major status condition, the power of Hex is doubled.
    247. Hidden Power|Varies|60|100%|15|Special|1 Enemy|(None)|
      Hidden Power’s type is randomized by a Mod/Official when you buy it and remains that type forever.
    248. High Jump Kick|Fighting|130|90%|10|Physical|1|Con|
      If this attack misses, is blocked by Protect/Detect, or is used on a Ghost Pokemon, user Pokémon is dealt recoil damage equal to 1/2 of the user's max HP. If the attack fails due to having no target (because the target fainted already), the user doesn't suffer any crash damage.
    249. Hold Back|Normal|40|100%|40|Physical|1|Con|
      Always leaves Enemy Pokémon with at least 1 HP left. Effect is ignored on Substitutes.
    250. Hone Claws|Dark|n/a|n/a|15|Status|S|Sn|
      Raises ATTACK +1 and ACCURACY +1.
    251. Horn Attack|Normal|65|100%|25|Physical|1|Con|
      No effect.
    252. Horn Drill|Normal|n/a|30%|5|Physical|1|
      Knocks out Enemy Pokémon in one hit regardless of HP. Prohibited if OHKO Clause is active. Can be countered if used on a Substitute for infinite damage
    253. Horn Leech|Grass|75|100%|10|Physical|1|Con|
      User restores ½ of the damage dealt as HP.
    254. Howl|Normal|n/a|n/a|40|Status|S|Sn|
      Gain ATTACK +1.
    255. Hurricane|Flying|110|70%|10|Special|1|Force|
      30% chance to confuse the target. During Rain, Hurricane becomes will always hit. Accuracy is reduced to 50% in Sun and the accuracy remains 70% in all other weather. Can hit a Pokemon using Fly, Bounce, and Sky Drop. Can hit non-adjacent opponents in Triple Battles.
    256. Hydro Cannon|Water|150|90%|5|Special|1|(None)|
      Attacks first turn. Must recharge second turn, can’t be switched out.
    257. Hydro Pump|Water|110|80%|5|Special|1|(None)|
      No effect.
    258. Hyper Beam|Normal|150|90%|5|Special|1|(None)|
      Attacks first turn. Must recharge second turn, can’t be switched out.
    259. Hyper Fang|Normal|80|90%|15|Physical|1|Con
      10% chance to FLINCH.
    260. Hyper Voice|Normal|90|100%|10|Special|2|(None)|
      No effect.
    261. Hypnosis|Psychic|n/a|60%|20|Status|1|Magic|
      Gain SLEEP.
    262. Ice Ball|Ice|30|90%|20|Physical|1|Con|
      An attack that lasts for five turns or until it misses. Each turn the attack power goes up. 30 > 60 > 90 > 120 > 150. Power doubles if User Pokémon used Defense Curl.
    263. Ice Beam|Ice|90|100%|10|Special|1|Force|
      10% chance to gain FROZEN.
    264. Ice Burn|Ice|140|90%|5|Special|1|Force|
      User charges up on the first turn, then attacks on the second. 30% chance to burn the target. Mirror move will not copy this move on the turn it's charging.
    265. Ice Fang|Ice|65|95%|15|Physical|1|Con, Force|
      10% chance to gain FROZEN and 10% chance to FLINCH.
    266. Ice Punch|Ice|75|100%|15|Physical|1|Con, Force|
      10% chance to gain FROZEN.
    267. Ice Shard|Ice|40|100%|30|Physical|1|(None)|
      Always attacks first. {Priority +1}
    268. Icicle Crash|Ice|85|90%|10|Physical|1|Force|
      30% chance to flinch the target.
    269. Icicle Spear|Ice|25|100%|30|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    270. Icy Wind|Ice|55|95%|15|Special|2|Force|
      Lowers SPEED -1.
    271. Imprison|Psychic|n/a|100%|10|Status|2 and S|Sn, Sub|
      Enemy Pokémon can’t use any moves that User Pokémon knows. Imprison ends when User switches out.
    272. Incinerate|Fire|60|100%|15|Special|2|(None)|
      Destroys any Berries or Gems the target is holding. If the target is weak to Fire and holding an Occa Berry, it will activate and halve Incinerate's damage. Hits all opponents in Doubles and adjacent opponents in Triple Battles.
    273. Inferno|Fire|100|50%|5|Special|1|Force|
      Burns the target if the attack hits.
    274. Infestation|Bug|20|100%|20|Special|1|(none)|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    275. Ingrain|Grass|n/a|n/a|20|Status|S|Sn|
      Gain 6.25% health each turn and can’t be recalled from battle. Roar and Whirlwind have no effect. Flying type Pokémon and Levitate Pokémon can be hit by Ground type attacks. Bounce and Fly will still work. User can switch out with U-Turn and Baton Pass; the new Pokémon doesn’t gain Ingrain effects with U-Turn, but does with Baton Pass.
    276. Ion Deluge|Electric|n/a|n/a|25|Status|A|(none)|
      {Priority+1} Changes Normal-typed moves to Electric-type.
    277. Iron Defense|Steel|n/a|n/a|15|Status|S|Sn|
      Gain DEFENSE +2.
    278. Iron Head|Steel|80|100%|15|Physical|1|Con, Force
      30% chance to FLINCH.
    279. Iron Tail|Steel|100|75%|15|Physical|1|Con, Force
      30% chance to lower DEFENSE -1.
    280. Judgment|Varies|100|100%|10|Special|1|(None)|
      Attack type depending on Plate held. Becomes Normal Type if no plate is held.
    281. Jump Kick|Fighting|100|95%|10|Physical|1|Con|
      If this attack misses, is blocked by Protect/Detect, or is used against a Ghost Type, User Pokémon is dealt recoil damage equal to 1/2 of the user's max HP. If the attack fails due to having no target (because the target fainted already), the user doesn't suffer any crash damage.
    282. Karate Chop|Fighting|50|100%|25|Physical|1|Con|
      Increased Critical Hit chance (1 stage)
    283. Kinesis|Psychic|n/a|80%|15|Status|1|Magic|
      Lowers ACCURACY -1.
    284. King’s Shield|Steel|n/a|n/a|10|Status|S|Sn|
      Protects the user from all damaging attacks. If it blocks an attack that would make contact, the attacker’s Attack stat falls two stages. Causes Aegislash to change into Shield Forme. {Priority +3}
    285. Knock Off|Dark|65|100%|20|Physical|1|Con|
      If the enemy is holding an item, this move's power is increased by 1.5x. If it hits, Enemy Pokémon’s Holding Item is removed. Knock Off triggers the item before it can suppress it (eg. Focus Sash/Colbur Berry/Weakness Policy activates before getting knocked off), with the exception of Red Card. Red Card will not activate if Knock Off is used. Sticky Hold and Multi-type (only if it's holding a plate) don’t remove items. Fails to remove the Opponent's item if the user dies to Rough Skin/Iron Barbs/Rocky Helmet. Items are returned to their original Trainer after battle.
    286. Land’s Wrath|Ground|90|100%|10|Physical|2|(none)|
      No effect.
    287. Last Resort|Normal|140|100%|5|Physical|1|Con|
      Only usable when all other attacks have been used at least once before switching out. If Gameboy Clause is active, usable after other three moves have been used at least once.
    288. Lava Plume|Fire|80|100%|15|Special|3|Force|
      30% chance for each target to gain BURN.
    289. Leaf Blade|Grass|90|100%|15|Physical|1|Con|
      Increased Critical Hit chance (1 stage)
    290. Leaf Storm|Grass|130|90%|5|Special|1 |(None)|
      User Pokémon lowers SPECIAL ATTACK -2.
    291. Leaf Tornado|Grass|65|90%|10|Special|1|Force|
      30% chance to lower ACCURACY -1.
    292. Leech Life|Bug|20|100%|15|Special|1|Con|
      User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    293. Leech Seed|Grass|n/a|90%|10|Status|1|Magic|
      Enemy Pokémon takes 12.5% damage each turn. User Pokémon absorbs all damage dealt. Leech Seed ends if Enemy Pokémon switches out. Grass Pokémon are immune. Liquid Ooze damages User Pokémon instead of absorbing HP. Big Root gives a 30% HP gain bonus but no damage bonus.
    294. Leer|Normal|n/a|100%|30|Status|2|Magic|
      Lowers DEFENSE -1.
    295. Lick|Ghost|30|100%|30|Physical|1|Con, Force|

      30% chance to gain PARALYZE.
    296. Light Screen|Psychic|n/a|n/a|30|Status|S|Sn|
      Halves the amount of damage from Special attacks on User Pokémon for 5 turns. In Double Battles, damage is 2/3 reduced and affects both User and Ally. Light Screen can be broken by Brick Break. Critical Hits ignore Light Screen.
    297. Lock-On|Normal|n/a|100%|5|Status|1|
      User Pokémon’s next attack can’t miss. Wears off if either the target or the user switch. If Protect/Detect are used, the move still fails (if applicable). OHKO moves are affected by this.
    298. Lovely Kiss|Normal|n/a|75%|10|Status|1|Magic|
      Gain SLEEP.
    299. Low Kick|Fighting|Varies|100%|20|Physical|1|Con|
      Power depends on the weight of the Enemy Pokémon. Use this link: https://docs.google.com/spreadsheet/ccc?key=0AovkmjadDwuUdGQydXV3LXpYRWNLSzE5blY1Uzhfc3c#gid=0

      .1 - 10 kg = 20 Base Power
      10.1 - 25 kg = 40 Base Power
      25.1 - 50 kg = 60 Base Power
      50.1 - 100 kg = 80 Base Power
      100.1 - 200 kg = 100 Base Power
      200.1 kg or more = 120 Base Power
    300. Low Sweep|Fighting|65|100%|20|Physical|1|Con, Force|
      Lowers the target's Speed stat by one stage.
    301. Lucky Chant|Normal|0|n/a|30|Status|P|Sn|
      Prevent Critical Hits to User Trainer’s Party for 5 turns.
    302. Lunar Dance|Psychic|n/a|n/a|10|Status|S|(None)|
      User Pokémon commits suicide. The next Pokémon sent in is fully healed of all HP, PP, and status. Any events that would occur after the user's turn do so right after the suicide, with the next Pokemon being sent in at the end of the turn. Entry hazard effects are applied before the Pokémon is healed. If the switched in Pokémon has equal to or less health than that done by entry hazards, the Pokémon will faint and will not be healed.
    303. Luster Purge|Psychic|70|100%|5|Special|1|Force|
      50% chance to lower SPECIAL DEFENSE -1.
    304. Mach Punch|Fighting|40|100%|30|Physical|1|Con|
      Always attacks first. {Priority +1}
    305. Magic Coat|Psychic|n/a|n/a|15|Status|1|(None)|
      Reflects the following moves back at the Enemy Pokémon {Priority +4}:


      Reflectable moves will also be marked with "Magic|"
    306. Magic Room|Psychic|n/a|n/a|10|Status|4|(None)|
      Suppresses the effect of all items held by the Pokémon on the field. This effect lasts for five turns. Pokemon locked into a move by a choice item may choose another move during this effect but are locked again when the effect ends. Trick, Switcheroo, Bug Bite and Pluck still work as normal. Natural Gift and Fling both fail under this effect.
    307. Magical Leaf|Grass|60|n/a|20|Special|1|(None)|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    308. Magma Storm|Fire|100|75%|5|Special|1|(None)|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    309. Magnet Bomb|Steel|60|n/a|20|Physical|1|(None)|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    310. Magnetic Flux|Electric|n/a|n/a|20|Status|P|(none)|
      Raises DEFENCE and SPECIAL DEFENCE +1 for the user and all allies with the Plus or Minus ability.
    311. Magnet Rise|Electric|0|n/a|10|Status|S|Sn|
      User Pokémon is immune to Ground type moves for 5 turns. This does not change your ability to Levitate. This effect is baton passable. Gravity will cancel Magnet Rise.
    312. Magnitude|Ground|n/a|100%|30|Physical|3|(None)|
      Power of attack is random. Power is doubled against a Pokémon that used Dig.

