Pokemon 5e Contest Guide

by Varnell

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Pokemon Contest Guide

Table of Contents


Introduction


You want to be the very best – that no-one ever was? Follow these guidelines to become the best Pokémon Coordinator!


Pokémon Contests are a type of competition often contrasted with Pokémon battles and held in Contest Halls. Pokémon are judged on their condition and moves in two rounds to determine which one is the best of its category.


A Coordinator enters a Pokémon in one of five categories: Beauty, Clever, Cool, Cute, or Tough and competes against other Coordinators in two rounds.

Table of Contents


1. What is a Pokémon Contest (pg. 3)


a. Primary Judging (Introduction Round)


b. Secondary Judging (Talent Round)


2. Introduction Round (pg. 4)


a. Intimidation, Performance, Persuasion


3. Talent Rounds (pg. 5)


a. Crowd Meter


b. Appeal Points


c. Jam Points


d. Contest Compatibility



4. Advanced Topics (pg. 6)


a. Status Effects


b. Stage Positioning


c. Natures


d. Pokéblocks


e. Final Scoring


f. Ribbons


5. Move Effects (pg. 7-8)


6. Move List (pg.9-114)

What is a Pokémon Contest?

Primary judging (Introduction Round)


In the first round, the four Pokémon are rated based on their condition. The audience votes on the Pokémon that looks the coolest, most beautiful, cutest, most clever, or toughest, depending on the category of the contest. Condition stats that are liked by the audience and the Pokémon's sheen also beneficially influence the votes. To raise a Pokémon's condition, Coordinators prepare Pokéblocks of specific colors and feed them to their Pokémon.


Secondary judging (Talent Round)

In the secondary judging, the four Pokémon take turns appealing (i.e. using certain moves in front of an appointed judge). They are able to affect the performances of each other. Effects on other Pokémon include reducing their number of appeal points, making them nervous, and so forth. Moves that are of the same category as the contest the user is competing in may excite the audience, and if the audience becomes extremely excited, the Pokémon scores extra appeal points. Move combinations also score appeal extra points. Using a move repeatedly will bore the audience in the hall, resulting in point deduction.


Introduction Round


Visual Performance

There will be a scene the Pokemon must fit into. Roll Initiative for the order in which Pokemon get to pick their places. Then comes three pictures. Strike a pose and briefly describe it to your DM (advantage or disadvantage may be awarded). Roll Performance, Persuasion, and Intimidation. The crowd has DCs set for each and reacts accordingly to each. The three rolls are averaged together to determine your Visual Points.

Talent Rounds


5 rounds


Order is determined by results of Visual Round Successfully perform a move of contest type and crowd meter goes up. Fail to perform a move of contest type, crowd stays the same, get half Appeal. Zero on Nat 1. Successfully perform move of complementary type and meter stays the same. Perform move of opposite type or fail to perform move of complementary type and crowd meter goes down.

Perform move. Make a Performance roll against the CHA DC of the crowd. Successful, get Appeal points. Failure, get zero Appeal points. Nat 1, lose Appeal points. Nat 20, get double Appeal points.

When move has Jam, Performance roll is done first, then an Intimidation/Persuasion roll is made. Pokemon affected by Jam make CHA saves against Intimidation/Persuasion DC. On a success, lose zero Appeal points. On a failure, lose Appeal equal to Jam points. Nat 20 on Intimidation/Persuasion DC or Nat 1 on CHA Saving Throw results in double Appeal points lost. Only exception is if both roll Nat 20 or Nat 1. In that case, lose half appeal points (rounded down).

If crowd meter reaches 5, the Pokemon that performed the move receives 10 bonus Appeal points and the crowd meter returns to zero. If the crowd meter reaches 5 a second time, the Pokemon that performed the move receives 15 bonus Appeal points, and so on.

Crowd Meter


The Crowd Meter is a gauge of the crowd's excitement. The Pokémon that maxes out the Crowd Meter will earn bonus Appeal Points. In a standard Move Contest with four contestants the Crowd Meter maxes out at 5. In a showdown between two Pokémon the Crowd Meter maxes out at 3.


When a Pokémon successfully performs a move that is compatible with the contest category the crowd will get excited, increasing the Crowd Meter. Performing a move that is complementary with the contest category will not increase the Crowd Meter. Finally, performing a move that is incompatible with the contest category will decrease the Crowd Meter.


Appeal Points


Appeal Points are a measure of how much the crowd and judges enjoyed your performance. Appeal Points are awarded for successfully performing moves. The amount awarded can be found in the move entry.


Jam Points


Jam Points are deducted from the Appeal Points of Pokémon that are targeted and fail their CHA saving throws. The amount deducted can be found in the move entry.


Move Example

The bottom of each move entry has a description of how the move works in a Move Contest.


Taunt


  • Contest: Clever (A)
  • Appeal: 2 (B)
  • Jam: 1 (C)
  • Description: Badly startles Pokemon that the audience has high expectations of. (D)

Contest Compatiblity


Beauty Contest


Compatible Moves: Beauty


Neutral Moves: Cool and Cute


Incompatible Moves: Clever and Tough


Cool Contest


Compatible Moves: Cool


Neutral Moves: Beauty and Tough


Incompatible Moves: Clever and Cute


Clever Contest


Compatible Moves: Clever


Neutral Moves: Cute and Tough


Incompatible Moves: Beauty and Cool


Cute Contest


Compatible Moves: Cute


Neutral Moves: Beauty and Clever


Incompatible Moves: Cool and Tough


Tough Contest


Compatible Moves: Tough


Neutral Moves: Clever and Cool


Incompatible Moves: Beauty and Cute


Advanced Topics


Status Effects


Calm


A Pokémon with this status is immune to CHA saving throws.


Nervous


A Pokémon with this status has disadvantage of CHA saving throws.


Startled


A Pokémon with this status has disadvantage on Move attack rolls and targets of it's Moves have advantage on CHA saving throws.

Stage Position


Front Stage

With the entire crowd’s attention, the pressure is on. Pokemon have disadvantage on all Intimidation, Performance, and Persuasion rolls. However, if successful, Appeal and Jam points gained or lost are doubled.


Mid Stage

With the crowd expecting nothing more or less, there is no advantage or disadvantage for this position.


Back Stage

With minimal crowd attention, the pressure is off. Pokemon have advantage on all Intimidation, Performance, and Persuasion rolls. However, if successful, Appeal and Jam points gained or lost are halved (rounded down). Optional, the crowd meter can’t be raised from back stage.


Natures


Some Pokémon natures are naturally better or worse suited for certain contest categories. This is largely due to the Pokéblocks the Pokémon prefers.


Pokéblocks


Consuming Pokéblocks provides the Pokémon with Performance Energy, or PE. A Pokémon may use 50 PE to gain advantage on a single roll during a contest. This includes Performance, Persuasion, and Intimdation rolls during the Introduction Round. If used during the Talent Rounds, PE may be used to give advantage on moves that require an attack roll or to give disadvantage on moves that require a saving throw. Finally, PE may also be used to gain advantage on a saving throw.

Final Scoring


After Appeal Rounds are complete, total the points. Visual Points + Appeal Points * 2 = Total Points
































Ribbons


Ribbons are awarded to winning contestants. Similar to Gym Bades they are often used to gauge a trainer's skill level.

Move Effects


A move of huge appeal, but using it prevents the user from taking further contest moves.


Pokemon is unable to perform for the remainder of the Appeal Rounds.


A very appealing move, but after using this move, the user is more easily startled.


Pokemon has disadvantage on all CHA Saving Throws for the remainder of the Appeal Rounds.


Affected by how well the previous Pokémon's move went.


4 if previous Pokémon’s move was a Nat 20 and raised the crowd meter, 3 appeal if previous Pokémon’s move raised crowd meter, 2 if previous Pokémon’s move kept crowd meter the same, 1 if previous Pokémon’s move lowered the crowd meter.


An appealing move that can be used repeatedly without boring the audience.


No penalty applied for repeating the move.


Badly startles all of the Pokémon to act before the user.


All Pokemon that acted before the user must make CHA Saving Throws against Intimidation/Persuasion DC.


Badly startles all Pokémon that successfully showed their appeal.


All Pokemon that succeeded the Judge DC and gained appeal points must make CHA Saving Throws against Intimidation/Persuasion DC.


Badly startles Pokémon that the audience has high expectations of.


Pokemon that has the highest Visual Round score must make a CHA Saving Throw against Intimidation/Persuasion DC.


Badly startles Pokémon that used a move of the same type.


Pokemon that used a move of the same contest type must make a CHA Saving Throw against Intimidation/Persuasion DC.


Badly startles the last Pokémon to act before the user.


Pokemon that acted immediately before the user must make a CHA Saving Throw against Intimidation/Persuasion DC.

Brings down the energy of any Pokémon that have already used a move this turn.


Lowers the crowd meter by the number of Pokemon that raised the crowd meter this turn.


Causes the user to move earlier on the next turn.


Pokemon goes first on the next turn. In the event two similar moves are used in the same turn, the last to use the move goes first. The first to use the move in this case would go second.


Causes the user to move later on the next turn.


Pokemon goes last on the next turn. In the event two similar moves are used in the same turn, the last to use the move goes last. The first to use the move in this case would go second to last.


Effectiveness varies depending on when it is used.


3 Appeal points if move is not performed first or last, 1 Appeal point if move is performed first or last.

Excites the audience a lot if used first.


Raises the crowd meter by 2 if successfully performed first in correct contest, raises the crowd meter by 1 if successfully performed first in complementary contest.


Excites the audience a lot if used last.


Raises the crowd meter by 2 if successfully performed last in correct contest, raises the crowd meter by 1 if successfully performed last in complementary contest.


Excites the audience in any kind of contest.


Raises the crowd meter if successfully performed, regardless of which contest.

Gets the Pokémon pumped up. Helps prevent nervousness, too.


Doubles the Appeal Points of a successful move in the next round. Pokemon also has advantage on CHA Saving Throws until after their move next round is performed.


Makes audience expect little of other contestants.


If successfully performed, increase Judge DC by Pokémon’s Charisma modifier for the remainder of the round.


Makes the audience quickly grow bored when an appeal move has little effect.


Moves that get 2 Appeal points or less do not increase the crowd meter until the end of your next turn.


Makes the remaining Pokémon nervous.


Pokemon that perform after you this round have disadvantage on Performance rolls and CHA Saving Throws.


Prevents the user from being startled one time this turn.


You are immune to first CHA Saving Throw you would have to make this round.


Prevents the user from being startled until the turn ends.


You are immune to CHA Saving Throws for the remainder of this round.


Quite an appealing move.


A crowd favorite. No extra effects.


Scrambles the order in which Pokémon will move on the next turn.


Each Pokemon rolls a d20 for a new turn initiative. No bonuses. Roll for tie-breakers.

Shows off the Pokémon's appeal about as well as all the moves before it this turn.


Average all moves that were successfully performed before your turn and gain that many Appeal points.


Shows off the Pokémon's appeal about as well as the move used just before it.


Gain Appeal points equal to the move performed immediately before your turn minus one.


Startles all of the Pokémon to act before the user.


All Pokemon that acted before you turn must make a CHA Saving Throw against your Intimidation/Persuasion DC.


Startles all other Pokémon. User cannot act in the next turn.


All Pokemon must make a CHA Saving Throw against your Intimidation/Persuasion DC.


Startles the last Pokémon to act before the user.


The Pokemon that acted immediately before you must make a CHA Saving Throw against your Intimidation/Persuasion DC.


Temporarily stops the crowd from growing excited.


The crowd meter can’t be raised for the next 1d4 turns.


Works better the later it is used in a turn.


1 Appeal point if used first, 2 Appeal points if used second, 3 Appeal points if used third, 4 Appeal points if used last.


Works better the more the more excited the crowd is.


You gain Appeal points equal to the crowd meter level plus 1.


Works great if the user goes first this turn.


4 Appeal points if used first this turn, 2 Appeal points if not used first this turn.


Works great if the user goes last this turn.


4 Appeal points if used last this turn, 2 Appeal points if not used last this turn.


Works well if it is the same type as the move used by the last Pokémon.


4 Appeal points if the move used immediately before it was the same contest type, 2 Appeal points if not.


Works well if the user is pumped up.