      1-5: 10
      6-15: 30
      16-35: 50
      36-65: 70
      66-85: 90
      86-95: 110
      96-100: 150
    313. Mat Block|Fighting|n/a|n/a|10|Status|P|(none)|
      Protects the user and all allies from any damaging moves. Only works on the first turn the user is in battle.
    314. Me First|Normal|Varies|n/a|20|Status|R|Sub|
      If the target selects a damaging attack and the user moves first, the user will use the target's move at 1.5x power on a random opponent. STAB is decided by the Me First user's types. Focus Punch can not be copied. Me First triggers Sucker Punch.
    315. Mean Look|Normal|n/a|n/a|5|Status|1|Magic|
      Enemy Pokémon can’t leave battle unless user Pokémon switches out. Can switch with U-Turn, Volt Switch, Eject Button, or Shed Shell. Can switch out with Baton Pass, only if the Mean Look's user is no longer on the field.
    316. Meditate|Psychic|n/a|n/a|40|Status|S|Sn|
      Gain ATTACK +1.
    317. Mega Drain|Grass |40 |100% |10 | Special |Self and 1 Enemy|(None)|
      User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    318. Mega Kick|Normal|120|75%|5|Physical|1|Con|
      No effect.
    319. Mega Punch|Normal|80|85%|20|Physical|1|Con|
      No effect.
    320. Megahorn|Bug|120|85%|10|Physical|1|Con|
      No effect.
    321. Memento|Dark|n/a|n/a|10|Status|1 and S|(None)|(None)|
      User Pokémon commits suicide. Lower Enemy Pokémon’s ATTACK and SPECIAL ATTACK -2.
    322. Metal Burst|Steel|Varies|100%|10|Physical|1|(None)|
      Deals 1.5x damage of received attack back at Enemy Pokémon. Fails if User Pokémon goes first.
    323. Metal Claw|Steel|50|95%|35|Physical|1|Con, Force|
      User Pokémon has a 10% chance to gain ATTACK +1.
    324. Metal Sound|Steel|n/a|85%|40|Status|1|Magic|
      Lowers SPECIAL DEFENSE -2.
    325. Meteor Mash|Steel|90|90%|10|Physical|1|Con, Force|
      User Pokémon has a 20% chance to gain ATTACK +1.
    326. Metronome|Normal|n/a|n/a|10|Status |Random|(None)|
      Uses a random move out of the 610 moves. These moves cannot be picked: After You, Assist, Bestow, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Freeze Shock, Helping Hand, Ice Burn, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Protect, Quash, Quick Guard, Rage Powder, Relic Song, Secret Sword, Sketch, Sleep Talk, Snarl, Snatch, Snore, Struggle, Switcheroo, Techno Blast, Thief, Transform, Trick, Wide Guard, V-create. Note that Metronome can can now even call out moves that the user know.
    327. Milk Drink|Normal|n/a|n/a|10|Status|S|Sn|
      Recover 50% HP.
    328. Mimic|Normal|n/a|n/a|10|Status|S|Sub|
      User Pokémon copies the last move Enemy Pokémon used. Keeps move until end of battle. Sketch, Struggle, and Metronome cannot be copied.
    329. Mind Reader|Normal|n/a|n/a|5|Status|1|(None)|
      User Pokémon’s next attack can’t miss. If Protect/Detect are used, the move still fails.
    330. Minimize|Normal|n/a|n/a|10|Status|S|Sn|
      Gain EVASION +2. User Pokémon takes double damage if hit by Stomp, Dragon Rush, Steamroller, Flying Press, and Phantom Force.
    331. Miracle Eye|Psychic|n/a|n/a|40|Status|1|Sub, Magic|
      Enemy Pokémon’s ACCURACY and EVASION are ignored. Dark type Pokémon can bit hit by Psychic type attacks.
    332. Mirror Coat|Psychic|n/a|100%|20|Special|1|(None)|
      If hit by an Special based move, Mirror Coat deals double the received damage back on the Enemy Pokémon. Hits all types with normal effectiveness except Dark. Only counters the last attack, not all. Always attacks last. Triggers a psychic gem but does not modify damage. {Priority -5}
    333. Mirror Move|Flying|n/a|n/a|20|Status|R|(None; check tags for the move)|
      User Pokémon uses the last move Enemy Pokémon used on it. Cannot copy:
      Acupressure, Assist, Chatter, Copycat, Counter, Curse, Doom Desire, Feint, Focus Punch, Future Sight, Helping Hand, Magic Coat, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Perish Song, Psych Up, Role Play, Sketch, Sleep Talk, Snatch, Spit Up, Struggle, and Transform. Field effects, such as weather and Trick Room, aren’t copied.
    334. Mirror Shot|Steel|65|85%|10|Special|1|Force|
      30% chance to lower ACCURACY -1.
    335. Mist|Ice|n/a|n/a|30|Status|P|Sn|
      User Trainer’s Party prevents Stats from be directly lowered (moves like Leer or Growl) for 5 turns. Side effects from moves to lower stats (like Icy Wind and Psychic) still happen. Does not block Guard Swap, Heart Swap, or Power Swap.
    336. Mist Ball|Psychic|70|100%|5|Special|1|Force|
      50% chance to lower SPECIAL ATTACK -1.
    337. Misty Terrain|Fairy|n/a|n/a|10|Status|4|(none)|
      Causes MISTY TERRAIN for five turns.
    338. Moonblast|Fairy|95|100%|15|Special|1|]Force|
      30% chance to lower SPECIAL ATTACK one stage.
    339. Moonlight|Fairy|n/a|n/a|5|Status|S|Sn|
      Recover HP based on the weather. Rain Dance/Sandstorm/Hail = 25%. Sunny Day = 66%. Normal = 50%
    340. Morning Sun|Normal|n/a|n/a|5|Status|S|Sn|
      Recover HP based on the weather. Rain Dance/Sandstorm/Hail = 25%. Sunny Day = 66%. Normal = 50%
    341. Mud Bomb|Ground|65|85%|10|Special|1|Force|
      30% chance to lower ACCURACY -1.
    342. Mud Shot|Ground|55|95%|15|Special|1|Force|
      Lower SPEED -1.
    343. Mud Sport|Ground|n/a|100%|15|Status|4|(None)|
      Electric type attacks do 1/3 damage to all Pokémon in battle. Mud Sport ends after 5 turns.
    344. Mud-Slap|Ground|20|100%|20|Special|1|Force|
      Lower ACCURACY -1.
    345. Muddy Water|Water|90|85%|10|Special|2|Force|
      30% chance to lower ACCURACY -1.
    346. Mystical Fire|Fire|65|100%|10|Special|1|Force|
      Lowers the target's SPECIAL ATTACK one stage.
    347. Nasty Plot|Dark|n/a|n/a|20|Status|S|Sn|
      Gain SPECIAL ATTACK +2.
    348. Natural Gift|Varies|Varies|100%|15|Physical|1|(None)|
      Power and Type of move depend on the held berry. Berry is eaten. If no held berry, move fails.
    349. Nature Power|Normal|n/a|n/a|20|Status|1|(None)|
      Move used depends on battle terrain and battle rules.
      RSE: Normal=Swift, Cave=Shadow Ball, Rock=Rock Slide, Sand=Earthquake, Grass=Stun Spore, Tall Grass=Razor Leaf, Water=Surf, Underwater=Hydro Pump
      DPP: Normal=Tri Attack, Cave/Rock=Rock Slide, Sand=Earthquake, Grass/Tall Grass=Seed Bomb, Water/Underwater=Hydro Pump, Snow=Blizzard
      Refer to the chart for other terrains
    350. Needle Arm|Grass|60|100%|15|Physical|1|Con, Force|
      30% chance to FLINCH.
    351. Night Daze|Dark|85|95%|10|Special|1|Force|
      40% chance of lowering the target's accuracy by one stage.
    352. Night Shade|Ghost|n/a|100%|15|Special|1|(None)|
      Always deal 100 HP damage regardless of effectiveness. Normal type Pokémon still immune. Does not hit Wonder Guard
    353. Night Slash|Dark|70|100%|15|Physical|1|Con|
      Increased Critical Hit chance (1 stage)
    354. Nightmare|Ghost|n/a|100%|15|Status|1|(None)|
      Must have SLEEP status, or this move fails. Deals 25% damage each turn Enemy Pokémon is asleep. Effect ends up switching or the end of sleep.
    355. Noble Roar|Normal|n/a|100%|30|Status|2|(none)|
      Lowers the target's ATTACK and SPECIAL ATTACK one stage.
    356. Nuzzle|Electric|20|100%|20|Physical|1|Force|
      Causes PARALYSIS.
    357. Oblivion Wing|Flying|80|100%|10|Special|1|(none)|
      Restores 75% of the damage dealt to the user.
    358. Octazooka|Water|65|85%|10|Special|1|Force|
      50% chance to lower ACCURACY -1.
    359. Odor Sleuth|Normal|n/a|n/a|40|Status|1|Sub, Magic|
      Enemy Pokémon’s EVASION modifiers are ignored. Items or Abilities are not ignored. Ghost type Pokémon can bit hit by Fighting and Normal type attacks.
    360. Ominous Wind|Ghost|60|100%|5|Special|1|Force|
      10% chance to gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1.
    361. Outrage|Dragon|120|100%|10|Physical|R|Con|
      Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end. If the move is disrupted by missing, immunity, sleeping, confusion, freeze, paralysis, flinching, or Protect, confusion occurs if the disruption was on the last turn of Outrage; otherwise, it would not confuse and Outrage would also no longer be locked.
    362. Overheat|Fire|130|90%|5|Special|1|(None)|
      User Pokémon lowers SPECIAL ATTACK -2.
    363. Pain Split|Normal|n/a|n/a|20|Status|1 and S|(None)|
      Combine both User and Enemy Pokémon’s real HP and divide by 2 to get their new HP. You have to use the raw health, not the % or 10/10 score.
      {Example: Pikachu with 200/273 (7.3/10) and Misdreavus with 50/323 (1.5/10). 200 + 50 = 250 / 2 =125. New HP for Pikachu 125/273 (4.6/10) and Misdreavus 125/323 (3.9/10).}
    364. Parabolic Charge|Electric|50|100%|20|Special|1|(none)|
      Restores half of the damage dealt to the user.
    365. Parting Shot|Dark|n/a|100%|20|Status|1|(none)|
      Lower’s ATTACK and SPECIAL ATTACK of the target by one stage, then switches the user out. The switch will still happen even if the stat drops do not occur. If the target will be using Pursuit and is slower than the user, it will hit the user before it switches out.
    366. Pay Day|Normal|40|100%|20|Physical|1|(None)|
      No effect.
    367. Payback|Dark|50|100%|10|Physical|1|Con|
      Power doubles as long as the target moves first, even if it isn't attacking. Doesn't deal double damage if target switches.
    368. Peck|Flying|35|100%|35|Physical|1|Con|
      No effect
    369. Perish Song|Normal|n/a|n/a|5|Status|4|Sub|
      After three turns, all Pokémon that were affected when Perish Song was used, faint. Affected Pokémon can switch out normally or use U-Turn to be released from Perish Song’s effects. Using Baton Pass will pass Perish Song onto the new Pokémon.
    370. Petal Blizzard|Grass|90|100%|15|Physical|1|(none)|
      No effect.
    371. Petal Dance|Grass|120|100%|10|Special|R|Con|
      Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end. If the move is disrupted by missing, sleeping, confusion, freeze, paralysis, flinching, or protect, confusion occurs if the disruption was on the last turn of Petal Dance; otherwise, it would not confuse.
    372. Phantom Force|Ghost|90|100%|10|Physical|1|(none)|
      On the first turn, the user disappears and can’t be damaged. Attacks on the second. Can’t be blocked by Protect or Detect. Base power is doubled and never misses if the target has used Minimize.
    373. Pin Missile|Bug|25|95%|20|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    374. Play Nice|Normal|n/a|n/a|20|Status|1|(none)|
      Always hits and lower’s the target's ATTACK stat by one stage and lifts the effects of Protect, Detect, Spiky Shield and King’s Shield.
    375. Play Rough|Fairy|90|90%|10|Physical|1|Force|
      10% chance to lower the target's ATTACK stat one stage.
    376. Pluck|Flying|60|100%|20|Physical|1|Con|
      If Enemy Pokémon is holding any kind of Berry, the User Pokémon takes it and uses it immediately. If the Enemy is holding a Jaboca or Coba Berry, the Berry activates and reduces the damage of Bug Bite before it can be stolen. If an Embargoed Pokémon uses Bug Bite on a Pokémon holding a Berry, the Berry is destroyed without being activiated. Can hit nonadjacent opponents in triple battles.
    377. Poison Fang|Poison|50|100%|15|Physical|1|Con, Force|
      50% chance to gain TOXIC.
    378. Poison Gas|Poison|n/a|90%|40|Status|2|Magic|
      Gain POISON.
    379. Poison Jab|Poison|80|100%|2|Physical|1|Con, Force|
      30% chance to gain POISON.
    380. Poison Powder|Poison|n/a|75%|35|Status|1|Magic|
      Gain POISON.
    381. Poison Sting|Poison|15|100%|35|Physical||Force|
      30% chance to gain POISON.
    382. Poison Tail|Poison|50|100%|25|Physical|1|Con, Force*|
      Increased Critical Hit chance (1 stage). 10% chance to gain POISON.