4 Appeal points if the Pokemon is pumped up from the previous round, 1 Appeal point if not.

Move List


Absorb


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to absorb some of an enemy’s health. Make a melee attack. On a hit, the creature takes 1d4 + MOVE grass damage. Half the damage done is restored by the user.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Acid


  • Type: Poison
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft cone
  • Description: You create a stream of hot acid in a 30 foot cone, centered on you. Creatures caught in the cone must succeed on a DEX save, taking 1d6 + MOVE poison damage on a fail, and half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Acid Armor


  • Type: Poison
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You are surrounded by a shield of thick acid for the duration. During this time, your AC increases by 2, and any creature that hits you with a melee attack must succeed on a CON save or take 1d6 poison damage.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 10
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Acid Spray


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 30ft
  • Description: You spit a spray of acidic fluid that works to melt away an opponent's defense. Make a ranged attack against a target, dealing 1d6 + MOVE poison damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target's AC is reduced by 1 for the duration. This decrease may be stacked on an opponent, up to a maximum of -3 to its AC.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Acrobatics


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You nimbly attack a target with acrobatic prowess. Make a melee attack, dealing 3d6 + MOVE flying damage on a hit. If you are holding an item when you activate this move, the damage is halved.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Acupressure


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: Self
  • Description: You apply pressure to different stress points on your body, boosting a random ability for the duration. When activating this move, roll a d6 and gain the following boost based on the result. When activated on subsequent turns, any previous effect ends.
d6 Effect
1 +1 to attack rolls
2 +2 to damage rolls
3 +10 temporary HP
d6 Effect
4 +1 to saving throws
5 Critical Hit range +1
6 +1 to Armor Class

  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Aerial Ace


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You dive at an opponent with such speed that it is impossible for them to avoid. This move is guaranteed to hit for 1d6 + MOVE flying damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Aeroblast


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft line
  • Description: You shoot out a powerful vortex of air that shreds through opponents. Any creature caught in a 50 foot line, 5 feet wide, must make a DEX save against your Move DC, taking 4d4 + MOVE flying damage on a fail, and half as much on a save.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

After You


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: As a bonus action, choose an ally or opponent in range that has not yet taken its turn in the current round. The target must immediately take its turn now and return to normal initiative order in the next round.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Agility


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: 1 minute
  • Range: Self
  • Description: You hone your abilities and feel a surge of speed course through your veins. Increase your movement speed by 20 feet for the duration. Applicable to any movement type the creature has.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Air Cutter


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You create a gust of razor-like wind to slash an opponent. Make a ranged attack against an opponent, doing 1d10 + MOVE flying damage on a hit. This move scores a critical hit on 19 and 20.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Air Slash


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You slash at an opponent with a blade of sharp air. Make a ranged attack on an opponent, dealing 1d12 + MOVE flying damage on a hit. On a natural attack roll of 15 or higher, the target flinches if it has not taken a turn this round.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Ally Switch


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You use a strange psychic power to teleport yourself and one willing creature in range, switching places on the battlefield.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Scrambles the order in which Pokemon will move next turn.

Amnesia


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 10
  • Duration: 1 minute
  • Range: Self
  • Description: Your mind elevates to a new level of focus. Add +2 to any saving throw you make for the duration but select one of your moves that is not Amnesia. You forget that move and cannot use it for the duration.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Ancient Power


  • Type: Rock
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with unknown inner power. Make a melee attack roll against a creature, doing 1d10 + MOVE rock damage on a hit. On a natural attack roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Aqua Jet


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: 10ft
  • Description: You lunge at an opponent with incredible speed. Choose a target withing 10 feet of you. A burst of water propels you towards that opponent, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 water damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Aqua Ring


  • Type: Water
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You surround yourself with a veil of healing water. At the end of each of your turns, as long as you hold concentration, regain a number of hit points equal to your level.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Aqua Tail


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with your tail to strike an opponent. Make a melee attack, dealing 2d8 + MOVE water damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Arm Thrust


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You unleash a flurry of fists on an opponent. Make a melee attack roll, doing 1d4 + MOVE fighting damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 fighting damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Aromatherapy


  • Type: Grass
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 10ft radius
  • Description: You release a pleasant aroma that empowers your allies. All allies within a ten foot circle, centered on you, are cured of all negative status ailments.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Aromatic Mist


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute
  • Range: 5ft
  • Description: You release an aroma that inspires your allies. When you activate this move, you and any ally within 5 feet of you may add a d4 to any saving throw they make for the duration.
  • Higher Levels: The bonus dice roll for this move changes to a 1d6 at level 10
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Assist


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 10
  • Duration: Varies
  • Range: Varies
  • Description: You call upon the help of another active creature in your party. When activating this Move, another player may immediately take an action in place of your own, if you have not already taken an action this turn.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Assurance


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike an opponent where it already hurts. Make a melee attack against an opponent, dealing 1d10 + MOVE dark damage on a hit. If the target has already taken damage in the same round, double the damage dice.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Astonish


  • Type: Ghost
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You startle an opponent with a loud shout . Make a ranged attack roll against an opponent doing 1d6 + MOVE ghost damage on a hit. On a natural attack roll of 15 or more, the opponent flinches.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Attack Order


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You summon your underlings to attack a foe. Make a ranged attack on an opponent, dealing 2d8 + MOVE bug damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Attract


  • Type: Normal
  • Move Power: CHA
  • Move Time: 1 reaction
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: As a reaction, when dealt damage by an attack, you may force the attacker to make a WIS save against your Move DC. On a fail, the creature must roll the damage again and use the lower result.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Aura Sphere


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You focus your aura into a concentrated blast that strikes an opponent in range. This move is guaranteed to hit for 1d6 + MOVE fighting damage, except when targeting an opponent in the invulnerable stages of Fly, Dig, Bounce, etc.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Aurora Beam


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft line
  • Description: You create a 40 foot line of freezing ice, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 1d10 + MOVE ice damage and be frozen.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Aurora Veil


  • Type: Ice
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You use the environment to create a shield of ice around your body. Only able to be activated while it is hailing, this move can be used as a bonus action to halve all damage dealt to you for three rounds.
  • Contest: N/A
  • Appeal:
  • Jam:
  • Description:

Autotomize


  • Type: Steel
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: Self
  • Description: You shed away part of your body to make yourself lighter and increase your speed. For the duration, your speed increases by 10 feet. This move may be stacked to a maximum speed increase of 30 feet.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Avalanche


  • Type: Ice
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send forth a heap of powerful snow to pummel an opponent. Make a ranged attack on a target, dealing 1d10 + MOVE ice damage on a hit. If the target has dealt any damage to you since the end of your last turn, double the damage you deal.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokémon’s move went.

Baby-Doll Eyes


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You quickly widen your eyes in an attempt to charm an opponent, decreasing their will to fight. When you or an ally in range are targeted by a Move that requires an attack roll, you may use a reaction to impose disadvantage on the roll.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Barrage


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: Make a ranged attack on a creature, rolling 1d4 on a hit. You attack with a barrage of ranged strikes equal to the number shown. Each projectile deals 1d4 normal damage.
  • Higher Levels: Each projectile that hits deals 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Barrier


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self, 5ft
  • Description: You create a transparent shield of psychic energy. While active, the barrier grants +2 to AC for you and any companions within 5 feet of you for the duration.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Baton Pass


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 20
  • Duration: Instantaneous
  • Range: Self
  • Description: As a bonus action, you may switch a creature out, passing along all negative status effects or stat changes to the new creature. This includes existing substitutes, critical hit bonuses, AC increases, etc.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Beat Up


  • Type: Dark
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You use strength in numbers to attack a creature. Make a melee attack on a creature, and an additional attack for each conscious creature you are currently carrying, doing 1d6 + MOVE dark damage on each hit.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Belch


  • Type: Poison
  • Move Power: STR/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15 feet
  • Description: You let out a damaging belch at a creature in range. Force the creature to make a CON save against your Move DC, taking 2d10 + MOVE poison damage on a failure, or half as much on a success. If you are holding a berry when activating this move, you may consume it and force the opponent to automatically fail the saving throw.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Belly Drum


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: While in battle
  • Range: Self
  • Description: You sacrifice health for attack. When using this move, take damage equal to half your maximum, but increase your Strength score by 10 while you remain in battle. After activating this move, you are not affected by potions for the remainder of the encounter.
  • Contest: Cute
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Bestow


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: As a bonus action, you may pass your held item to a willing creature in range, if the target is not currently holding an item.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Bide


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: 2-3 rounds
  • Range: 50ft
  • Description: You embrace the damage done to you, waiting for your time to strike. Use your attack action to activate this move, and keep track of all damage done to you before your next turn. On your next turn, you lash out at an enemy with a normal ranged attack, striking them for double the amount of damage you took on a successful hit. At 10th Level, you can choose to hold Bide for a second turn for the chance to add additional damage to the attack.
  • Higher Levels: You may continue to stockpile damage for 2 turns at level 10 and above.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Bind


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is grappled, you may continue this move, as a bonus action, to do an automatic 1d4 normal damage without having to make an attack roll.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Bite


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You sink your teeth into an enemy creature. Make a melee attack roll, doing 1d10 + MOVE dark damage on a successful hit. On natural attack rolls of 19 or 20, the target flinches
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Blast Burn


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: Explosive projectiles rain down upon your opponents in a 10 foot radius. Any creature caught in the blast must succeed on a DEX save against your Move DC or take 3d8 + MOVE fire damage on a fail and half as much on a success. This move saps you of energy, and you may not make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Blaze Kick


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: Flames burst from your feet as you deliver a powerful kick. Make a melee attack on an opponent, doing 2d6 + MOVE fire damage on a hit. On a natural attack roll of 18 or more, the target is burned. This move scores a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Blizzard


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 120ft
  • Description: Icy clouds form overhead and pelt the ground with hail and snow, centered on a point you choose within range. Each creature in a 30 ft radius, centered on a point within range, must make a DEX saving throw against your Move DC, taking 3d6 + MOVE ice damage on a failed save, or half as much on a successful one. Targets that fail the save by 5 or more become frozen.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Block


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: If an opponent within range attempts to flee or switch out, you may use your reaction to stop it dead in its tracks, keeping this from happening.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Blue Flare


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft line
  • Description: You unleash an intense and beautiful line of blue flames in a 50 foot line, 5 feet wide. Any creature caught in the line must make a DEX save against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by more than 5, they are burned.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Body Slam


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You thrust yourself towards an opponent in an attempt to crush them with your physical size. Make a melee attack on a target. On a hit, the target takes 2d6 + MOVE normal damage, and must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Bolt Strike


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You send down a powerful strike of lightning from the heavens, surrounding an area of the battlefield with surging electricity. Any opponent caught in a 20 foot radius, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE electric damage on a failure, or half as much on a success. If a creature fails the save by more than 5, it becomes paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Bone Club


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a creature with a club of bone, doing 1d10 + MOVE ground damage on a successful hit. If the natural attack roll is 18 or more, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Bone Rush


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You rush forward to deliver a series of hard hits against a target. Make a melee attack roll, doing 1d4 + MOVE ground damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ground damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Bonemerang


  • Type: Ground
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You throw a boomerang and make two ranged attacks against a target. On each successful hit, do 1d4 + MOVE ground damage.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Boomburst


  • Type: Normal
  • Move Power: STR/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20 ft circle
  • Description: You create a deafening, explosive sound that damages all creatures within 20 feet of you. Force any creature in range to make a CON save against your Move DC, taking 2d12 + MOVE normal damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Bounce


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: When you activate this move, you bounce high into the air, disappearing into the Ethereal plane. You may not be targeted by attacks in the Ethereal plane. On your next turn, as an action, you reappear and attempt to slam down on top of an opponent. Make a melee attack roll on an opponent in range, with advantage, doing 2d6 + MOVE flying damage on a hit. On a natural attack roll of 15 or more, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Brave Bird


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You tuck in your wings and dive at an opponent. Make a melee attack, dealing 2d10 + MOVE flying damage on a hit. On a hit, you also take a quarter of the total (rounded down) in normal-type recoil damage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Brick Break


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a powerful and focused punch. Make a melee attack roll on an opponent, doing 1d12 + MOVE fighting damage on a hit. On a hit, this move automatically ends an opponent’s Light Screen, and bypasses Reflect with no effect.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Brine


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a harsh blast of salt water at an opponent. Make a ranged attack against an opponent, dealing 1d10 + MOVE water damage on a hit. If the opponent has less that 50% of its max HP, double the damage dealt.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Brutal Swing


  • Type: Dark
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 5ft circle
  • Description: You swing your arms around violently, attacking anything within a 5 foot circle, centered on yourself. All creatures in range must make a DEX saving throw against your Move DC, taking 1d10 + MOVE dark damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: N/A
  • Appeal:
  • Jam:
  • Description:

Bubble


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You shoot a series of quickly moving bubbles at a target. Make three ranges attacks, doing 1d4 water damage on each successful hit.
  • Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Bubble Beam


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft line
  • Description: You shoot a concentrated stream of bubbles in an 80 foot line, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC, taking 1d10 + MOVE water damage on a failed save, and half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Bug Bite


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out and bite a foe. Make a melee attack against an opponent, dealing 1d10 + MOVE bug damage on a hit. If the target is holding a berry when you hit, you immediately eat it and gain its effect.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Bug Buzz


  • Type: Bug
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You vibrate your wings, creating a harsh sound that damages any creature in range. All creatures within 20 feet of you must make a CON save against your Move DC, taking 2d8 + MOVE bug damage on a fail. If an opponent fails the save by more than 5, they have disadvantage on their next attack.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Bulk Up


  • Type: Fighting
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You pump yourself up, increasing your adrenaline. For the next minute, choose to add +1 to your attack rolls OR +1 to AC. This move can be stacked to a maximum of +5 for either choice.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Bulldoze


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 15ft radius
  • Description: You strike the ground so hard that it ripples out from you in a 15 foot circle. Any creature caught in the area must make a DEX save against your Move DC, taking 1d10 + MOVE ground damage on a failure.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Bullet Punch


  • Type: Steel
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike with a punch that is quick as a bullet. Choose a target withing 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Bullet Seed


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: Your fire a series of high-speed seeds at an opponent. Make a ranged attack roll, doing 1d4 + MOVE grass damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 grass damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Calm Mind


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You clear your mind of all distractions. For the duration, double your STAB bonus when dealing damage of your type.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Camouflage


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You blend in with your surroundings, taking on a new type for resistances/vulnerabilities/immunities. The type is dependent on the terrain, and up to the DMs discretion. (Ex: Forest = Grass, Beach = Water, Desert = Ground/Fire, Mountain = Rock, etc.)
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Captivate


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You attempt to charm an opponent into pulling its punches. When hit by an attack from an opponent of the opposite gender, you may use a reaction to force it to make a CHA save against your Move DC. On a failure, the attack does not hit.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Celebrate

-Description: No effect in combat.

  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Charge


  • Type: Electric
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round, Concentration
  • Range: Self
  • Description: Electricity surges through your body, charging up for your next attack. Until your next turn, boost your AC by 2. On your next turn, double your STAB bonus when dealing damage of your type.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Charge Beam


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You send a beam of electric energy at an opponent that has a chance to power you up. Make a ranged attack, dealing 1d8 + MOVE electric damage on a hit. If the natural attack roll is 10 or higher and the attack hits, add your proficiency bonus to the damage.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Charm


  • Type: Fairy
  • Move Power: CHA/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 80ft
  • Description: You attempt to charm an opponent, sharply decreasing its attack. A target you choose in range must make a WIS save against your Move DC. On a fail, the target adds -2 to all attacks against you for the duration.
  • Higher Levels: The target adds -3 at level 5, -4 at level 10, and -5 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Chatter


  • Type: Flying
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You shout a series of disorienting words at an opponent, scrambling their senses. Make a ranged attack. On a hit, deal 1d10 + MOVE flying damage and cause the target to become confused.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Chip Away


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You wait for an opening, striking with speed when the moment is right. Ignoring any boosts to the AC of a target, make a melee attack, dealing 1d12 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Circle Throw


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You swing the opponent around and throw it as hard as you can, away from the battlefield. Make a melee attack, dealing 1d10 + MOVE fighting damage on a hit. In wild battles, the target takes the damage and flees from battle if its level is lower than that of the user. In trainer battles, the target takes the damage and must be immediately switched out for another creature in the trainer's party, if any remain.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Clamp


  • Type: Water
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: Melee
  • Description: You clamp down on a target, attempting to deal damage and keep them in place. Make a melee attack roll. On a hit, the target takes 1d6 + MOVE water damage and is grappled. At the beginning of each of its turns, it may attempt to pry itself away with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d6 water damage.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Clear Smog


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You throw a clump of special mud that has the power to remove all stat changes from a target. Make a ranged attack, dealing 1d8 + MOVE poison damage on a hit. On a hit, any stat changes affecting the target since the beginning of battle are reset.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Close Combat


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You get in close for a devastating strike, sacrificing your defenses. Make a melee attack on an opponent, dealing 2d10 + MOVE fighting damage on a hit. After activating this move, the target has advantage on any attack it makes against you before the beginning of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Coil


  • Type: Poison
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You coil up and concentrate your power. For the duration, gain +1 to your attack rolls, damage rolls, and AC.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Comet Punch


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a lightning fast punch. Make a melee attack roll. The target takes 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Confide


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You whisper an untold secret into the mind of an opponent in range. The target must make a WIS save against your Move DC, becoming confused on a failure.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Confuse Ray


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You target an opponent in range with a sinister ray of ghostly light. The target must make a WIS save against your Move DC, becoming confused on a failure.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Confusion


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You attempt to enter the mind of an enemy and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Constrict


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You wrap yourself around a creature, trying to squeeze the life from them. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.
  • Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Conversion


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: 1 minute
  • Range: Self
  • Description: You take on a new type for resistances/vulnerabilities/immunities, equal to one of the types of a move you currently know for the duration.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Conversion 2


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 5
  • Duration: 1 minute
  • Range: Self
  • Description: After taking damage from an attack, You may use your reaction to change your creature type to one of your choice that is resistant or immune to the type of move used against you for the duration
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Copycat


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Self
  • Description: You mimic a target that acted just before you. When activating this move, you use the identical move of the creature whose turn came immediately before yours.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Cosmic Power


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You call upon a mystic force to come to your aid. For the duration, you have advantage on all saving throws.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Cotton Guard


  • Type: Grass
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You protect yourself by wrapping your body up in thick, soft cotton. For the duration, boost your AC by +2.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Cotton Spore


  • Type: Grass
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 30ft
  • Description: You unleash spores of thick cotton that covers the opponent. Force a target in range to make a CON save against your Move DC. On a fail, the target’s speed is reduced by 10 for the duration. If this reduction in speed causes their speed to be 0, they are restrained for the duration.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Counter


  • Type: Fighting
  • Move Power: DEX/STR
  • Move Time: 1 reaction
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: When you are hit by a melee attack, you can use your reaction to make a melee attack of opportunity against your foe, doing 1d4 + MOVE fighting damage on a successful hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Covet


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with quick and sticky hands. Make a melee attack roll against an opponent, doing 1d10 + MOVE normal damage on a hit. On a successful attack, you steal the opponents held item if you are not currently holding one.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Crabhammer


  • Type: Water
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slam down onto an opponent with a heavy claw. Make a melee attack roll on a target, dealing 2d8 + MOVE water damage on a hit. This move scores a critical hit on rolls of 19 or 20.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Crafty Shield


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 5ft
  • Description: You summon forth a mysterious power that blocks an incoming status condition. When you or an ally within 5 feet of you are subject to a status condition from an enemy move, you may use your reaction to nullify the condition.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Cross Chop


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You crush an opponent with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Cross Poison


  • Type: Poison
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slash at an opponent with a poisonous strike. Make a melee attack, dealing 1d12 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the attack is treated as a critical hit and the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Crunch


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You unleash a powerful blow that has a chance to temporarily lower a target’s defense. Make a melee attack against a target, doing 2d6 + MOVE dark damage on a hit. On a natural attack roll of 18 or higher, the target’s AC is decreased by 1 for the remainder of combat. This decrease may be stacked, up to a maximum of -5 to AC.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Crush Claw


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with powerful claws. Make a melee attack roll against an opponent, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 15 or more, your next attack on the same target gets an additional +1 to hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Crush Grip


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You clasp your hands around an opponent for a crushing blow. Make a melee attack against a target, dealing 2d10 + MOVE normal damage on a hit. If the target is above 50% of its maximum health, add your proficiency bonus to the damage roll.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Curse


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 10ft
  • Description: This Move has a different effect based on your creature type. If you are ghost-type: You attempt to put a curse on an opponent. Force a target in range to make a WIS saving throw against your Move DC. On a fail, the target is cursed. You take 1d6 damage initially and your opponent takes 1d6 ghost damage at the end of each of its turns for the duration. If you are any other type: You place a curse on yourself. For the duration, your STR and CON scores increase by 2, but your DEX score decreases by 4.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Cut


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out at an enemy with vine or claw or blade. Make a melee roll on an enemy, doing 1d8 + MOVE on a successful hit.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Dark Pulse


  • Type: Dark
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You target an opponent with a dark aura filled with horrible thoughts. Make a ranged attack on an opponent, dealing 2d6 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Dark Void


  • Type: Dark
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send the minds of your opponents into a world of darkness, putting them to sleep. All creatures within 30 feet of you must make a WIS save against your Move DC, falling asleep on a failure.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Dazzling Gleam


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You emit a powerful flash that damages all creatures in range. Creatures within 20 feet of you must make a CON save against your Move DC, taking 2d6 + MOVE fairy damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Defend Order


  • Type: Bug
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You summon forth your underlings to form a natural shield in front of you. For the duration, as long as you keep your concentration, gain +1 to your AC.
  • Higher Levels: The AC boost for this move changes to +2 at level 5, +3 at level 10, and +4 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Defense Curl


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Self
  • Description: You curl up into a tight ball, increasing your defensive stance. Until your next turn, you gain + 4 to your AC and have resistance to normal attacks.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Defog


  • Type: Flying
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You summon a swift, magical breeze in a 50 foot radius, centered on you, that sweeps away foggy weather and obstacles. When activating this move, any area of effect moves that are still active end immediately (Examples: Misty Terrain, Fog Cloud, Smog, etc.).
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Destiny Bond


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Rest of encounter
  • Range: 100ft
  • Description: You create a dark, internal bond with an opponent. Select a target in range, who must make a WIS save against your Move DC. On a fail, if you faint during the combat, the opponent must take damage equal to twice the damage of the same type that caused you to faint.
  • Contest: Clever
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Detect


  • Type: Fighting
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You sense incoming danger and are able to quickly avoid it. When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. On future reactions in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Diamond Storm


  • Type: Rock
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds, Concentration
  • Range: 50ft
  • Description: You stir up a massive storm of sharp diamonds in a 30 foot radius, centered on a point in range. Any creature in the area at the beginning of their turn takes 4d4 rock damage. The Diamond Storm lasts for 3 rounds. When you activate this move, roll a d4. On a result of 3 or 4, your AC is increased by 2 while the Diamond Storm is active.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Dig


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: Your creature burrows underground, disappearing from view before striking from underneath a foe. When you activate this move, you burrow underground and remain there until your next turn. During this time, you cannot be the target of any attack. On your next turn, make a melee attack on a creature in range, with advantage, doing 2d6 + MOVE ground damage on a successful hit. If the target has Tremorsense, the attack is not rolled with advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Disable


  • Type: Normal
  • Move Power: CHA/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: 60ft
  • Description: You attempt to disable a target, hindering its abilities. Choose a target in range. The target must succeed on a WIS saving throw against your Move DC. On a fail, roll a d4. Each of the opponent’s moves is numbered 1 – 4 in alphabetical order. The move corresponding to the number rolled is unable to be activated for one minute. If the target has less than 4 moves, reroll until you get a lower result. If the target has the Extra Move feat, use a d6 and reroll on 6s.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Disarming Voice


  • Type: Fairy
  • Move Power: CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You let out a charming cry, dealing emotional damage to any opponent in range that can hear you. This move automatically hits for 1d4 + MOVE fairy damage unless a creature is in the invulnerable stages of Fly, Dig, Bounce, etc.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Discharge


  • Type: Electric
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 10ft
  • Description: You let loose a flare of electricity in a 10 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by more than 5, it is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Dive


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: When you activate this move, you dive down and disappear into the Ethereal plane. You may not be targeted by attacks in the Ethereal plane. On your next turn, as an action, you reappear and attempt to strike an opponent from below. Make a melee attack roll on an opponent in range, with advantage, doing 2d6 + MOVE water damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Dizzy Punch