      *Force applies for poison chance, not critical hit.
    383. Pound|Normal|40|100%|35|Physical|1|Con|
      No effect.
    384. Powder|Bug|n/a|100%|20|Status|1|(none)|
      If the target uses a Fire type move after this move has been used on it, the powder explodes and causes damage. {Priority +1}
    385. Powder Snow|Ice|40|100%|25|Special|2|Force|
      10% chance to gain FROZEN.
    386. Power Gem|Rock|80|100%|20|Special|1|(None)|
      No effect.
    387. Power Split|Psychic|n/a|n/a|10|Status|1|
      Averages the user's original Attack and SpAtk stats with the target's. Stat boosts are not factored into this. Any stat boosts are applied afterwards, to the averaged stats. The split stats are retained even if one Pokemon switches out, until both Pokemon switch out.
    388. Power Swap|Psychic|n/a|n/a|10|Status|1|Sub|
      User Pokémon swaps ATTACK and SPECIAL ATTACK boosts/drops with Enemy Pokémon. Not the actual stats themselves, only if they were boosted/drops by another attack. For example, ATTACK +3.
    389. Power Trick|Psychic|n/a|n/a|10|Status|S|(None)|Sn|
      User Pokémon swaps its own ATTACK and DEFENSE raw Stats, NOT BOOSTS. Can be baton passed.
    390. Power-Up Punch|Fighting|40|100%|20|Physical|1|Con, Force|
      Raises ATTACK +1.
    391. Power Whip|Grass|120|85%|10|Physical|1|Con|
      No effect.
    392. Present|Normal|Varies|90%|15|Physical|1|
      Roll for accuracy and then roll for what the attack does. Normal gem is consumed regardless.

      1-40 = attack with 40 BP; 41-70 = attack with 80 BP; 71-80 = attack with 120 BP; 81-100 = heal the target for 80 HP
    393. Protect|Normal|n/a|n/a|10|Status|S|(None)|
      Prevents damage from attacks. Feint hits through Protect. Moves not prevented are:
      Acupressure, After You, Ally Switch, Conversion2, Copycat, Curse, Destiny Bond, Doom Desire, Feint, Future Sight, Grudge, Haze, Imprison, Perish Song, Psych Up, Roar, Role Play, Shadow Force, Sketch, Transform, and Whirlwind. If used successfully consecutively, Detect/Protect/Endure/Quick Guard/Wide Guard’s succession rate is reduced by 50% each turn - eg. 100%, 50%, 25%, 12.5%, 6.25% etc, theoretically capping at 256 consecutive uses. {Priority +4}
    394. Psybeam|Psychic|65|100%|20|Special|1|Force|
      10% chance to gain CONFUSE.
    395. Psych Up|Normal|n/a|n/a|10|Status|1 and S|Sub| Sn |
      Copies the target's stat changes.
    396. Psychic|Psychic|90|100%|10|Special|1|Force|
      10% chance to lower SPECIAL DEFENSE -1.
    397. Psycho Boost|Psychic|140|90%|5|Special|1|(None)|
      User Pokémon lowers SPECIAL ATTACK -2.
    398. Psycho Cut|Psychic|70|100%|20|Physical|1|
      Increased Critical Hit chance (1 stage).
    399. Psycho Shift|Psychic|n/a|100%|10|Status|1|(None)|
      Transfers POISON, TOXIC, SLEEP, PARALYZE, or BURN to Enemy Pokémon. Fails if Enemy Pokémon is already under a Status effect.
    400. Psyshock|Psychic|80|100%|10|Special|1|(None)|
      Deals physical damage but substitutes the user's Special Attack in the damage formula instead of their Attack. Is reflected by Mirror Coat and has its damage halved by Light Screen.
    401. Psystrike|Psychic|100|100%|10|Special|1|(None)|
      Despite being classified as Special move, this move calculates damage using the user's Special Attack and the opponent's Defense stat. Is reflected by Mirror Coat and has its damage halved by Light Screen.
    402. Psywave|Psychic|n/a|80%|15|Special|1|(None)|
      Randomly deals 50, 60, 70, 80, 90, 100, 110, 120, 130, 140 or 150 damage. Roll a 10-sided die to determine damage. Does not take type effectiveness into account except Dark.
    403. Punishment|Dark|Varies|100%|5|Physical|1|Con|
      Power depends on Enemy Pokémon's stats. Its original base power is 60. However, if the target has any boosted stats (stats that have been reduced are ignored), then its power is increased by 20 for each boosted stat. For example, a Pokémon that has used Calm Mind twice will have four boosted levels - two in Special Attack, two in Special Defense. Therefore Punishment's new base power will be 60 + 20*4 = 140. Max Base Power is 200. Stat drops are not counted.
    404. PursuitDark|40|100%|20|Physical|1|Con|
      If Enemy Pokémon is switched out, or uses Baton Pass, U-Turn or Volt Switch, Pursuit attacks first and deals twice as much damage to Enemy Pokémon. If the target will be using Parting Shot and is faster than the user, it will receive damage from Pursuit before switching out. {Priority +7*}