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a devastating punch. Make a melee attack roll on a target, doing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 18 or more, the target becomes confused. At level 17, a natural attack roll of 17 or more confuses the target.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Doom Desire


  • Type: Steel
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: 2 turns, Concentration
  • Range: 30ft
  • Description: You promise doom upon an opponent. When you activate this move, select a target and make an attack roll. On a hit, at the beginning of the third round after you activate this move, the target takes 2d12 + MOVE damage of no specific type. If the target is switched out, the damage is done to the trainer's current active Pokémon.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Double Hit


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out quickly with two strikes. Make two melee attacks, dealing 1d6 + MOVE on each hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Double Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike twice with two devastating kicks. Make two melee attack rolls, doing 1d6 + MOVE fighting damage on each successful hit.
  • Higher Levels: The damage dice rolls for this move changes to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Double Slap


  • Type: Normal
  • Move Power: STR/DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You reach out to slap a creature with quick strikes. Make a melee attack roll, doing 1d4 + MOVE on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Double Team


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You create a duplicate image of yourself, 5 feet beside you. The image copies every move you make. When an enemy hits you with an attack, roll a d4. On a 3 or 4, the image takes all the damage for you and disappears. Enemies with Truesight bypass the effect of this move.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Double-Edge


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You commit a massive attack against an opponent. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit, but taking a quarter of the total damage (rounded down) in recoil.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Draco Meteor


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You summon forth a meteor shower that rains down on your opponents. All creatures in a 10 foot circle, centered on a point within range, must make a DEX save against your Move DC, taking 5d4 + MOVE dragon damage on a hit, or half as much on a save. After activating this move, your next attack is rolled at disadvantage. If that attack requires a saving throw, the target has advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Dragon Ascent


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You soar upward and come crashing down towards a creature in range at tremendous speed. Make a melee attack roll, dealing 2d10 + MOVE flying damage on a hit. After activating this move, any attack roll that targets you until the beginning of your next turn is rolled with advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Dragon Breath


  • Type: Dragon
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft cone
  • Description: You release a powerful breath of energy in a 40 foot cone. All targets caught in the blast must make a DEX save against your Move DC, taking 1d10 + MOVE dragon damage on a fail, and half as much on a save. If an opponent fails the save by 5 or more, it is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Dragon Claw


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a powerful claw attack. Make a melee attack on an opponent, doing 2d6 + MOVE dragon damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Dragon Dance


  • Type: Dragon
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You perform a mystical dance, pumping yourself up. For the duration, double your proficiency bonus when making an attack.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Dragon Pulse


  • Type: Dragon
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You open your mouth and send a shockwave of draconic energy at a target in range. Make a ranged attack, dealing 2d6 + MOVE dragon damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Dragon Rage


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self, 100ft line
  • Description: You unleash a devastating flow of energy in a 100 foot long line, 5 feet wide. Each creature caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE dragon damage on a fail, and half as much on a save.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Dragon Rush


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You rush at an opponent with overwhelming menace. Make a melee attack, dealing 4d4 + MOVE dragon damage on a hit. On natural attack rolls of 17 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Dragon Tail


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You whip your dragon tail at an opponent in an attempt to send them away. Force a target to make a CON save against your Move DC. On a failure, they take 1d10 + MOVE dragon damage and are too frightened by you to remain in battle. In trainer battles, the target must be switched out if another creature is available. In wild battles, the target only flees if it a lower level than the user.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Drain Punch


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: Your strike a foe with an energy-draining punch. Make a melee attack, dealing 1d12 + MOVE fighting damage on a hit, gaining half the damage dealt (rounded down) in HP.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Draining Kiss


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to zap the target's energy with a kiss. Make a melee attack roll on an opponent, dealing 1d8 + MOVE fairy damage on a hit. The user is then healed for half the damage dealt.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Dream Eater


  • Type: Psychic
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You tap into a sleeping creature’s dreams, sucking from its energy pool. Instantly inflict 4d4 + MOVE psychic damage on a sleeping target in range, regaining half as many hit points to yourself.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Drill Peck


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You hammer down on an enemy with a peck attack. Make a melee attack roll on a target, doing 2d6 + MOVE flying damage on a successful hit. Drill Peck scores a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Drill Run


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You crash into an opponent, spinning your body like a drill. Make a melee attack, dealing 2d6 + MOVE ground damage on a hit. This attack scores a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Dual Chop


  • Type: Dragon
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out at an opponent(s) with two quick strikes. Make two melee attack rolls, dealing 1d6 + MOVE dragon damage with each hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Dynamic Punch


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a twirling punch that confuses your foes. Make a melee attack roll against an opponent, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Earth Power


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You cause the ground beneath an opponent to erupt with power. Make a ranged attack, dealing 2d8 + MOVE ground damage on a hit. If the natural attack roll is 19 or 20, the next attack against the target is rolled at advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Earthquake


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 10ft
  • Description: You create a tremor in the ground in a 10 foot radius, centered on you. Each creature in the area must succeed on a DEX save against your Move DC, taking 4d4 + MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. The area becomes difficult terrain. Flying creature are immune to this attack.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Echoed Voice


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You release a shout that echoes across the battlefield towards an opponent. Make a ranged attack, dealing 1d6 + MOVE normal damage on a hit. Until the beginning of your next turn, if any other creature in range uses this move, they may double their damage dice on a hit. This multiplier can continue to stack to a maximum of 8x the damage dice, resetting if any of the attacks miss.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Eerie Impulse


  • Type: Electric
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30 ft circle
  • Description: Your body generates a strange pulsating sound that can disrupt your opponent's ability to attack. When you activate this move, any creature within 30 feet of you must make a CON saving throw against your Move DC. On a failure, the target flinches for 1d4 rounds.
  • Contest: Clever
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the other Pokemon to act before the user.

Egg Bomb


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You hurl a hard egg at a creature that explodes on impact. Make a ranged attack on a creature, doing 4d4 + MOVE normal damage on a successful hit.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Electric Terrain


  • Type: Electric
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 40ft circle
  • Description: You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Electrify


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You suddenly surge with electric energy that transfers to your attacker. When hit by a melee attack, you may instantly use your reaction to force the attacker to make a CON save against your Move DC. On a failure, the attacking move's type is changed to electric.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Electro Ball


  • Type: Electric
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You hurl an electric orb at a target in range. Make a ranged attack roll, dealing 1d6 + MOVE electric damage on a hit. Compare the target and user's highest speed type (walking, flying, etc.). If the user's speed is higher, roll the next tier's damage dice for this move. In the case of level 17 or higher, double the damage dice.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Electroweb


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You unleash an electric net of web upon an opponent. Make a ranged attack roll, dealing 1d8 + MOVE electric damage on a hit, and reducing the target's speed by 5 feet. The target can use an action on its turn remove any web from its body. A target whose speed is reduced to 0 is restrained.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Embargo


  • Type: Dark
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 30ft
  • Description: You surround an opponent in range with a dark aura. Force an opponent to make a WIS save against your Move DC. On a failure, the opponent cannot gain the effect of any held item or trainer item given to it for the duration.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Ember


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You hurl a ball of flame at an enemy within range. Make a ranged attack, doing 1d6 + Move fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Encore


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 100ft
  • Description: After being targeted by a move, force an opponent to make a WIS save against your Move DC as a reaction. On a fail, the target can only use the move that targeted you for its next turn. At level 10, the number of turns an opponent must use the move changes to 2. At level 17, it changes to 3.
  • Higher Levels: The number of turns the opponent must use the move increases to 2 turns at level 10 and 3 turns at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Endeavor


  • Type: Normal
  • Move Power: WIS/CON
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: When you activate this move, select an opponent in range. The opponent must make a WIS saving throw against your Move DC. On a failure, the target’s current HP reduced to be equal to your own. This move cannot be used in the first round of combat.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Endure


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: When damaged by an attack that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Energy Ball


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You draw in power from nature in a concentrated ball that you send towards an opponent. Make a ranged attack, dealing 2d8 + MOVE grass damage on a hit. On a natural attack roll of 19 or 20, the next attack against the target is rolled at advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Entrainment


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 60ft
  • Description: You dance with a strange rhythm that causes an opponent to mimic you. Choose a target in range and force them to make a WIS save against your Move DC. On a failure, choose one of their abilities to replace with one of your own for the duration.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Eruption


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft cone
  • Description: You spew hot magma in a 15 foot cone. Any creature caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE fire damage on a failure, or half as much on a success. If you are at full health when activating this move, double your STAB bonus when dealing damage.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Explosion


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You create a sphere of energy that packs a concentrated and devastating explosion. Choose a target within range and roll a d20. On a 20, the explosion goes off and all creature within 5 feet of that point faint. On any other roll, the explosion fails to go off and this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • Contest: Beauty
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Extrasensory


  • Type: Psychic
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You create an irritating, damaging sound in the mind of an opponent. Make a ranged attack roll against an opponent in range, doing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Extreme Speed


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You rush to attack with incredible speed. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d10 normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Facade


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out at an opponent with revenge. Make a melee attack roll against a target, dealing 1d12 + MOVE normal damage on a hit. If you are poisoned, paralyzed, or burned, double the dice for the damage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Fairy Lock


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 round
  • Range: 40ft
  • Description: You summon forth a mystical power that locks down the battlefield. Creatures within a 40 foot circle, centered on you, may not flee or be switched out on their next turn.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Fairy Wind


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You stir up a series of vicious fairy winds that fly towards an opponent in range. Make a ranged attack roll against a target, dealing 1d6 + MOVE fairy damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Fake Out


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: This move is only usable in the first round of combat. Make a melee attack on an opponent, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Fake Tears


  • Type: Dark
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You fake an opponent out with superficial tears, lowering their defenses. When activating this move, a target must make a WIS saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

False Swipe


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You swipe at an opponent but hold back power slightly. Make a melee attack against an opponent, doing 1d6 + MOVE normal damage on a hit. If this attack would normally cause an opponent to faint, it is reduced to 1HP instead.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Feather Dance


  • Type: Flying
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: 50ft
  • Description: You distract an opponent in range with a beautiful dance. The target must make a WIS saving throw against your Move DC. On a fail, the target cannot add proficiency to its attack rolls for the duration.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Feint


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You fake out an opponent before you strike. Make a melee attack against a target, dealing 1d6 + MOVE normal damage on a hit. If an opponent attempts to use a Protect or Detect reaction against the damage, it fails.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Feint Attack


  • Type: Dark
  • Move Power: STR/DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You bring an opponent close and hit it with a sucker punch. Make a melee attack on an opponent, always with advantage, doing 1d10 + MOVE dark damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Fell Stinger


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lunge at an opponent with a devastating sting attack. Make a melee attack on an opponent, dealing 1d8 + MOVE bug damage on a hit. If this attack causes the opponent to faint, double your ability modifier to hit and deal damage on your next turn.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Fiery Dance


  • Type: Fire
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft circle
  • Description: You dance and flap your wings, sending flames in a 15 foot circle, centered on you. Anyone caught in the blaze must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If a creature fails the save by more than 5, double the MOVE modifier when adding damage
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Final Gambit


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You risk everything and use your own life force to damage an opponent in range. When you activate this move, you faint, and force a target in range to make a CON save against your Move DC. The target takes an amount of fighting damage equal to your remaining HP on a failure, or half as much on a success
  • Contest: Tough
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Fire Blast


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: Two pillars of raging hot flames explode out from you and leap towards up to two creatures in range. The creature(s) targeted must succeed on a DEX save against your Move DC, taking 3d6 + MOVE fire damage on a failure, or half as much on a success. Creatures that fail the save by more than 5 become burned.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Fire Fang


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to pierce an opponent with flame-cloaked fangs. Make a melee attack, dealing 1d10 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned and flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Fire Pledge


  • Type: Fire
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a plume of flame towards an opponent. Make a ranged attack, dealing 2d6 + MOVE fire damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Fire Punch


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with fire-infused fists. Make a melee attack roll, doing 1d12 + MOVE fire damage on a hit. On a natural attack roll of 19 or 20, the target is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Fire Spin


  • Type: Fire
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: 3 turns, Concentration
  • Range: 40ft
  • Description: You release a series of moving flames that dance around a target. Make a ranged attack roll, doing 1d6 + MOVE fire damage on a hit. As long as you maintain concentration, the target takes an additional 1d6 fire damage at the end of each of its next three turns.
  • Higher Levels: The damage dice rolls for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Fissure


  • Type: Ground
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You crack open the ground with devastating force. Choose a target in range and roll a d20. On a 20, the target falls into the crack and vanished into the abyss. On any other roll, or if targeting a flying creature, this move has no effect. The area in a 20 foot radius around the target becomes difficult terrain. If the target's level is 10 more than your own, this move automatically fails.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Flail


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You flail about with a wild strike that increases in power the more injured you are. Make a melee attack roll against an opponent, doing 1d6 + MOVE normal damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Flame Burst


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You release a fireball that explodes on contact. Choose a point in range. Any creature within 5 feet of that point must make a DEX save against your Move DC, taking 1d12 + MOVE fire damage on a hit, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Flame Charge


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You cloak yourself with flame and lash out at an opponent. Make a melee attack, dealing 1d8 + MOVE fire damage on a hit. With each successful hit from this move, increase your movement speed by 5 until you are incapacitated, are switched out, or the combat ends. (Maximum of +30 to movement speed)
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Flame Wheel


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 10ft
  • Description: A wheel of flame explodes out from you in a 10 foot radius. All creature in the area must succeed on a DEX save against your Move DC, taking 1d10 + MOVE fire damage on a fail and half as much on a save. If the user is frozen, this move can still be used, thawing out the creature during the attack
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokémon’s move went.

Flamethrower


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft cone
  • Description: You shoot a concentrated gout of flame in a 40 foot cone. Any creature caught in the cone must succeed on a DEX save against your Move DC, taking 2d8 + MOVE fire damage on a failure, or half damage on a success. Any creature that fails the save by more than 5 becomes burned.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Flare Blitz


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You cloak yourself in fire and charge at an opponent with serious damage. Make a melee attack against an opponent, dealing 2d10 + MOVE fire damage on a hit. On a hit, you take half the damage dealt in normal-type recoil damage. On a natural attack roll of 19 or 20, the target is burned. If the user is frozen, this move can still be used, thawing out the creature during the attack
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Flash


  • Type: Normal
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You emit an immense flash of light in a 20 foot radius circle, centered on you. Creatures in the area must make a CON save against your Move DC. On a fail, they are blinded until the end of their next turn. Outside of combat, this move can be used to light a dim area, much like the Light cantrip.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Flash Cannon


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You gather energy from the light around you and send a concentrated beam towards an opponent in range. Make a ranged attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 19 or 20, the next attack against the opponent is rolled at advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Flatter


  • Type: Dark
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send mixed signals to an opponent. Select a target in range. They become confused, but during this confusion, they double their proficiency bonus when making attack rolls.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Fling


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You sacrifice your held item to throw it an opponent. Make a ranged attack. On a hit, the amount of dark damage dealt is equal to the price of the item in the manual, divided by 100 (rounded down), plus STAB (if applicable). After activating this move, on a hit or miss, the item disappears.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Flower Shield


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 15ft
  • Description: Large flowers sprout from any grass-type allies in range, boosting their defense. For one minute, as long as you keep your concentration, grass-type allies in a 15 foot circle, centered on you, gain +2 to their AC.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Fly


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You fly high into the air to prepare for a dive bomb attack. When you activate this move, you flap your wings and disappear into the Ethereal plane above you. You cannot be targeted by attacks while you are in the Ethereal plane. On your next turn, you use your action to reappear and make a diving melee attack on a creature in range, with advantage, dealing 2d8 + MOVE flying damage on a successful hit.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Flying Press


  • Type: Fighting/Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You dive at an opponent with quick reaction speed, able to change the type of attack when you reach them. Make a melee attack against a target, dealing 4d4 + MOVE flying OR fighting damage, depending on your choice. STAB can only be added to this move if its type is fighting.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Focus Blast


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You heighten your focus and unleash it upon an opponent. Make a ranged attack, dealing 2d10 + MOVE fighting damage on a hit. On a natural attack roll of 19 or 20, the next attack against the opponent is rolled at advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Focus Energy


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute
  • Range: Self
  • Description: You sacrifice your action to focus in on the energy inside you. For the duration, increase your critical range by 1 (From 20 to 19+ , from 19+ to 18+, etc.). This move is stackable up to a maximum of +5 to the critical hit range (15+).
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Focus Punch


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round, Concentration
  • Range: Melee
  • Description: When activating this move, you spend your action focusing your next attack. If you keep concentration, as an action on your next turn, make an attack roll against an opponent, doing 3d8 + MOVE fighting damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Follow Me


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round
  • Range: 50ft
  • Description: You entice all enemies to attack you. All ranged and melee attacks by any opponent in range must target you until the beginning of your next turn.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Force Palm


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You thrust your palm outward with such strength that a shockwave is sent towards an opponent. Make a ranged attack, dealing 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Foresight


  • Type: Normal
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 50ft
  • Description: Force a target in range to make a WIS saving throw against your Move DC. On a fail, add +2 to all attack rolls you make against the opponent for the duration. Regardless of the saving throw, for the remainder of combat, any of your fighting or normal moves can hit a ghost type creature. If you are a ghost type, your ghost moves can now hit normal type creatures.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Forest's Curse


  • Type: Grass
  • Move Power: CON/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 30ft
  • Description: You summon the energy of the forest to change the type of another creature. Force an opponent in range to make a CON save against your Move DC. On a failure, its type is changed to Grass for the duration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Foul Play


  • Type: Dark
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You turn an opponent's own power against it. Make a melee attack roll using your MOVE power. On a hit, the target takes 2d8 + MOVE dark damage using their own MOVE power.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Freeze Shock


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action, charge
  • PP: 3
  • Duration: 1 round, Concentration
  • Range: 50ft
  • Description: When you use this move, you charge up a ball of rock-hard ice. On your next turn’s action, if you keep your concentration, you fire your electrically charged ice at an opponent. Make a ranged attack roll, dealing 3d8 + MOVE ice damage on a hit. On natural attack rolls of 15 or more, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokémon’s move went.

Freeze-Dry


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You unleash a freezing cold air that rapidly chills a creature in range. Make a ranged attack on an opponent, dealing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen. This move deals super effective damage to water-type creatures.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Frenzy Plant


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft circle
  • Description: You summon a whirlwind of jagged branches and razor-sharp leaves that batter all opponents in a 15 foot circle, centered on you. All opponent caught in the flurry must make a DEX saving throw against your Move DC, taking 3d8 + MOVE grass damage on a failure, and half as much on a success. This move saps you of energy and may not make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Frost Breath


  • Type: Ice
  • Move Power: CON/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You blow a gust of freezing cold air at an opponent in range. Make a ranged attack roll, dealing 1d12 + MOVE ice damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Frustration


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out at an opponent, venting your frustration at your trainer. Make a melee attack roll against an opponent, doing 1d6 + MOVE normal damage on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are below zero on the Loyalty Chart.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Fury Attack


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You reach out and unleash relentless strikes against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Fury Cutter


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You unleash series of cuts against a creature that increase in strength. When you activate this move, make a melee attack on a target in range, doing 1d4 + MOVE bug damage on a hit. If you continue to use this move on consecutive turns, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Fury Swipes


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You reach out and unleash relentless claw attacks against a creature. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Fusion Bolt


  • Type: Electric
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You summon a gigantic lightning bolt that strikes down from the heavens in a 30 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 4d4 + MOVE electric damage on a failure, or half as much on a success. If Fusion Bolt was already used this round, double the damage dealt.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Fusion Flare


  • Type: Fire
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You summon a gigantic fireball that strikes down from the heavens in a 30 foot circle, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success. If Fusion Flare was already used this round, double the damage dealt. Fusion Flare may be used to thaw out the user from the frozen status before attacking.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Future Sight


  • Type: Psychic
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: 3 rounds, Concentration
  • Range: 30ft
  • Description: You save an attack to unleash at a later time. When you activate this move, you may choose to attack on this turn, or delay the attack. You may use the attack as a free action at any time during the next three rounds. When you make the attack, make a ranged attack roll, dealing 2d10 + MOVE psychic damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Gastro Acid


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute
  • Range: 20ft
  • Description: You hurl stomach acid towards a foe. Make a ranged attack. On a hit, the target is covered in the disgusting substance and cannot benefit from the effect of any of its abilities for the duration.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Gear Grind


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a pair of steel gears at a target(s) in range. Make two ranged attacks, dealing 1d8 + MOVE steel damage with each hit.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Geomancy


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 action, charge
  • PP: 5
  • Duration: 1 round, Concentration
  • Range: Self
  • Description: You spend time to absorb the natural energy around you, sharply increasing your effect in battle. When you activate this move, you charge your energy and your turn is over. At the beginning of your next turn, for one round, your speed increases by 10 feet, and all of your attacks and saving throws are rolled with advantage.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Giga Drain


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You attempt to drain the life force of a target. Make a ranged attack on a target, doing 2d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Giga Impact


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You charge at an opponent with every ounce of your power. Make a melee attack, dealing 3d8 + MOVE normal damage on a hit. This move saps you of energy, causing you to be unable to make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Glaciate


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You blow a wind of freezing cold air at an opponent in range. Make a ranged attack roll, dealing 1d10 + MOVE ice damage on a hit. On a hit, reduce the target's speed by 5 feet. A target reduced to a speed of 0 in this manner becomes frozen. The target may use an action at any time (before becoming frozen) to warm its body, resetting its speed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Glare


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You stare into the depths of a creature’s eyes with intense ferocity. The creature must make a WIS saving throw against your Move DC or become paralyzed. A creature that succeeds on this saving throw is unaffected by future attempts during this combat.
  • Contest: Tough
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Grass Knot


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You attempt to ensnare an opponent with vines that sprout from the ground, causing it to trip. Make a ranged attack, dealing 1d10 + MOVE grass damage on a hit. If the targets size is Large or bigger, double the dice roll for the damage. On a natural attack roll of 19 or 20, the target falls prone.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Grass Pledge


  • Type: Grass
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a column of thick grass towards an opponent. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Grass Whistle


  • Type: Grass
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Grassy Terrain


  • Type: Grass
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 40ft circle
  • Description: Grass sprouts from the ground in a circle around you, coating the earth with healing energy. For 3 turns, all creatures in the affected area heal for 1d4 hit points at the end of their turn. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from grass-type moves activated inside the area.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Gravity


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 40ft sphere
  • Description: You strengthen gravity in a 40 foot sphere, centered on you. Any opponent in the area cannot use moves like Fly or Bounce, and the Levitate ability is suppressed.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Growl


  • Type: Normal
  • Move Power: CHA/STR
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 100ft
  • Description: You target a creature with an intimidating growl. The creature must make a WIS save against your Move DC. On a fail, it adds -1 to any attack it makes for the duration. This modifier can be stacked if it fails multiple growl saves, up to a maximum of -5.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Growth


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute, Concentration
  • Range: 30ft
  • Description: You increase the size of a target. When you use this move, a creature in range (or you) grows slightly larger, gaining the ability to add a d4 to any attack roll or saving throw for the duration.
  • Higher Levels: The dice to add increases to 1d6 at level 10.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Grudge


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: When you take damage from a move that reduces you to zero hit points, you may use your reaction to force the attacker to make a WIS saving throw against your Move DC. On a failure, all PP from the move that caused you to faint is depleted .
  • Contest: Tough
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Guard Split


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 30ft
  • Description: You use your psychic power to change your defense to match your opponent's the best you can. Force an opponent in range to make a CHA save against your Move DC. On a failure, for the duration, your AC changes to become an average of your current AC and the opponent's, rounded down.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Guard Swap


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 40ft
  • Description: You use your psychic power to swap defenses with an opponent. Force an opponent in range to make a CHA save against your Move DC. On a failure, switch armor class with the opponent for the duration.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Guillotine


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You are filled with an incredible rage, grabbing the head of an enemy creature in an attempt to squeeze the life from it. Roll a d20. On a 20, you instantly cause the creature to faint. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Gunk Shot


  • Type: Poison
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You fire a wad of icky gunk at an opponent. Make a ranged attack, dealing 1d10 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Gust


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You create a strong wind that batters a target in range. Make a ranged attack, doing 1d6 + MOVE flying damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Gyro Ball