      *only if enemy is switching, using Baton Pass, U-Turn, or Volt Switch
    405. Quash|Dark|n/a|100%|15|Status|1|(None)|
      The target of Quash will act last in that turn, provided it has not yet acted.
    406. Quick Attack|Normal|40|100%|30|Physical|1|Con|
      Always attacks first. {Priority +1}
    407. Quick Guard|Fighting|n/a|n/a|15|Status|P|(None)|
      Protects all Pokémon on the user's side of the field from enemy attacks that have increased priority, such as Quick Attack or Aqua Jet. This includes moves that are given an increased priority through Prankster and Gale Wings. Quick Guard can be used consecutively without failing, although it still decreases the chance of success for related moves. If used successfully consecutively, Detect/Protect/Endure/Quick Guard/Wide Guard’s succession rate is reduced by 50% each turn - eg. 100%, 50%, 25%, 12.5%, 6.25% etc, theoretically capping at 256 consecutive uses. {Priority +3}
    408. Quiver Dance|Bug|n/a|n/a|20|Status|S|Sn|
      Raises the user's Special Attack, Special Defense and Speed stats by one stage each.
    409. Rage|Normal|20|100%|20|Physical|1|Con|
      User Pokémon’s gains Attack +1 if successfully attacked or if Disable is used by Enemy Pokémon after using Rage, and gains boosts for as long as User consecutively uses Rage. User loses Attack boost when Rage ends. Status effects that prohibit movement will pause the Attack boost but will not end it.
    410. Rage Powder|Bug|n/a|n/a|20|Status|S|(None)|
      {Priority+3} Forces opposing Pokémon to target the user rather than the user's partner during double battles, as well as triple battles, where it only affects adjacent targets. If the user's partner is switching out, Rage Powder will not divert an opponent from using Pursuit on its partner. Does not stop the effects of moves which hit multiple Pokémon in a battle. This effect ends on the user switches out. In Triple Battles, attacks from nonadjacent opponents that can hit nonadjacent opponents are also drawn to it.
    411. Rain Dance|Water|n/a|n/a|5|Status|4|(None)|
      Summons a Rain Storm that lasts for 5 turns. See RAINY weather.
    412. Rapid Spin|Normal|20|100%|40|Physical|1|Con|
      Removes User Pokémon from the following effects: Bind, Clamp, Fire Spin, Leech Seed, Magma Storm, Sand Tomb, Spikes, Stealth Rock, Sticky Web, Toxic Spikes, Whirlpool, and Wrap.
    413. Razor Leaf|Grass|55|95%|25|Physical|2|(None)|
      Increased Critical Hit rate (1 stage)
    414. Razor Shell|Water|75|95%|10|Physical|1|Con, Force|
      50% chance to lower DEFENSE -1.
    415. Razor Wind|Normal|80|100%|10|Special|2|(None)|
      Increased Critical Hit rate (1 stage). Gathers strength first turn, and attacks second turn.
    416. Recover|Normal|n/a|n/a|10|Status|S|Sn|
      Recover 50% HP.
    417. Recycle|Normal|n/a|100%|10|Status|S|Sn|
      User Pokémon may use a Holding Item a second time. Doesn’t recycle if Item was lost from Covet, Knock Off, Switcheroo, Thief, or Trick but does work if an item was obtained by those moves (with the exception of Knock Off). Does recycle if Item was lost from Fling, Natural Gift, Bug Bite, or Pluck. Fails if User is holding an Item.
    418. Reflect|Psychic|n/a|n/a|20|Status|S|Sn|
      Halves the amount of damage from Physical attacks on User Pokémon for 5 turns. In Double Battles, damage is 2/3 reduced and affects both User and Ally. Reflect can be broken by Brick Break. Critical Hits ignore Reflect.
    419. Reflect Type|Normal|n/a|n/a|15|Status|S|Sub|
      Changes the user's type to match the type or types of the target. Works through Illusion but fails on Multitype.
    420. Refresh|Normal|n/a|n/a|20|Status|S|Sn|
      Cures POISON, TOXIC, PARALYZE and BURN status.
    421. Relic Song|Normal|75|100%|10|Special|2|Force|
      Deals damage and has a 10% chance of putting the target to sleep. Hits all opponents in double battles and hits all adjacent opponents in triple battles. When used by Meloetta in battle, it will also cause it to change between its Aria and Pirouette Formes.
    422. Rest|Psychic|n/a|n/a|10|Status|S|Sn|
      Recover full HP, cures BURN, PARALYZE, POISON, TOXIC. Gain SLEEP for 2 turns (starting from SLP-0). CONFUSE is not removed.
    423. Retaliate|Normal|70|100%|5|Physical|1|Con|
      Power doubles if a Pokémon from the user's party has fainted previous turn.
    424. Return|Normal|102|100%|20|Physical|1|Con|
      The more User Pokémon likes you, the more damage this attack does. Damage is constant in URPG.
    425. Revenge|Fighting|60|100%|10|Physical|1|Con|
      Power doubles if User Pokémon takes damage this turn. Always attacks last. {Priority -4}
    426. Reversal|Fighting|n/a|100%|15|Physical|1|Con|
      The less HP User Pokémon has, the more damage Reversal does.

      From 68% to 100% 20 Power
      From 35% to 67% 40 Power
      From 21% to 34% 80 Power
      From 10% to 20% 100 Power
      From 4% to 9% 150 Power
      From .1% to 3% 200 Power
    427. Roar|Normal|n/a|n/a|20|Status|1|Sub, Magic|
      Enemy Pokémon is scared away and another Pokémon is randomly forced out. Fails against Ingrain, Suction Cups, and Soundproof. Always attacks last. {Priority -6}
    428. Roar Of Time|Dragon|150|90%|5|Special |1|(None)|
      Attacks first turn. Must recharge second turn, can’t be switched out.
    429. Rock Blast|Rock|25|90%|10|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    430. Rock Climb|Normal|90|85%|20|Physical|1|Con, Force|
      20% chance to gain CONFUSE.
    431. Rock Polish|Rock|n/a|n/a|20|Status|S|Sn|
      Gain SPEED +2.
    432. Rock Slide|Rock|75|90%|10|Physical|2|Force|
      30% chance to FLINCH.
    433. Rock Smash|Fighting|40|100%|15|Physical|1|Con, Force|
      50% chance to lower DEFENSE -1.
    434. Rock Throw|Rock|50|90%|15|Physical|1|
      No effect.
    435. Rock Tomb|Rock|60|95%|10|Physical|1|(None)|
      Lower SPEED -1.
    436. Rock Wrecker|Rock|150|90%|5|Physical|1|(None)|
      Attacks first turn. Must recharge second turn, can’t be switched out.
    437. Role Play|Normal|n/a|n/a|10|Status|S|Sub|
      User Pokémon’s Ability changes to Enemy Pokémon’s Ability.
    438. Rolling Kick|Fighting|60|85%|15|Physical|1|Con, Force|
      30% chance to FLINCH.
    439. Rollout|Rock|30|90%|20|Physical|1|Con|
      Attack consecutively for 5 turns or until it misses. Each turn the power increases: 30->60->120->240->480. If User Pokémon has used Defense Curl, the power is doubled: 60->120->240->480->960.
    440. Roost| Flying | 0 | N/A | 10 |Status| Self |Sn|
      Recover 50% HP. If User Pokémon is a Flying type, the Flying type is ignored for the rest of the turn. A pure Flying-type using Roost will become a Normal type for the rest of that turn. If User Pokemon isn't a Flying-type, the secondary effect of Roost is ignored. Pokémon with Levitate are not affected. Dual-type Pokémon do retain their other type.
    441. Rototiller|Ground|n/a|n/a|10|Status|4|(none)|
      Raises ATTACK and SPECIAL ATTACK of all Grass types on the field by one stage.
    442. Round| Normal|60|100%|15|Special|1|(None)|
      Power doubles if another ally used it first in the same turn of a Double/Triple Battle. Furthermore, every ally Pokemon that used Round will move immediately after the fastest Pokemon to use Round, regardless of their Speed.
    443. Sacred Fire|Fire|100|95%|5|Physical|1|Force|
      50% chance to BURN. User is cured of FRZ.
    444. Sacred Sword|Fighting|90|100%|20|Physical|S|Con|
      Ignores stat boosts to DEF and Evasion, except for Reflect.
    445. Safeguard|Normal|n/a|n/a|25|Other|P|Sn|
      Protects user's team from major status conditions, confusion, and even Toxic Spikes, for 5 turns. Effect remains even if user switches. Does not block statuses caused by special abilities, held items, or self-inflicted status. Does not protect from Thrash, Petal Dance, or Outrage confusion. If Safeguard is used after Yawn in a turn, the user of Safeguard still falls asleep on the next turn.
    446. Sand Attack|Ground|n/a|100%|15|Status|1|Magic|
      Lower ACC -1
    447. Sand Tomb|Ground|35|85%|15|Physical|1|(None)|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    448. Sandstorm|Ground|n/a|n/a|10|Status|4|(None)|
      Lasts 5 turns. See SANDSTORM weather.
    449. Scald|Water|80|100%|15|Special|1|Force|
      30% chance to burn. Thaws the user if FRZ.
    450. Scary Face|Normal|n/a|100%|10|Status|1|Magic|
      Lowers SPEED -2
    451. Scratch|Normal|40|100%|35|Physical|1|Con|
      N/A
    452. Screech|Normal|n/a|85%|40|Status|1|Magic|
      Lowers DEFENSE -2
    453. Searing Shot|Fire|100|100%|15|Special|3|Force|
      30% chance to burn
    454. Secret Power|Normal|70|100%|20|Physical|1|Force|
      30% chance to inflict a status/stat effect based on battle terrain. See chart for details on terrain.
    455. Secret Sword|Fighting|85|100%|10|Special|1|Con|
      Although classified as a Special move, this move calculates damage using the user's SpAtk and the opponent's Def stat.
    456. Seed Bomb|Grass|80|100%|15|Physical|1|(None)|
      N/A
    457. Seed Flare|Grass|120|85%|5|Special|1|Force|
      40% chance to lower SP DEF -2
    458. Seismic Toss|Fighting|n/a|100%|20|Physical|1|Con|
      Always does 100 damage to HP regardless of effectiveness. Ghost types are immune.
    459. Self-Destruct|Normal|200|100%|5|Physical|4|(None)|
      Commits suicide
    460. Shadow Ball|Ghost|80|100%|15|Special|1|Force|
      20% chance to lower SPDEF -1
    461. Shadow Claw|Ghost|70|100%|15|Physical|1|Con|
      Increased Critical Hit rate (1 stage)
    462. Shadow Force|Ghost|120|100%|5|Physical|1|Con|
      First turn, User disappears and can’t be damaged. Attacks on the second. Protect/Detect don’t block it, however Dive/Fly do avoid it.
    463. Shadow Punch|Ghost|60|n/a|20|Physical|1|Con|
      Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig/Dive/Fly/Protect/Detect/Bounce is used.
    464. Shadow Sneak|Ghost|40|100%|30|Physical|1|Con|
      Always attacks first {Priority +1}
    465. Sharpen|Normal|n/a|n/a|30|Status|S|Sn|
      Gain ATK +1
    466. Sheer Cold|Ice|n/a|30%|5|Special|1|(None)|
      Knocks out target in one hit regardless of HP. Can be Mirror Coated against a Sub for infinite damage. Fails if OHKO Clause is on
    467. Shell Smash|Normal|n/a|n/a|15|Status|S|Sn|
      Drops the user's Defense and SpDef by one level each and raises Attack, SpAtk, and Speed by two levels each.
    468. Shift Gear|Steel|n/a|n/a|10|Status|S|Sn|
      Gain SPEED +2 and ATK +1.
    469. Shock Wave|Electric|60|n/a|20|Special|1|(None)|
      Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    470. Signal Beam|Bug|75|100%|15|Special|1|Force|
      10% chance to gain CONFUSE.
    471. Silver Wind|Bug|60|100%|5|Special|1|Force|
      10% chance to gain ATK, DEF, SPATK, SPDEF, and SPEED +1.
    472. Simple Beam|Normal|n/a|100%|15|Status|1|(None)|
      Changes the target's ability to Simple. Fails against Truant or Multitype.
    473. Sing | Normal |n/a|55%|15|Status|1|Magic|
      Induces sleep
    474. Sketch|Normal|n/a|n/a|1|Status|S|Sub|
      Permanently replaces Sketch with the move last used by target. Chatter and Struggle can’t be copied.
    475. Skill Swap|Psychic|n/a|n/a|10|Status|1|Sub|
      Swap abilities with target. Fails on Wonder Guard and Multi-type.
    476. Skull Bash|Normal|130|100%|10|Physical|1|Con|
      First turn, User gains DEF +1 and lowers head. Attacks on second turn.
    477. Sky Attack|Flying|140|90%|5|Physical|1|(None)|
      Gathers strength on first, attack on second. 30% chance to FLINCH. Can target nonadjacent enemies in Triple Battles.
    478. Sky Drop|Flying|60|100%|10|Physical|1|Con|
      User grabs the target and flies up, preventing them from making a move. Drops the target on the second turn, dealing damage. Damage is not dealt if the target is a Flying-type or has Levitate. Damage is still dealt in the cases of Magnet Rise or Telekinesis. Fails entirely if the target has a Substitute up. In rotation battles, if the target rotates out, then the target is dropped in its new position on the wheel and takes no damage. Can hit non-adjacent opponents in Triple Battles.
    479. Sky Uppercut|Fighting|85|90%|15|Physical|1|Con|
      Can hit Pokémon during first turn Fly or Bounce
    480. Slack Off|Normal|n/a|n/a|10|Status|S|Sn|
      Heal 50%
    481. Slam|Normal|80|75%|20|Physical|1|Con|
      N/A
    482. Slash|Normal|70|100%|20|Physical|1|Con|
      Increased Critical Hit rate (1 stage)
    483. Sleep Powder|Grass|n/a|75%|15|Status|1|Magic|
      Induces SLP
    484. Sleep Talk|Normal|n/a|n/a|10|Status|S|(None)|
      Randomly uses another move User knows. Sleep Talk only works if User has SLEEP Status. Can’t choose: Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Sketch, Skull Bash, Sky Attack, Sleep Talk, Solarbeam, Razor Wind, Uproar.
      If Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar of Time, or Rock Wrecker are used, and User remains asleep next turn, Sleep Talk is instead used as the ‘recharge’ turn. If Ice Ball or Rollout are selected consecutively, they are not boosted. Outrage, Petal Dance, Thrash are used once, and do not give User CONFUSE Status.
    485. Sludge|Poison|65|100%|20|Special|1|Force|
      30% chance to POISON
    486. Sludge Bomb|Poison|90|100%|10|Special|1|Force|
      30% chance to POISON
    487. Sludge Wave|Poison|95|100%|10|Special|3|Force|
      10% chance to POISON. Will hit all Pokémon in double battles and all adjacent Pokémon in triple battles.
    488. Smack Down|Rock|50|100%|15|Physical|1|(None)|
      Target loses their Ground immunity, whether it was from the Flying-type or Levitate. Arena Trap now affects those affected by this move. Immunity is not lost if the attack hits a Substitute, or if target used Roost previously. Does not disable moves like Fly, Bounce, or Roost.
    489. Smelling Salts|Normal|70|100%|10|Physical|1|Con|
      Power doubles if target has PAR Status. Afterward; cures PAR from target.
    490. Smog|Poison|30|70%|20|Special|1|Force|
      40% chance to gain POISON
    491. Smokescreen|Normal|n/a|100%|20|Status|1|Magic|
      Lower ACC -1
    492. Snarl|Dark|55|95%|15|Special|2|Force|
      Lowers the target's SPATK by one stage. Hits all opponents in double battles and all adjacent opponents triple battles.
    493. Snatch|Dark|n/a|n/a|10|Status|S|Sub|
      {Priority +4} Steals the effects of an opponent's move and prevents them from using that move. Works when the foe uses one of the following moves:
      All self-affecting stat ups (including Belly Drum and Defense Curl, but excluding Curse), Aromatherapy, Aqua Ring, Camouflage, Charge, Conversion, Healing Wish, Heal Bell, Heal Order, Imprison, Ingrain, Light Screen, Lucky Chant, Lunar Dance, Magnet Rise, Milk Drink, Mist, Moonlight, Morning Sun, Power Trick, Psych Up, Recover, Recycle, Reflect, Refresh, Rest, Roost, Safeguard, Slack Off, Softboiled, Stockpile, Substitute, Swallow, Synthesis, Tailwind, and Wish.

      If two Pokémon use Snatch on the same turn, the faster Pokémon will Snatch the first Snatchable move, then the slower Pokémon will Snatch the next Snatchable move used that turn, meaning each gets to Snatch from a different opponent. If a Pokémon Snatches Psych Up, Psych Up will target whichever Pokémon used Psych Up.

      All moves affected by snatch will have the Sn tag.
    494. Snore|Normal|50|100%|15|Special|1|Force|
      30% chance to FLINCH. Only works if user is asleep.
    495. Soak|Water|n/a|n/a|20|Status|1|(None)|
      Changes the target's type to Water, the effect lasts until the target switches out. Does not affect Pokémon with Multitype.
    496. Soft-Boiled|Normal|n/a|n/a|10|Status|S|Sn|
      Recover 50% HP.
    497. Solar Beam|Grass|120|100%|10|Special|1|(None)|
      Absorbs light on first, attack on second. During SUN, charging is not required. Power is halved if used during RAIN, HAIL, or SANDSTORM weather.
    498. Sonic Boom|Normal|n/a|90%|20|Special|1|(None)|
      Always does 20 damage to HP regardless of effectiveness. Ghost type Pokémon are immune.
    499. Spacial Rend|Dragon|100|95%|5|Special |1|(None)|
      Increased Critical Hit rate (1 stage)
    500. Spark|Electric|65|100%|20|Physical|1|Con, Force|
      30% chance to PARALYZE
    501. Spider Web|Bug|n/a|n/a|10|Status|1|Magic|
      Target can’t leave battle unless User switches out. Can switch with U-Turn, Baton Pass, Volt Siwtch, Eject Button, or Shed Shell.
    502. Spike Cannon|Normal|20|100%|15|Physical|1|(None)|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    503. Spikes|Ground|n/a|n/a|20|Status|2 (all)|Magic|
      Does 1/8 of max HP damage with one layer, 1/6 of max HP damage with two layers, and 1/4 of max HP damage with three layers to the enemy when they switch in a new Pokémon. Is removed from opponent's side of the field when they use Rapid Spin. Flying Pokémon and Pokémon with the ability Levitate are immune. Hits through Wonder Guard.
    504. Spiky Shield|Grass|n/a|n/a|10|Status|S|(none)|
      {Priority +3} Protects the user from all effects of moves that target it during the turn it is used, including damage. Additionally, if it blocks an attack that would make contact with the user, the attacker suffers damage equal to 1/8 of its maximum HP.
    505. Spit Up|Normal|100|100%|10|Special|1|(None)|
      Spit Up fails if Stockpile isn't used beforehand. Does more damage with each Stockpile used. 1 Stockpile = 100 base > 2 Stockpiles = 200 base > 3 Stockpiles = 300 base. Spit Up removes any DEF/SPDEF boosts gained by Stockpile.
    506. Spite|Ghost|n/a|100%|10|Status|1|Sub, Magic|
      Lose 4 PP from the last move target used. If the move runs out of PP, Enemy uses Struggle instead. Fails if Enemy hasn’t selected a move, or if a move fails due to a Status condition or recharging.
    507. Splash|Normal|n/a|n/a|40|S|Status|S|(None)|
      No effect. Can't be used during Gravity.
    508. Spore|Grass|n/a|100%|15|Status|1|Magic|
      Induces SLEEP
    509. Stealth Rock|Rock|n/a|n/a|20|Status|2|Magic|
      Does 12.5% damage to any switching target. Doesn't affect those with Magic Guard. Cleared by Rapid Spin or Defog. Affects all enemies. Type advantages apply. Ex. Charizard (Fire/Flying, 4x weak to Rock) will be hit with 4 * 12.5% = 50% damage.
    510. Steamroller|Bug|65|100%|20|Physical|1|Force|
      30% chance to flinch the target. Base power doubles and never misses if target has used Minimize.
    511. Steel Wing|Steel|70|90%|25|Physical|1|Con, Force|
      10% chance to raise DEF +1
    512. Sticky Web|Bug|n/a|n/a|20|Status|2|Magic|
      Lowers speed of any switching target by one stage. Cleared by Rapid Spin or Defog. Affects all enemies except for Flying types and anything with ability Levitate.
    513. Stockpile|Normal|n/a|n/a|10|Status|S|Sn|
      May be used up to 3 times at once. Gain DEF and SPDEF +1, but these Stat boosts are removed once Spit Up or Swallow are used. Stockpiles cannot be Baton Passed, but the Stat boosts can.
    514. Stomp|Normal|65|100%|20|Physical|1|Con, Force|
      30% chance to FLINCH. Power doubles and never misses if target used Minimize.
    515. Stone Edge|Rock|100|80%|5|Physical|1|(None)|
      Increased Critical Hit rate (1 stage)
    516. Stored Power|Psychic|Varies|100%|10|Special|1|(None)|
      Base power is 20 + 20 * each stage of stat boost, including the the doubling of boosts by Simple. Does still increase in power against Unaware. Stats with negatives do not affect its power. Max power is 860.
    517. Storm Throw|Fighting|60|100%|10|Physical|1|Con|
      Always result in a critical hit unless the target has Battle Armor, Shell Armor, or under the effects of Lucky Chant.
    518. Strength|Normal|80|100%|15|Physical|1|Con|
      N/A
    519. String Shot|Bug|n/a|95%|40|Status|2|Magic|
      Lowers SPEED -2
    520. Struggle|Normal|50|100%|n/a|Physical|1|Con|
      Only usable if User runs out of PP for all its moves or cannot use any of its allowed moves. Receive 25% recoil damage. Ignores all ACCURACY, EVASION, and type resistances and immunities (including Ghost).
    521. Struggle Bug|Bug|50|100%|20|Special|1|(None)|
      Lowers the target's SPATK -1. Affects both opponents in Doubles and all reachable opponents in Triple Battles.
    522. Stun Spore|Grass|n/a|75%|30|Status|1|Magic|
      Induces PAR
    523. Submission|Fighting|80|80%|25|Physical|1|Con|
      User is dealt recoil damage equal to 1/4 damage dealt to target
    524. Substitute|Normal|n/a|n/a|10|Status|S|Sn|
      User loses 1/4 max HP and creates a Substitute, which will take damage for the user and block most non-damaging moves, such as Spore and Thunder Wave. It also prevents the secondary effects of damaging moves from taking an effect, including preventing the user from being forced out with Circle Throw or Dragon Tail. All Sound-based moves can bypass a Substitute. The user still takes normal damage from weather and status effects while behind its Substitute. If the Substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. This move fails if the user does not have enough HP remaining to create a Substitute, or if it already has one.