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You tackle an opponent with a high-speed spin. Make a melee attack against an opponent, dealing 1d6 + MOVE steel damage on a hit. If your DEX score is lower than the opponent's, double the dice roll for damage.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Hail


  • Type: Ice
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds, Concentration
  • Range: 30ft radius
  • Description: You stir up a massive hail storm in a 30 foot radius, centered on a point in range. Any non ice-type creature in the area at the beginning of their turn take an amount of ice damage equal to their level divided by 4, rounded up. The hail storm lasts for 5 rounds.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Hammer Arm


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You put all your power into a strong and heavy fist attack. Make a melee attack, dealing 4d4 + MOVE fighting damage on a hit. Until the beginning of your next turn, you have disadvantage on all DEX saves and your speed is halved.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Happy Hour


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You celebrate your impending victory with a little jig. Prize money awarded at the end of battle is doubled.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Harden


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Self
  • Description: You increase your defense, adding + 1 to your AC. This effect can be stacked with multiple Harden moves, to a maximum of + 5 AC. Your AC returns to normal after combat.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Haze


  • Type: Ice
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You create a haze of light snow that washes over the creature in a 30ft circle, centered on you. Any stat bonuses or modifiers, status effects, shields or other outside forces affecting the stats or abilities of a creature are removed. This includes things like Leech Seed, Reflect, and Light Screen.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Head Charge


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lower your head and charge at an opponent. Make a melee attack. On a hit, you deal 2d10 + MOVE normal damage, taking a quarter of the total damage (rounded down) in recoil.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Head Smash


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lower your head to deliver a dangerous headbutt. Make a melee attack, dealing 3d8 + MOVE rock damage on a hit. On a hit, the user takes 1/2 the damage dealt in typeless recoil.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Headbutt


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You really know how to use your head. Make a melee attack roll, doing 1d12 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target falls prone.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Heal Bell


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You ring a bell that chimes beautifully across the battlefield. All active allied creature in a 60ft circle, centered on you, are healed of their negative status effects.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Heal Block


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: When an opponent within range attempts to use an HP recovery move, item, or ability, you may use your reaction to send psychic waves into the mind of the target, preventing the recovery of health.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Heal Order


  • Type: Bug
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You summon forth your underlings to heal your wounds. Regain 4d4 + MOVE hit points.
  • Higher Levels: The damage dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Heal Pulse


  • Type: Psychic
  • Move Power: CON/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You emit a healing pulse that restores a target's HP. Choose a target in range (cannot be yourself). The target regains 2d6 + MOVE hit points.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Healing Wish


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next creature released by its trainer is fully healed and cured of any status effects.
  • Contest: Beauty
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Heart Stamp


  • Type: Psychic
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You unleash a vicious blow after acting cute. Make a melee attack against an opponent, dealing 1d10 + MOVE psychic damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Heart Swap


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: Force an opponent in range to make a CHA save against your Move DC. On a failure, you employ your psychic power to swap any changes in ability modifiers, AC, attack changes, damage boosts, etc. that are currently in effect on you or the target.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Heat Crash


  • Type: Fire
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slam into an opponent with your flaming body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE fire damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above an opponent. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Heat Wave


  • Type: Fire
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft cone
  • Description: You exhale a wave of hot breath in a 15ft. cone. Creatures caught in the area must make a DEX save against your Move DC, taking 2d8 + MOVE fire damage on failure, or half as much on a success. If the creature fails the save by 5 or more, it is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Heavy Slam


  • Type: Steel
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slam into an opponent with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above an opponent. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Helping Hand


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 5
  • Duration: 10 minutes
  • Range: 60ft
  • Description: You can use a bonus action on your turn to choose one ally other than yourself within 60 feet of you who can hear you. That ally can add a d6 to one ability check, attack roll, or saving throw it makes within the next 10 minutes, before the result of the roll is called by the DM. An ally being helped can only have one d6 available at a time.
  • Higher Levels: The helping dice for this move changes to d8 at level 5, d10 at level 10, and d12 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Hex


  • Type: Ghost
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You send a ghostly energy at an opponent that does additional damage to those affected by status conditions. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. If the target is affected by a status condition, double your MOVE modifier when adding damage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Hidden Power


  • Type: Normal
  • Move Power: Any
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You unleash a wave of force of unknown power at a creature in range. Make a ranged attack on an opponent, doing 1d10 + MOVE damage of a random type. Roll a d20 to determine which type of damage is dealt.
d20 Type
1 Not Very Effective
2 Bug
3 Dark
4 Dragon
5 Electric
6 Fairy
7 Fighting
8 Fire
9 Flying
10 Ghost
11 Grass
12 Ground
13 Ice
14 Normal
15 Poison
16 Rock
17 Psychic
18 Steel
19 Water
20 Super Effective

  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

High Jump Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You leap into the air to deliver a strong kick to the enemy. Make a melee attack, doing 2d8 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Hold Back


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with force, but contain your strike to a glancing blow, leaving an opponent conscious. Make a melee attack on a target, dealing 1d6 + MOVE normal damage on a hit. This attack will always leave its target with 1 hp if it would otherwise cause the target to faint.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Hold Hands


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: If you are within melee range of an ally, you grasp its hand to spread happiness. Use this reaction when an ally is attacking to add +1 to its attack rolls, or when it is targeted by an attack to add +1 to its AC. This reaction can be used only before the result of either attack roll (by ally or opponent) is called.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Hone Claws


  • Type: Dark
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: Self
  • Description: You sharpen your claws to increase the power of your attacks. For the duration, add an additional +1 to your attack and damage rolls. This move may be stacked to a maximum of +3 to attack and damage rolls.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Horn Attack


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike at an enemy with your horn. Make a melee attack, doing 1d10 + MOVE normal damage on a hit. If you moved 20 feet or more towards an enemy on this turn, force the enemy to make a STR save against your Move DC or be knocked prone.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Horn Drill


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to drill your horn through an enemy creature with tremendous strength. Roll a d20. On a 20, the creature is impaled and immediately faints. On any other roll, you miss and this move fails. If the target's level is 10 more than your own, this move automatically fails.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Horn Leech


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You sink your horns into an enemy, draining some of their power. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. Half the damage dealt is recovered by the user (rounded down).
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Howl


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: Self
  • Description: You increase your adrenaline with a menacing howl. For the duration, add +1 to any attack roll you make. This move can be stacked for a maximum of +5.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Hurricane


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You wrap an opponent in a fierce wind. Make a ranged attack against a target, dealing 3d6 + MOVE flying damage on a hit. If this attack is activated during rain, roll the attack with advantage. If used during harsh sunlight, roll the attack with disadvantage. If the natural attack roll is 15 or higher, the target becomes confused.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Hydro Cannon


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft line
  • Description: You fire a powerful stream of high-speed water at opponents in a 50 foot line, 5 feet wide. Any opponent caught in the blast must make a DEX saving throw against your Move DC, taking 3d8 + MOVE water damage on a failure, and half as much on a success. Creatures that fail the save also are pushed back 10 feet and fall prone. This move saps you of energy, and you may not make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Hydro Pump


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft line
  • Description: You send a surge of powerful water towards enemy creature in an 30 foot line, 5 feet wide. Creatures caught in the blast must succeed on a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failed save, and half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Hyper Beam


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: 120ft
  • Description: You unleash a concentrated beam of pure energy in a 120 foot line. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE normal damage on a fail and half as much on a save. This move cannot be used on consecutive turns by the same creature.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Hyper Fang


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out at a creature with a quick fang attack. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. Hyper Fang scores a critical hit on 19 and 20. If the natural attack roll is 18 or more, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Hyper Voice


  • Type: Normal
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You release a loud and startling, high-pitched sound that only an opponent can hear. Make a ranged attack roll against an opponent in range, doing 2d8 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Hyperspace Fury


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: Using your many arms, you send a barrage of three balls of furious energy at any creature(s) in range. Each ball automatically deals 1d6 dark damage to any creature(s) you choose. Reactions that negate damage such as Protect or Detect cannot be used. After activating this move, any attacks against you, until the beginning of your next turn, are rolled at advantage.
  • Higher Levels: You can fire 4 projectiles at level 5, 5 projectiles at level 10, and 6 projectiles at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Hyperspace Hole


  • Type: Psychic
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee, 40ft
  • Description: You create a hyperspace portal that allows you to instantly teleport to an opponent in range and strike out with a melee attack. This move is guaranteed to hit for 2d6 + MOVE psychic damage. Reactions that negate damage such as Protect or Detect cannot be used.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Hypnosis


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You attempt to put the target to sleep. The target must make a WIS save against your Move DC, falling asleep on a failure.
  • Contest: Clever
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the other Pokemon to act before the user.

Ice Ball


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You summon a rock-hard ball of ice that continues to pummel an opponent. When you activate this move, make a ranged attack on a target in range, doing 1d4 + MOVE ice damage on a hit. If you continue to use this move on consecutive turns, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Ice Beam


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 120ft
  • Description: You send a concentrated beam of freezing ice at a single creature in range. Make a ranged attack roll, doing 2d8 + MOVE ice damage on a hit, and forcing the target to make a CON save against your Move DC or become frozen.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Ice Burn


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 round, Concentration
  • Range: 30ft circle
  • Description: When you use this move, you charge up an intense power within your body. On your next turn’s action, if you keep your concentration, you unleash an ultracold, freezing wind in a 30 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by more than 5, it is burned.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokémon’s move went.

Ice Fang


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to pierce an opponent with ice-infused fangs. Make a melee attack, dealing 1d10 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen and flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Ice Punch


  • Type: Ice
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with ice-infused fists. Make a melee attack roll, doing 1d12 + MOVE ice damage on a hit. On a natural attack roll of 19 or 20, the target is frozen.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Ice Shard


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You flash freeze chunks of ice and quickly hurl them at an opponent. As a bonus action, you fire a shard of ice at an opponent in range, dealing 1d4 ice damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on their next turn.

Icicle Crash


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You generate a row of icicles that crash down on top of an opponent in range. Make a ranged attack, dealing 2d6 + MOVE ice damage on a hit. If the natural attack roll is 15 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Icicle Spear


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 20ft
  • Description: Your pummel an opponent in range with multiple sharp shards of ice. Make a ranged attack roll, doing 1d4 + MOVE ice damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 ice damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Icy Wind


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You create an icy wind that gusts towards a creature in range. Make a ranged attack against an opponent, doing 1d8 + MOVE ice damage on a hit. On a natural attack roll of 18 or more, the target falls prone.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Imprison


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 30ft
  • Description: You create psychic walls within the mind of a target in range. Force the target to make a WIS saving throw against your Move DC. On a failure, the target is unable to use any Move it knows that is the same as yours for the duration.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Incinerate


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You summon forth a burning hot flame that surrounds an opponent. Make a ranged attack, dealing 1d10 + MOVE fire damage on a hit. On a hit, if the target is holding a berry, it is immediately burned to ash, becoming unusable.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Inferno


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You engulf a target in intense flames. Make a ranged attack against a target, dealing 4d4 + MOVE fire damage on a hit, burning the target in the process.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Infestation


  • Type: Bug
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: 1d4 rounds
  • Range: 30ft
  • Description: You summon an infestation of tiny insects to attack a foe for multiple turns. Make a ranged attack on a target. On a hit, the target takes 1d4 + MOVE bug damage and becomes infested for 1d4 rounds. An infested creature must make a CON save against your Move DC at the beginning of each of its turns, taking 1d4 + MOVE bug damage on a failed save.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Ingrain


  • Type: Grass
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 3 rounds
  • Range: Self
  • Description: You pierce the ground with roots, absorbing natural energy and fixing you in place. At the end of each of your next three turns (including this one), heal yourself for 1d6 + MOVE hit points as a free action. During this time, you may not flee or be switched out.
  • Higher Levels: The healing dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Ion Deluge


  • Type: Electric
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 15
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You disperse electric particles that charge the battlefield. Until the beginning of your next turn, any normal-type move activated within 50 feet of you is considered electric-type.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Iron Defense


  • Type: Steel
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round
  • Range: Self
  • Description: Your body temporarily becomes solid as steel plate. Until your next turn, you gain + 6 to your AC and have resistance to all types of damage. If you were vulnerable, you now take regular damage. If you were already resistant, you become immune.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Iron Head


  • Type: Steel
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slam into your opponent with your hard head. Make a melee attack, dealing 2d6 + MOVE steel damage on a hit. On a natural attack roll of 16 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Iron Tail


  • Type: Steel
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You swing your tail out, attempting to crush an opponent. Make an attack roll on an opponent in range, doing 4d4 + MOVE steel damage on a hit. If the natural attack roll is a 19 or 20, the target’s AC is decreased by 1 for the rest of combat.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Judgment


  • Type: Varies
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You send powerful missiles of pure energy to rain down on any opponent in a 40 foot circle, centered on a point in range. Any creature caught in the area must make a DEX save against your Move DC, taking 5d6 + MOVE damage on a failure, or half as much on a success. The type of the damage depends on the kind of plate the user is holding.
  • Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Jump Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You leap into the air to deliver a strong kick to the enemy. Make a melee attack against, doing 4d4 + MOVE fighting damage on a hit. On a miss, you take 1 damage.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Karate Chop


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You extend a hand towards an enemy creature for a savage karate chop. Make a melee Attack roll, doing 1d8 + MOVE fighting damage on a hit. Karate Chop scores a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Kinesis


  • Type: Psychic
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: Self
  • Description: You move with incredible speed. Increase your walking, flying, or swimming speed by 20 if it is greater than 0, and add +2 to AC when targeted by ranged attacks for the duration. This move cannot be stacked.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

King's Shield


  • Type: Steel
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: Your body is cloaked with a protective shield that negates all damage to you. When targeted by an attack, you may automatically avoid taking damage from this attack and any other damaging move until the beginning of your next turn. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Knock Off


  • Type: Dark
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to rid an opponent of their held item for the rest of battle. Make a melee attack roll against a target. On a hit, deal 1d10 + MOVE dark damage and any held item of the target disappears. The item appears back in the target's inventory when the battle is over.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Land's Wrath


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You gather in the natural energy of the land around you and focus it into a sudden eruption of earth in a 30 ft radius, centered on a point within range. All creatures caught in the blast must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Last Resort


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out an opponent with a furious strike. This move can only be activated when all other known moves by a user have been activated in the same combat. If the user is switched out, this rule resets. Make a melee attack, dealing 2d12 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Lava Plume


  • Type: Fire
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft cone
  • Description: You unleash an inferno of hot flames at all creatures in a 20 foot cone. Creatures in the blast must make a DEX save against your Move DC, taking 2d6 + MOVE fire damage on a failure, or half as much on a success. If any creature fails the saving throw by more than 5, the creature is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Leaf Blade


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to slash an opponent with a sharp leaf. Make a melee attack against a target, dealing 2d8 + MOVE grass damage on a hit. This attack scores a critical on 19 and 20.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Leaf Storm


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You whip up a powerful storm of leaves in a 20 foot circle, centered on a point within range. All creatures in the area must make a DEX save against your Move DC, taking 5d4 + MOVE grass damage on a fail, or half as much on a success. After activating this move, you are sapped of energy. Your next attack deals half the normal damage, if it hits.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Leaf Tornado


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40 feet
  • Description: You summon forth a cyclone of harsh winds and fast-moving leaves that rushes forward to strike an opponent in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is 15 or higher, the target has disadvantage on its next attack. If the opponent activates a move that requires a saving throw, its target(s) have advantage on the roll.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Leech Life


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to suck away some of a creature’s life force. Make a melee attack roll, doing 2d6 + MOVE bug damage on a hit. Half of the damage done is restored to the user.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Leech Seed


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You send a seed at a creature in range that implants itself in their hide. Make a ranged attack roll. On a hit, a seed implants into their skin. The target takes 1d4 grass damage at the end of each of its subsequent turns until it faints or is switched out. Half of the damage is restored by the attacker, or any other active creature the trainer has in battle, even if the original attacker faints or is returned to its Pokéball. Only one creature can be seeded by the attacker at a time.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 2d6 at level 10, and 2d8 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Leer


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute
  • Range: 60ft
  • Description: You stare down a target, reducing its will. The creature must make a WIS save against your Move DC. On a fail, allies may add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple leer saves, up to a maximum of +5.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Lick


  • Type: Ghost
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You reach out and lick a target. Make a melee attack roll. On a hit, do 1d6 + MOVE ghost damage. On a natural attack roll of 18 or higher, the target becomes paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Light of Ruin


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 80ft line
  • Description: You draw forth a powerful natural essence, concentrating it into a beam of light 80ft long and 5 feet wide. Any creature caught in the blast must make DEX saving throw against your Move DC, taking 2d12 + MOVE fairy damage on a failure, or half as much on a success. The user takes normal-type recoil damage equal to half the damage roll.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Light Screen


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: A shield of light forms in front of you, blocking incoming attacks. For the duration, you have resistance to all fire, grass, ice, water, poison, and ghost type moves. If you were vulnerable to any of these types before activating this move, you take regular damage instead of double.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Lock-On


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You home in on your target, ready to strike. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Lovely Kiss


  • Type: Normal
  • Move Power: CHA/WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You blow a kiss to a creature, attempting to put the target to sleep. The target must make a CHA save against your Move DC, falling asleep on a failure.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Low Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You kick out at a creature’s lower half, dealing damage and attempting to knock it off balance. Make a melee attack, doing 1d8 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Low Sweep


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You sweep your legs at the lower half of an opponent's body. Make a melee attack roll, dealing 1d10 + MOVE fighting damage on a hit. On a hit, target must succeed on a STR save against your Move DC or be knocked prone.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Lucky Chant


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: When an opponent scores a critical hit on you, you may use your reaction to quickly recite a magical incantation that treats the attack like a normal hit, preventing the extra damage.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Lunar Dance


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You sacrifice yourself for another one of your trainer's Pokémon. When activating this move, the user faints, but the next creature released by its trainer is fully healed and cured of any status effects.
  • Contest: Beauty
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Luster Purge


  • Type: Psychic
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 round
  • Range: 30ft
  • Description: You create a blinding bright light that damages a target's eyes and may lower their defense. Make a ranged attack against an opponent, dealing 1d12 + MOVE psychic damage on a hit. On a natural attack roll of 18 or more, any attack against this target has advantage until the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Mach Punch


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You rush forward to punch with incredible speed. Choose a target withing 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Magic Coat


  • Type: Psychic
  • Move Power: WIS/CON
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: A flash of magical energy forms between you and an opponent, reflecting negative energy back at an attacker in range. When an attack from an opponent causes you to suffer from a negative status condition, they are also affected by the same condition.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Magic Room


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 5 rounds, Concentration
  • Range: 50ft circle
  • Description: You employ your psychic power to suppress the effect of all held moves in a 50 foot circle, centered on you.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Magical Leaf


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You summon a sharp, magical leaf that strikes an opponent. This move is guaranteed to hit for 1d6 + MOVE grass damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Magma Storm


  • Type: Fire
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 50ft
  • Description: You stir up a maelstrom of fire in a 20 foot circle, centered on a point within range, that continues to rage as long as you hold your concentration. Any creature that starts their turn in the storm must make a CON save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Magnet Bomb


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You hurl a steel ball that seeks out an opponent in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Magnet Rise


  • Type: Electric
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You use magnetic power within yourself to raise yourself from the ground, becoming immune to ground moves for the duration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Magnetic Flux


  • Type: Electric
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round
  • Range: 40ft
  • Description: You use your electric energy to manipulate magnetic fields. Until the beginning of your next turn, any creature in range with the Plus or Minus ability gains a bonus to their AC equal to your proficiency modifier, and any saving throw they are forced to make is rolled with advantage.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Magnitude


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Roll a d100 on the table below to determine damage.
d100 Damage
01-05 1d4+MOVE
06-15 1d8+MOVE
16-35 1d10+MOVE
36-65 1d12+MOVE
66-85 2d6+MOVE
86-95 2d8+MOVE
96-100 2d12+MOVE
  • Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Dice at level 10, and 4x Dice at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Mat Block


  • Type: Fighting
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You conjure up an ethereal, protective mat to shield you and your allies. Until the end of your next turn, any ally creature within 15 feet of you (including you) is immune to damage from damaging moves. Status-inducing moves can still affect their targets.
  • Contest: Cool
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Me First


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: When targeted by a direct attack that isn't Fake Out or Sucker Punch, you may use your reaction to copy the opponent's move against it before it makes the attack. Your attack is rolled at disadvantage, but on a hit, double the damage dice for the move. The damage tier for the move is based off of your level, not the opponent's.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Mean Look


  • Type: Normal
  • Move Power: STR/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds
  • Range: 50ft
  • Description: You flash an intimidating look at a target, attempting to freeze them in fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target cannot flee or be switched out for 3 rounds.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Meditate


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You become one with your inner self. For the duration, double your proficiency bonus when it comes to attack rolls and saving throws.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Mega Drain


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You attempt to drain the life force of a target. Make a ranged attack on a target, doing 1d6 + MOVE grass damage on a hit. Half of the damage dealt is restored to the user.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Mega Kick


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a hard kick. Make a melee attack against a target, doing 2d10 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Mega Punch


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a hard punch Make a melee attack against a target, doing 2d6 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Megahorn


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You charge an opponent for a devastating horn attack. Make a melee attack roll, doing 2d10 + MOVE bug damage on a hit. If the user moves at least 20 feet towards a target before using this move, the target is forced to make a STR save against your Move DC or be knocked prone.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Memento


  • Type: Dark
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 2 rounds
  • Range: Melee
  • Description: You sacrifice your life force to leave a lasting mark on an enemy. When you activate this move, you touch an opponent and drop to 0 hit points. As a result, the opponent is incapacitated for 2 rounds. All attacks against it have advantage, it automatically fails all STR and DEX saving throws, and it cannot attack, move, flee, or be switched out.
  • Contest: Tough
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Metal Burst


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out in retaliation with a bust of harsh metal shards. When hit by a melee attack, you may use your reaction to make an attack roll on the creature that hit you. On a hit, deal an amount of steel damage equal to the damage dealt to you plus your own STAB bonus.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Metal Claw


  • Type: Steel
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with sharp claws. Make a melee attack roll against an opponent, doing 1d8 + MOVE steel damage on a hit. If the natural attack roll is 19 or 20, your next attack gets an additional +1 to hit.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Metal Sound


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 round
  • Range: 50ft
  • Description: You emit an ear-shattering high-pitched sound that only your target can hear, leaving them in a defenseless state. When activating this move, a target must make a CON saving throw against your Move DC. On a failure, all attack rolls against the target are given a +5 bonus until the end of your next turn.
  • Contest: Clever
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the other Pokemon to act before the user.