      If the Substitute takes damage equal to or greater than 25% of the user's HP, it will disappear (the user's defensive stats are used in damage calculation). OHKO moves will always break a Substitute. A Substitute is capable of being Baton Passed, but retains the original health that was left. Does not prevent damage from pre-existing status conditions. Draining moves can break the Substitute and restore HP. If the user switches out, the Substitute is lost.

      The ability Anger Point does not activate with Substitute up. The ability Intimidate is blocked by Substitute. The user is damaged by Life Orb if it hits a Substitute. Does not prevent a Pokemon with the ability Pickpocket from stealing an item from the Pokemon with Substitute; however, if the Pickpocket user itself has a Substitute, it cannot steal any items. If a Pokemon with the ability Mummy has a Substitute, its ability does not activate when it hits the Substitute. Blocks Sky Drop entirely. Prevents the secondary effect of Smack Down from occurring. The ability Infiltrator bypasses Substitute. Does not prevent the user's Air Balloon from popping if the Substitute is hit. If a Pokemon with the ability Illusion uses Substitute and the Substitute is broken, the Illusion does not fade. Prevents Clear Smog's effect from working. If a Pokemon with Substitute attacks a Pokemon with the abilities Iron Barbs, Rough Skin, or Rocky Helmet, the effect damage bypasses the Substitute and goes straight to the attacker. Reflect does not reduce Brick Break's damage if the target has a Substitute up.

      If a Pokemon is Baton Passed a Substitute while Toxic Spikes is laid, it is still poisoned by Toxic Spikes. If the user has a Substitute and is hit by Bug Bite, Incinerate, Knock Off, or Pluck, the user's item cannot be removed. The user can still use Bestow, Switcheroo, and Trick normally however. The damage from Future Sight and Doom Desire is taken by the Substitute instead of the user. While the user is asleep, has a Substitute, and is hit by Wake-Up Slap, the power of the attack will not increase, nor will the secondary effect take place. The item thrown with Fling does not take effect if it hits a Substitute. Defog will not change the user's evasiveness when Substitute is up, but the secondary effect of removing Reflect/Light Screen/hazards will still take place. If another Pokémon uses Acupressure on the user with Substitute, the attack will fail. The user can still use Acupressure against itself. The damage from Pursuit will be absorbed by Substitute if the user attempts to switch.

      Substitute blocks all of the following moves: After You, Bestow, Block, Captivate, Charm, Confuse Ray, Cotton Spore, Dark Void, Embargo, Entrainment, Fake Tears, FeatherDance, Flash, Flatter, Gastro Acid, Glare, GrassWhistle, Growl, Guard Split, Heal Block, Heal Pulse, Hypnosis, Kinesis, Leech Seed, Leer, Lock-On, Lovely Kiss, Mean Look, Metal Sound, Mind Reader, Nightmare, Pain Split, Poison Gas, PoisonPowder, Power Split, Psycho Shift, Quash, Sand-Attack, Scary Face, Screech, Simple Beam, Sing, Sky Drop, Sleep Powder, SmokeScreen, Soak, Spider Web, Spore, String Shot, Stun Spore, Supersonic, Swagger, Sweet Kiss, Sweet Scent, Switcheroo, Tail Whip, Teeter Dance, Telekinesis, Thunder Wave, Tickle, Toxic, Transform, Trick, Will-O-Wisp, Worry Seed, and Yawn.
    525. Sucker Punch|Dark|80|100%|5|Physical|1|Con|
      Fails if target doesn't use a damaging move, or if the target moves before the user (eg. if they use a move of higher priority, or if they use a move of equal priority and are faster). Works against Me First. {Priority +1}
    526. Sunny Day|Fire|n/a|100%|5|Status|4|(None)|
      Lasts 5 turns. See SUNNY weather.
    527. Super Fang|Normal|n/a|90%|10|Physical|1|Con|
      Deals damage equal to half of target's remaining HP, regardless of type effectiveness (except Ghost).
    528. Superpower|Fighting|120|100%|5|Physical|1|Con|
      User lowers ATK and DEF -1
    529. Supersonic|Normal|n/a|55%|20|Status|1|Magic|
      Induces CON.
    530. Surf|Water|90|100%|15|Special|3|(None)|
      Power doubles if target used Dive.
    531. Swagger|Normal|n/a|90%|15|Status|1|Magic|
      Gains CON and ATK +2
    532. Swallow|Normal|n/a|n/a|10|Status|S|Sn|
      Fails if Stockpile isn't used beforehand. Recover more HP with each Stockpile used. 1 Stockpile = 25% > 2 Stockpiles = 50% > 3 Stockpiles = 100%. Removes any DEF/SPDEF boosts gained by Stockpile.
    533. Sweet Kiss|Fairy|n/a|75%|10|Status|1|Magic|
      Gain CON
    534. Sweet Scent|Normal|n/a|100%|20|Status|2|Magic|
      Lowers EVA -2
    535. Swift|Normal|60|n/a|20|Special|2|(None)|
      Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    536. Switcheroo|Dark|n/a|100%|10|Status|1|(None)|
      Switch helds with target. Fails against Sticky Hold and Multi-type.
    537. Swords Dance|Normal|n/a|n/a|20|Status|S|Sn|
      Gain ATK +2
    538. Synchronoise|Psychic|120|100%|15|Special|3|(None)|
      Damages all Pokémon with the same type as the user. Can't hit either of the Pokemon on the far side in a Triple Battle.
    539. Synthesis|Grass|n/a|n/a|5|Status|S|Sn|
      Recover HP based on the weather. Rain Dance/Sandstorm/Hail = 25%. Sunny Day = 66%. Normal = 50%.
    540. Tackle|Normal|50|100%|35|Physical|1|Con|
      No effect.
    541. Tail Glow|Bug|n/a|n/a|20|Status|S|Sn|
      Gain SPECIAL ATTACK +3.
    542. Tail Slap|Normal|25|85%|10|Physical|1|Con|
      Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    543. Tail Whip|Normal|n/a|100%|30|Status|2|Magic|
      Lower DEFENSE -1.
    544. Tailwind|Flying|n/a|n/a|30|Status|P|Sn|
      All Pokémon in User Trainer’s Party gain double speed for 4 turns (current turn is included). Not counted as a Stat boost.
    545. Take Down|Normal|90|85%|20|Physical|1|Con|
      User Pokémon is dealt recoil damage equal to 1/4 damage dealt to Enemy Pokémon.
    546. Taunt|Dark|n/a|100%|20|Status|1 |Sub, Magic|
      Enemy Pokémon will be forced to use an attacking move. If a non-attacking move is selected right after Taunt in the same turn, the move will fail. For other turns, non-attacking moves cannot be selected and the player must be prompted to select another move. This lasts for 3 turns of the target moving, or until the Taunted Pokémon switches out. Taunted Pokémon can’t use Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk.

      Bide, Counter, Endeavor, Metal Burst, or Mirror Coat are not affected by Taunt.
    547. Techno Blast|Normal|120|100%|5|Special|1|(None)|
      The type of Techno Blast depends on the type of Drive held by the user, being Normal-type if there is none held, and Electric, Fire, Ice or Water with the appropriate Drive.
    548. Teeter Dance|Normal|n/a|100%|20|Status|3|(None)|
      All adjacent Pokémon except User gain CONFUSE.
    549. Telekinesis|Psychic|n/a|n/a|15|Status|1|
      For three turns, it makes any move against the target hit with 100% accuracy, barring OHKO moves (including the turn used). During that time, the target becomes immune to Ground-type attacks, but works even on Flying-types or Pokemon with Levitate. Gravity nullifies all effects of Telekinesis. The move Ingrain or the item Iron Ball causes this move to fail, however Suction Cups does not prevent this.
    550. Teleport|Psychic|n/a|n/a|20|Status|S|(None)|
      No effect in URPG.
    551. Thief|Dark|60|100%|10|Physical|1|Con|
      Steal Hold Item from Enemy Pokémon. Secondary effect fails if User Pokémon is currently holding an item or if Enemy Pokémon has a Substitute up. Holding Item is returned after battle. Sticky Hold and Multi-type prevent item theft. Consumable items triggered by this move (like Focus Sash and Colbur berry) are consumed before theft.
    552. Thrash|Normal|120|100%|10|Physical|R|Con|
      Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end. If the move is disrupted by missing, sleeping, confusion, freeze, paralysis, flinching, or protect, confusion occurs if the disruption was on the last turn of Thrash; otherwise, it would not confuse.
    553. Thunder|Electric|110|70%|10|Special|1|Force|
      30% chance to gain PARALYZE. During Rain Dance, accuracy is 100% (evasion boosts are ignored). During SUNNY weather, accuracy is 50%. Can hit Pokémon during first turn Fly or Bounce.
    554. Thunder Fang|Electric|65|95%|15|Physical|1|Con, Force|
      10% chance to gain PARALYZE. 10% chance to FLINCH.
    555. Thunder Punch|Electric|75|100%|15|Physical|1|Con, Force|
      10% chance for to gain PARALYZE.
    556. Thunder Shock|Electric|40|100%|15|Special|1|Force|
      10% chance to gain PARALYZE.
    557. Thunder Wave|Electric|n/a|100%|20|Status|1|Magic|
      Gain PARALYZE. Fails against Lightningrod.
    558. Thunderbolt|Electric|90|100%|15|Special|1|Force|
      10% chance to gain PARALYZE.
    559. Tickle|Normal|n/a|100%|20|Status|1|Magic|
      Lower ATTACK and DEFENSE -1.
    560. Topsy-Turvy|Dark|n/a|100%|20|Status|1|Magic|
      Reverses all stat changes on the target Pokémon, making positive changes negative and negative changes positive.
    561. Torment|Dark|n/a|100%|15|Status|1|Sub|
      Target can’t use the same move twice in a row, effect disappears when affected Pokemon switches. If the Pokémon did not execute a move in the preceding round, Torment does not prevent the selection of any move.
      NOTE: Torment doesn't prevent execution of a move. Example:-
      First Round: Mr. Mime uses Torment. Slowbro uses Calm Mind.
      Second Round: Mr. Mime uses Encore. Slowbro uses Surf (since Calm Mind cannot be selected).
      -However, the Slowbro will be forced to execute Calm Mind rather than its chosen move, due to Encore. Since Torment doesn't prevent the execution of a move, Calm Mind works and Slowbro's stats are raised again. After this, Slowbro cannot legally select any move for the third round and must switch out or use Struggle. Slowbro is forced to alternate between Calm Mind and Struggle every other round until the Encore wears off.
    562. Toxic|Poison|n/a|90%|10|Status|1|Magic|
      Gain TOXIC. Deal 6.25% damage at the end of first turn, and add 6.25% damage every turn after. 6.25 > 12.5 > 18.75 > 25% etc. See TOXIC Status condition. If used by a Poison Type, Toxic bypasses accuracy checks and will hit through disappearing moves (eg. Fly, Dive, etc).
    563. Toxic Spikes|Poison|n/a|n/a|20|Status|2|Magic|
      Enemy Pokémon that switch in gain POISON. If Toxic Spikes is used twice, Enemy Pokémon that switch in gain TOXIC instead. Flying and Steel type Pokémon are immune. If an Enemy Poison (non-Flying or with Levitate) type Pokémon switches in, Toxic Spikes is removed. If Gravity is up, the switching mon is holding an Iron ball, or if Ingrain is Baton Passed, Flying and Levitate Pokémon can be hit. Safeguard prevents POISON. Synchronize is not activated, even if the ability bearer was forced into combat through means like Roar or Whirlwind.

      *When Gengar Mega Evolves and loses Levitate, Toxic Spikes is still not absorbed. It is still not confirmed whether this effect will happen if Mega Gengar is switched out and back in.
    564. Transform|Normal|n/a|n/a|10|Status|S|
      Transforms into an exact copy of chosen Enemy Pokémon, gaining all stats except HP and using the same moves. All moves will only have 5 PP. Fails during the effects of moves like Fly or Dig. Fails if the opponent has Illusion or is behind a Substitute.
    565. Tri-Attack|Normal|80|100%|10|Special|1|Force|
      20% chance to gain PARALYZE, BURN, or FROZEN. Roll for whether the effect triggers and then roll a 3-sided die for effect.
    566. Trick|Psychic|n/a|100%|10|Status|1|(None)|
      Switch hold items with the target. Items are returned after battle. Does not work if the target has Sticky Hold or Multitype, or is Giratina-O, or if either Pokemon is holding Mail. Does not work if the user and target do not have items.

      If a Pokémon with a Choice item is Tricked by / uses Trick on a Pokémon that does not have a Choice item itself, the Pokémon that has the Choice item after the Trick will be free to use whatever move it wants on the next turn only if it went first. That Pokémon will be free to select whichever move it likes regardless of whether it was originally the Pokémon with the Choice item. The Pokémon that moved second will always be locked into whatever move it used on the turn it was Tricked if it is the one holding the Choice item after the Trick. If a Trick user holding a Choice item swaps with another Pokemon holding a Choice item, they are not locked into Trick the next turn.
    567. Trick-or-Treat|Ghost|n/a|100%|20|Status|1|(none)|
      Adds Ghost type to target, the effect lasts until the target switches out. Does not affect Pokémon who are already Ghost type.
    568. Trick Room|Physical|n/a|n/a|5|Status|4|(None)|
      For 5 turns, the Slowest Pokémon attacks first. Priority moves still apply. Abilities and items (such as Stall, Lagging Tail, or Quick Claw) take precedence over Trick Room. If used while Trick Room is already up, Trick Room will end. Always attacks last. {Priority -7}
    569. Triple Kick|Fighting|Varies|90%|10|Physical|1|Con|
      Attack 3 times, increasing damage each kick. Kick 1: 10. Kick 2: 20. Kick 3: 30. Each kick has its own accuracy, and the attack is over if a kick misses. Each hit triggers Weak Armor as well as certain held items (such as Focus Sash, Focus Band, or Sturdy).
    570. Trump Card|Normal|Varies| N/A | 5 |Special|1|Con|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Power increases as PP drops. If chosen by Sleep Talk or Metronome, uses those moves’ PP instead of Trump Card.

      5+ PP: 40 BP
      4 PP : 50 BP
      3 PP : 60 BP
      2 PP : 80 BP
      1 PP : 200 BP
    571. Twineedle|Bug|25|100%|20|Physical|1|Force|
      Attack twice in one turn. 20% chance to gain POISON for each hit.
    572. Twister|Dragon|40|100%|20|Special|2|Force|
      20% chance to FLINCH. Power doubles if Enemy Pokémon used Fly or Bounce.
    573. Uproar|Normal|90|100%|10|Special|R|
      Attacks a random enemy consecutively for 3 turns or until it misses. SLEEP Pokémon will wake up, and no Pokémon can gain SLEEP Status.
    574. U-turn|Bug|70|100%|20|Physical|1|Con|
      User Pokémon switches out automatically after attacking. Can escape trapping moves, Ingrain, Arena Trap, Magnet Pull, and Shadow Tag. User Trainer picks which Pokémon switches out.
      In DP Rules, you say what mon will be U-turn'd to when the move is executed. Pursuit does double damage only if the Pursuit-user is faster.
    575. Vacuum Wave|Fighting|40|100%|30|Special|1|(None)|
      Always attacks first. {Priority +1}
    576. V-create|Fire|180|95%|5|Physical|1|Con|
      Lowers the user's Defense, Special Defense, and Speed by one stage.
    577. Venom Drench|Poison|n/a|100%|20|Status|1|Magic|
      Lowers the Attack, Special Attack, and Speed stats of a target by one stage if target is poisoned.
    578. Venoshock|Poison|65|100%|10|Special|1|(None)|
      If the target is poisoned, base power doubles.
    579. Vicegrip|Normal|55|100%|30|Physical|1|Con|
      No effect.
    580. Vine Whip|Grass|45|100%|25|Physical|1|Con|
      No effect.
    581. Vital Throw|Fighting|70|n/a|10|Physical||Con|
      Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Always attacks last. {Priority -1}
    582. Volt Switch|Electric|70|100%|20|Special|?|
      User Pokémon switches out automatically after attacking. Can escape trapping moves, Ingrain, Arena Trap, Magnet Pull, and Shadow Tag. If Volt Switch hits a target with a type or ability that grants it immunity to Electric attacks, the user does not switch out afterward. User Trainer picks which Pokémon switches out. Pursuit does double damage only if the Pursuit-user is faster.
      In DP Rules, you say what mon will be U-turn'd to when the move is executed.
    583. Volt Tackle|Electric|120|100%|15|Physical|1|Con, Force*|
      User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon. 10% chance to gain PARALYZE

      *Sheer Force applies negates paralysis, not recoil.
    584. Wake-Up Slap|Fighting|70|100%|10|Physical|1|Con|
      Power doubles if the Enemy Pokémon has SLEEP, and then cures it.
    585. Water Gun|Water|40|100%|25|Special|1|(None)|
      No effect.
    586. Water Pledge|Water|80|100%|10|Special|1|(None)|
      Inflicts regular damage in single battles. Inflicts double damage with additional effect when combined by Fire Pledge or Grass Pledge in double or triple battles. Water Pledge does not trigger nor consume a Water Gem.

      If it is followed on the same turn by Fire Pledge it will double the probability of secondary effects taking place for four turns. This effect does not stack with Serene Grace. If it follows Grass Pledge on the same turn, it will decrease the speed of all foes by half for four turns.
    587. Water Pulse|Water|60|100%|20|Special|1|Force|
      20% chance to gain CONFUSE.
    588. Water Shuriken|Water|15|100%|20|Physical|1|(none)|
      {Priority +1} Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
      1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    589. Water Sport|Water|n/a|n/a|15|Status|4|(None)|
      Fire type attacks do 1/3 damage to all Pokémon in battle. Water Sport ends after 5 turns.
    590. Water Spout|Water|150|100%|5|Special|2|(None)|
      Power decreases as User Pokémon’s HP lowers. Formula: 150 x Current HP / Max HP. At 100%, Power is 150.
    591. Waterfall|Water|80|100%|15|Physical|1|Con, Force|
      20% chance to FLINCH.
    592. Weather Ball|Normal|50|100%|10|Special|1|(None)|
      Type changes based on the weather. None = Normal. Sunny=Fire. Rainy=Water. Hail=Ice. Sandstorm=Rock. Will still get boosted under Sun or Rain if applicable.
    593. Whirlpool|Water|35|85%|15|Special|1|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. It will also be freed if it is successfully forced to switch by Roar, Whirlwind, Dragon Tail, Circle Throw, or Red Card. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move. Deals double-damage to a Pokemon that is underwater due to Dive.
    594. Whirlwind|Normal|n/a|n/a|20|Status|1|Sub, Magic|
      Enemy Pokémon is blown away and randomly replaced with another. Fails against Ingrain and Suction Cups. Always attacks last. {Priority -6}
    595. Wide Guard|Rock|n/a|n/a|10|Status|P|
      {Priority +3} Protects all Pokémon on the user's side of the field from enemy attacks that can target multiple Pokémon during the turn it is used. Wide Guard can now be used consecutively without failing, although it still decreases the chance of success for related moves. Does not block Clear Smog, Haze or Perish Song, but it does block ally's multi-target attacks (like Earthquake). Feint negates Wide Guard after it's used. If used successfully consecutively, Detect/Protect/Endure/Quick Guard/Wide Guard’s succession rate is reduced by 50% each turn - eg. 100%, 50%, 25%, 12.5%, 6.25% etc, theoretically capping at 256 consecutive uses. {Priority +3}
    596. Wild Charge|Electric|90|100%|15|Physical|1|Con|
      User Pokémon is dealt recoil damage equal to 1/4 damage dealt to Enemy Pokémon.
    597. Will-O-Wisp|Fire|n/a|85%|15|Status|1|Magic|
      Gain BURN. Does not work on Fire Pokemon.
    598. Wing Attack|Flying|60|100%|35|Physical|1|Con|
      No effect.
    599. Wish|Normal|n/a|n/a|10|Status|S|Sn|
      Next turn, heals the recipient by 50% of the user's max HP, rounded up. (If Shedinja uses Wish and switches Vaporeon in, it restores 1 HP.) If User Pokémon is switched out, the new Pokémon does recover HP. Wish kicks in before a KO switch and does not affect the new Pokemon.
    600. Withdraw|Water|n/a|100%|40|Status|S|Sn|
      Gain DEFENSE +1.
    601. Wonder Room|Psychic|n/a|n/a|10|Status|4|(None)|
      Swaps the Defense and SpDef stats of all Pokemon on the field for 5 turns. Does not swap Defense or SpDef boosts.
    602. Wood Hammer|Grass|120|100%|15|Physical|1|Con|
      User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon.
    603. Work Up|Normal|n/a|n/a|30|Status|S|Sn|
      Raises ATTACK and SPECIAL ATTACK +1.
    604. Worry Seed|Grass|n/a|100%|10|Status|1|Magic|
      Enemy Pokémon's ability is changed to Insomnia. Fails against Truant and Multi-type.
    605. Wrap|Normal|15|90%|20|Physical|1|Con|
      Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target's maximum HP at the end of each of those turns and preventing the target from switching. If the user is holding a Grip Claw, it traps the target for 5 turns all the time. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target's maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    606. Wring Out|Normal|Varies|100%|5|Special |1|Con|
      Power depends on Enemy Pokémon’s remaining HP.

      120 × Enemy's current HP/Enemy's max HP
    607. X-Scissor|Bug|80|100%|15|Physical|1|Con|
      No effect.
    608. Yawn|Normal|n/a|n/a|10|Status|1|Magic|
      Enemy Pokémon yawns first turn, gains SLEEP on second turn. Doesn’t gain SLEEP if Enemy switches out. Fails against a substitute.
    609. Zap Cannon|Electric|120|50%|5|Special|1|Force|
      Gain PARALYZE.
    610. Zen Headbutt|Psychic|80|90%|15|Physical|1|Con, Force|
      20% chance to FLINCH.
    Last edited by Ataro; 11th December 2014 at 12:52 AM. Reason: defog

  10. #10

    Default How To Become A Referee

    How to Become a Referee

    Refs are very important for the URPG to function. Becoming a ref comes with many perks, but mainly it's a great way to make money in the URPG. You also get to witness first hand others' battling strategies and gain a deeper understanding of Pokemon. This post will detail the steps to become a referee.

    Note: Referees should be reasonably fast, accurate, have all the information in front of them, ready to answer any question, and most importantly, respectful of the battle. There is no favoring one Trainer over the other - that is cheating.

    Step 1:
    You should have a general understanding of how battles work in the URPG. Having experience of how Pokemon works in the games, and on simulators such as Pokemon Showdown can help as well.

    Step 2:
    You should familiarize yourself with the information in the Reffing Encyclopedia (BMG | PWN | PXR). You should be able to use your resources. Use the Ultimate Pokemon Center and Smogon as your first line of information. Bulbapedia and Veekun can serve as other sources of information, but they are not always as in-depth or accurate as the first two websites mentioned. The Ultra Dex can confirm whether a Pokemon really learns a move or does not in the URPG.

    Step 3:
    Familiarize yourself with common moves, abilities, and item, and their effects, and the chances of their effects, and how to ref them. Most refs know the following moves, abilities, and items off the top of their head.

    Common Moves (grouped by similarity)
    • Earthquake, Ice Beam, Ice Punch, Thunderbolt, Thunder Punch, Flamethrower, Fire Punch, Energy Ball, Giga Drain, Surf, Scald, Waterfall, Dragon Claw, Dragon Pulse, Brick Break, Drain Punch, Psychic, Shadow Ball, Rock Slide, Stone Edge, X-Scissor, U-turn, Hidden Power
    • Protect, Taunt, Encore, Substitute, Reflect, Light Screen, Trick, Roar, Whirlwind, Dragon Tail, Leech Seed, Stealth Rock, Rain Dance, Sunny Day
    • Thunder Wave, Toxic, Will-O-Wisp, Confuse Ray
    • Dragon Dance, Swords Dance, Nasty Plot, Calm Mind, Bulk Up, Shell Smash, Curse, Rest, Roost, Wish


    Common Abilities
    Levitate, Intimidate, Synchronize, Trace, Water Absorb, Volt Absorb, Flash Fire, Motor Drive, Speed Boost, Sand Veil, Snow Cloak, Chlorophyll, Swift Swim, Sturdy, Sheer Force, Poison Point, Flame Body, Static, Sandstream, Snow Warning, Drought, Drizzle, Technician, Serene Grace, Protean

    Common Items
    Leftovers, Life Orb, Expert Belt, Lum Berry, Choice Scarf, Choice Band, Choice Specs

    Step 4:
    Try practice reffing by looking at forum battles and seeing if you get the same stats as the ref. You can also see if you get the same thing as the ref in your own battles.

    Step 5:
    Take the Ref Quiz (BMG | PWN | PXR).

    Step 6:
    After you pass the Ref Quiz, you can take the Ref Test. In the Ref Test, you will have ref a battle given by a Ref Tester. All you have to do is contact any Ref Tester on AIM to be tested. If you fail the Ref Test, you must wait at least one week (168 hours) before taking it again.

    If you have any questions about anything about reffing or becoming a ref, feel free to contact the Head Ref or any of the Senior Refs.
    Last edited by Ataro; 21st February 2014 at 02:34 AM.

  11. #11

    Default Referee Quiz

    Information about The Ref Quiz

    Before you are able take the Ref Test, you must pass the Ref Quiz. There are 30 questions on the Ref Quiz. You must answer 18 out of the 25 short answer questions correctly and 3 out of the 5 battle scenarios to pass the Ref Quiz. You are able to use the full-featured ref calculator for the quiz. Once you pass, the Ref Tester will guide you through the answers you did not get. You must PM your answers to an available Ref Tester. He/she will then send you back the answers that are incorrect. You then respond with your revision of those incorrect answers, and keep doing so until you pass. Nobody except a Ref Tester is able to help you on the Ref Quiz, and you are not able to discuss the Ref Quiz with anyone except a Ref Tester. Any questions about it should be done through PM with one of the Ref Testers. The Ref Testers you can PM your answers to are:

    Ash K.
    Ataro
    Monbrey
    We Taste Pies...
    WinterVines

    ----------

    The Ref Quiz

    Complete each of the following.

    1. An Aegislash in Blade Form with no items or stat changes uses Iron Head on Gliscor. It then uses Flash Cannon on Gliscor. Which move does more damage, and why?

    2. Why would Nidoking's (with Poison Point) Sludge Bomb do more than Nidoking's Surf to an Ambipom?

    3. What type of moves are super-effective on Kingdra?

    4. What type of moves are super-effective on Tyranitar?

    5. What is Zoroark's attack stat after one Nasty Plot?

    6. What is the chance of Sheer Cold hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy+1)
    Blissey 100% (Evasion+4)
    Hail

    7. What is the chance of Grasswhistle hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy-1)
    Blissey 100% (Evasion+3)
    Hail

    How would you roll this?

    8. What is the chance of Blizzard hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy-2)
    Blissey 100% (Evasion+4)
    Hail

    9. List 5 moves that Sucker Punch works against. List 5 moves that Sucker Punch fails against.

    10. Rain and Sunny weather increase the damage of what type of moves, and by how much? What type of moves do they decrease, and by how much?

    11. How do you ref Psyshock?

    12. A Pokemon uses Double-Edge and does 101 damage to the opposing Pokemon. How much HP of recoil does the user of Double-Edge take?

    13. A Pokemon moves second in a turn and uses Reflect. Does that turn count for Reflect's duration?

    14. Politoed with Drizzle and Choice Scarf and Ninetales with Drought and Lum Berry both switch in on the same turn. Write the stats for the end of this turn.

    15. In a double battle, a Pokemon uses Earthquake and hits its partner and both opponents. What base power is used to calculate the damage for each Pokemon hit?

    16. What are the full effects of the Burn status. In what way is it different to the Poison status?

    17. An Eelektross is under the conditions of Taunt. The trainer of that Pokemon chooses to use Coil. How do you ref this?

    18. Describe the move Toxic in detail.

    19. A Pokemon is confused, paralyzed, and attracted. In what order do you roll to see if a Pokemon can get through these effects to move?

    20. How do you roll for a critical hit and how does a critical hit affect the damage done?

    21. If you think a trainer is attempting to use a move he/she has not taught his/her Pokemon, what should you do?

    22. What is Giga Drain's power in RSE rules of URPG?

    23. Finish this quote from one of the threads: “Referees should be...”

    24. If a Dragon Pokemon uses a 120 power Dragon move, do you need to put 180 as the base power of the move in the reffing calculator to account for STAB?

    25. Does Life Orb, and similar items, increase a move's base power? If not, what does it increase?

    ---

    Ref the following like you would as a ref. Call out all attacks. Use the dice rolls that are given, in order. Put in parenthesis what die roll you use for moves and effects. You may or may not end up up using all dice rolls. Example of how to use the rolls.

    You are given the dice rolls: 8, 20, 38.

    Charmander uses Flamethrower on Clefairy. (roll of 8). Clefairy is burned.
    Clefairy uses Sing. (roll of 20) Charmander is put to Sleep.


    26.
    Gardevoir, Male, Synchronize, Leftovers
    Tyranitar, Female, Sandstream, Rocky Helmet

    Tyranitar 100% (SpAtk+4)
    Gardevoir 100%
    Sandstorm

    Tyranitar uses Rock Slide
    Gardevoir uses Focus Blast

    dice rolls: 70, 95, 5, 9, 32, 92, 63

    27.
    Heracross, Male, Guts, Choice Scarf
    Froslass, Female, Snow Cloak, Life Orb

    Heracross 79.39% (Burn) (Light Screen 3)
    Froslass 100%
    Hail

    Heracross uses Megahorn
    Froslass uses Blizzard

    dice rolls: 67, 71, 18, 83, 92

    What is Megahorn's chance of hitting?

    28.
    Sableye, Male, Prankster, Choice Scarf
    Whimsicott, Female, Prankster, Leftovers

    Sableye 50.00%
    Whimsicott 50.00%

    Sableye uses Trick
    Whimsicott uses Leech Seed

    Is Whimsicott stuck using Leech Seed due to Choice Scarf the next turn?

    dice rolls: 1, 1, 1, 1, 100

    29.
    Mew, Genderless, Synchronize, Air Balloon
    Jolteon, Female, Volt Absorb, Iron Ball

    Mew 75%
    Jolteon 75.14% MR-3 (Substitute)

    Mew uses Bulldoze.
    Jolteon uses Thunder Wave.

    What are both Pokemon's speed stats at the end of the turn?

    dice rolls: 23, 93, 2, 94

    30.
    Volcarona, Female, Flame Body, Expert Belt
    Machamp, Male, No Guard, Black Belt

    Volcarona 100%
    Machamp 100%

    Volcarona uses Hurricane
    Machamp uses DynamicPunch

    dice rolls: 13, 56, 29, 93, 83, 53
    Last edited by Monbrey; 30th November 2013 at 06:10 PM.

  12. #12

    Default Logging Battles

    Logging Battles

    When a battle is completed, it needs to be logged in the Referee's respective reffing thread (log). If the Referee cannot post it, he/she will tell one of the Trainers to post it for him/her. This should only happen if the referee is really unable to log himself/herself.

    You can create your own format or whatsoever, but it should be relatively simple to read. The following important information must be stated:


    • battle rules
    • who used what Pokémon
    • short description of what happened
    • winning and losing trainers
    • any money or item prizes
    • how much the referee should receive for that match


    Please note that it is extremely important for a referee to log the actual username of the battler. For example, if the battler is Harry, you have to log it as HKim, and not any other names.

    Duplicating Battles
    You MAY NOT have one battle and count it as five. This is considered as illegal. The Referee must physically ref each battle (even if it’s the same outcome over and over), otherwise it never happened and the people involved will be punished (ranging from warnings to permanent bans) accordingly.
    Last edited by Ataro; 23rd August 2013 at 01:08 AM.

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