Meteor Mash


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You smash an opponent with a fist as fast as a meteor strike. Make a melee attack against an opponent, doing 2d8 + MOVE steel damage on a hit. If the natural attack roll is 18 or higher, your next attack has advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Metronome


  • Type: Normal
  • Move Power: Varies
  • Move Time: 1 action
  • PP: 5
  • Duration: Varies
  • Range: Varies
  • Description: You summon a move at random to inflict against the enemy. When you use this move, roll a d100. The resulting number is the TM number for the move you make. If the move is unable to be completed because of positioning, range, etc., Metronome fails.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Milk Drink


  • Type: Normal
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 10ft
  • Description: You create a tasty drink that heals your or an ally’s wounds. The recipient gains 2d6 + MOVE hit points.
  • Higher Levels: The dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Mimic


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 120ft
  • Description: You copy another creature's movements, learning its ways in battle. When used, this move is temporarily replaced by your choice of one of the target's moves. The target can be an ally. After one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy for the duration.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Mind Reader


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You sense the motives and moves of a creature around you. When this move is activated, a single attack roll you make next turn is guaranteed to hit. You may roll to see if you crit or cause an effect from a high roll. This move does not affect one-shot moves like Fissure, Guillotine, etc.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Minimize


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You appear smaller to your opponents, increasing your evasion. For the duration, you gain an additional +2 to your AC.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Miracle Eye


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 50ft
  • Description: You flash your eyes at your opponent, stunning them briefly and lowering their defenses. When activating this move, choose a target in range and force them to make a WIS save against your Move DC. On a failure, any modifiers to their AC are reset, and if they are Dark or Ghost-type, their immunities are relinquished for the duration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Mirror Coat


  • Type: Psychic
  • Move Power: CON/WIS
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: When hit by a ranged attack, you can attempt to decrease the damage and send some back at the attacker in range. Using this reaction, the damage is decreased by 1d6 + MOVE. If this causes the damage to fall below zero, the attack is deflected and you may make a ranged attack roll to send it back at the attacker for the same amount of psychic type damage.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Mirror Move


  • Type: Flying
  • Move Power: Varies
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft, Move varies
  • Description: You perform the same move made by a chosen target after your last turn, using your own statistics for bonuses and Move saves if applicable.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Mirror Shot


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You loose a damaging flash of light from your polished body. Make a ranged attack on an opponent, dealing 1d10 + MOVE steel damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Mist


  • Type: Ice
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute
  • Range: 30ft
  • Description: A light mist surrounds a target, offering a protective barrier. The target is immune to negative stat effects or modifier changes for the duration, but any current effects are still in place.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Mist Ball


  • Type: Psychic
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You fire an explosive ball of damaging mist at an opponent in range. Make a ranged attack against a target, doing 1d12 + MOVE psychic damage on a hit. If the natural attack roll is higher than 10, the opponent has disadvantage on its next attack.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Misty Terrain


  • Type: Fairy
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 60ft
  • Description: You cover the ground in a thin, healing mist that surrounds a 60 foot circle, centered on you. For 3 turns, no grounded creatures inside the mist can suffer from new status conditions. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Moonblast


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You summon forth a powerful moonbeam that strikes an opponent. Make a ranged attack on a target in range, dealing 2d8 + MOVE fairy damage on a hit. On a natural attack roll of 15 or more, the target has disadvantage on its next attack.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Moonlight


  • Type: Fairy
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: A ray of moonlight shines upon you, basking you in healing light. The user gains 2d6 + MOVE hit points.
  • Higher Levels: The dice roll for healing changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Morning Sun


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: A ray of sunlight shines upon you, basking you in healing light. The user gains 2d6 + MOVE hit points.
  • Higher Levels: The damage dice roll for this move changes to 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Mud Bomb


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You throw a hard-packed mud ball at an opponent. Make a ranged attack, dealing 1d10 + MOVE ground damage on a hit. On a hit, the target must make a CON save against your Move DC. On a failure, the target has disadvantage on its next attack roll. If activating a move that requires a save, the target(s) have advantage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Mud Shot


  • Type: Ground
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You fire a glob of mud at an opponent, dealing damage with a chance to hinder your opponent's movement. Make a ranged attack against an opponent in range, dealing 1d8 + MOVE ground damage on a hit. If the natural attack roll is higher than 15, the opponent's speed becomes 0 until the end of its next turn.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Mud Sport


  • Type: Ground
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 5ft
  • Description: You cover yourself and all allies around you with thick mud, reducing the amount of electric damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to electric-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take regular damage. If you are immune to electric-type moves already, nothing happens.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Mud-Slap


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You hurl mud at a target in range. Make a ranged attack roll, doing 1d4 + MOVE ground damage on a hit. On a hit, the target adds -1 to its attack rolls for the rest of the encounter. This decrease may be stacked, up to a maximum of -5 to hit. The target may take an action to remove any mud from its face, resetting the effect.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Muddy Water


  • Type: Water
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You fire a stream of muddy water at an opponent in range. Make a ranged attack against an opponent, dealing 2d8 + MOVE water damage. If the natural attack roll is 15 or higher, the opponent has disadvantage on its next attack.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Mystical Fire


  • Type: Fire
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You summon forth a pair of mystical flames that dance around a target, dealing damage. Make a ranged attack roll against a target, dealing 1d12 + MOVE fire damage on a hit. If the target is hit with this attack, any attack roll it makes before the end of its next turn is rolled at disadvantage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Nasty Plot


  • Type: Dark
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You stimulate your brain with nasty thoughts. For the duration, you have advantage on any attacks with the Wisdom move power. If the attack requires a Wisdom saving throw, the target has disadvantage.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Natural Gift


  • Type: Varies
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You draw in power from your held berry, releasing it into a ranged attack. Make a ranged attack, dealing 1d12 + MOVE damage on a hit. The type is dependent on what berry you are holding, according to the chart below:
Type Berry
Normal Chilan
Fire Cherri, Occa
Water Chesto, Passho
Electric Pecha, Waccan
Grass Rawst, Rindo
Ice Aspear, Yache
Fighting Leppa, Chople
Poison Oran, Kebia
Ground Persim, Shucca
Type Berry
Flying Lum, Coba
Psychic Sitrus, Payapa
Bug Tanga
Rock Charti
Ghost Kasib
Dragon Haban
Dark Colbur
Steel Babiri, Razz
Fairy Roseli
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Nature Power


  • Type: Normal
  • Move Power: Varies
  • Move Time: 1 action
  • PP: 10
  • Duration: Varies
  • Range: Varies
  • Description: You call upon the powers of nature nearby and activate a move based on the terrain. The DM gets final say on what move you activate, but here are example terrain types:
Terrain Move
Cities/Roads/Buildings Swift
Sandy areas Earthquake
Volcanoes/Lava areas Fire Blast
Caves, Dark areas Shadow Ball
Rocky terrain, Mountains Rock Slide
Fields, Plains Stun Spore
Forests, Tall Grasslands Razor Leaf
Ponds/Swamps Bubblebeam
At sea Surf
Underwater Hydro Pump
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Needle Arm


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: Your arms turn to jagged, thorny needles as you strike a foe. Make a melee attack on an opponent, dealing 1d10 + MOVE grass damage on a hit. If the natural attack roll is a 15 or more, the opponent flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Night Daze


  • Type: Dark
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: A pitch black shockwave of dark energy rushes towards a target. Make a ranged attack roll, dealing 2d6 + MOVE dark damage on a hit. If the natural attack roll is 13 or more, the target rolls its next attack with disadvantage. If it activates a move that requires a saving throw, the target(s) have advantage on the roll.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Night Shade


  • Type: Ghost
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You hit an enemy with a necrotic wave of dark energy. Make a ranged attack against a target. On a hit, the ghost damage is equal to 1d6 + the user’s level.
  • Higher Levels: The damage dice roll for this move changes to 2d4+Level at level 5, 1d12+Level at level 10, and 4d4+Level at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Night Slash


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slash out at an opponent with dark power. Make a melee attack, dealing 1d12 + MOVE dark damage on a hit. This attack scores a critical hit on natural attack rolls of 19 or 20.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Nightmare


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You create a horrible nightmare in the mind of any sleeping creature within 60 feet of you, inflicting 3d6 + MOVE ghost damage automatically
  • Higher Levels: The damage dice roll for this move changes to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the other Pokemon to act before the user.

Noble Roar


  • Type: Normal
  • Move Power: STR/CHA
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You let out a stunning roar that intimidates your foe. When targeted by an attack, use this reaction to impose disadvantage on the attack roll.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Nuzzle


  • Type: Electric
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You touch an opponent with your electrified cheeks, sending electricity coursing through their veins. Make an attack roll against an opponent. On a hit, the target takes 1d4 + MOVE electric damage and is forced to make a CON save against your Move DC, becoming paralyzed on a failure.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Oblivion Wing


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You extend your wings and use a dark beam of energy to absorb your opponent's life force. Make a ranged attack against an opponent, dealing 2d6 + MOVE flying damage on a hit, recovering your own hit points by the amount of damage dealt.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Octazooka


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a blast of ink towards your opponents. Make a ranged attack roll, doing 1d10 + MOVE water damage on a hit. If the natural attack roll is 18 or more, the target must add -1 to attack rolls for the remainder of this combat.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Odor Sleuth


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 30ft, Self
  • Description: When you activate this move, choose a target in range. For the duration, the target cannot activate any move that would increase its AC. If it has already activated such a move, the effect ends immediately. In addition, for the duration, no creature in range has immunity to your Ghost, Normal, or Fighting-type moves.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Ominous Wind


  • Type: Ghost
  • Move Power: WIS/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You stir up a gust of repulsive wind that strikes an opponent in range. Make a ranged attack, dealing 1d10 + MOVE ghost damage on a hit. On a natural attack roll of 19 or 20, increase all of your ability scores by +1 for three rounds.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Origin Pulse


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: Your body glows a bright and brilliant blue, sending three beams of focused light at any creature(s) in range. Make a ranged attack for each beam, dealing 2d6 + MOVE water damage to any creature(s) you choose on each hit.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Outrage


  • Type: Dragon
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds, Concentration
  • Range: Melee
  • Description: You go into a rampage, doing several attacks without control for three rounds. This move automatically hits for 1d6 + MOVE dragon damage in the first round, 2d6 + MOVE dragon damage in the second round, and 4d6 + MOVE dragon damage in the third round. When this move ends, either after the third round or from breaking concentration, you become confused. This attack stops if concentration is broken, or the user becomes incapacitated.
  • Higher Levels: The dice used for this move changes to a d8 at level 5, a d10 at level 10, and a d12 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Overheat


  • Type: Fire
  • Move Power: STR/CON
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft
  • Description: With a roar, flames burst from your body in a 15 foot circle, centered on you. Any creature in range must roll a DEX saving throw against your Move DC, taking 5d4 + MOVE fire damage on a failure, or half as much on a success. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires an opponent saving throw, they have advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Pain Split


  • Type: Normal
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You split pain from your injuries with your attacker. Target a creature in range, forcing them to make a CON save against your Move DC. On a fail, both you and your attacker change your current health points to the average of the two. If this causes either creature to go above maximum health, they take their maximum health instead.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Parabolic Charge


  • Type: Electric
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: A sweeping electric charge arcs around you, stealing some of your opponent's energy. Force all creatures in a 30 ft circle, centered on you, to make a CON save against your Move DC, taking 1d10 + MOVE electric damage on a failure. Recover hit points equal to half the total damage dealt, but no more than 5 times your level.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Parting Shot


  • Type: Dark
  • Move Power: CHA
  • Move Time: 1 bonus action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You deliver a brutal parting threat just before switching out. Force a creature in range to make a WIS save against your Move DC, then switch out immediately. On a failure, the target deals half damage on their next turn if using a damaging move.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Pay Day


  • Type: Normal
  • Move Power: STR/DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a target, causing it to shake out its purse. Make a melee attack, doing 1d6 + MOVE normal damage on a hit. In addition, 10x the user’s level in cash is scattered on the floor until the end of combat. This release of funds can only occur once per target per combat.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Payback


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike hard in retaliation. Make a melee attack, dealing 1d8 + MOVE dark damage on a hit. If the target damaged you on the turn immediately before yours, double the dice roll for the damage of this attack.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Peck


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You hammer down on an enemy with a peck attack. Make a melee attack roll on a target, doing 1d6 + MOVE flying damage on a successful hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Perish Song


  • Type: Normal
  • Move Power: CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds
  • Range: 80ft
  • Description: You perform a song with devastating consequences to creature that hear it. All creature in range (including you) must make a CON saving throw against your Move DC. For any that fail, they faint in 3 rounds, on their turn, unless switched out by their trainer before the end of the three rounds.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Petal Blizzard


  • Type: Grass
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You stir up a blizzard of sharp petals that swirl around you. Any creature in a 30 ft circle, centered on you, must make a DEX save against your Move DC, taking 2d8 + MOVE grass damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Petal Dance


  • Type: Grass
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You dance around, releasing a flurry of sharp leaf attacks against a creature in range. Make a ranged attack roll, dealing 1d10 + MOVE grass damage on a hit. On the following turn, you may choose to use this action again to hit automatically, but if you do, you become confused at the end of your turn.
  • Higher Levels: The damage dice rolls for this move change to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Phantom Force


  • Type: Ghost
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You disappear from view and prepare to surprise your enemy with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use may your action to reappear and make a melee attack against a creature, with advantage, dealing 2d8 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Pin Missile


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You strike a creature with sharp projectiles in quick succession. Make a ranged attack roll, doing 1d4 + MOVE bug damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another projectile hits again for an additional 1d4 bug damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Play Nice


  • Type: Normal
  • Move Power: CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You convince a creature that you mean it no harm. Force a creature to make a CHA saving throw against your Move DC. On a failure, any attack the target makes on its next turn is rolled at disadvantage. If the target activates a move that requires a saving throw, you have advantage on the roll.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Play Rough


  • Type: Fairy
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You fake an opponent out with a playful attack that quickly becomes too rough. Make a melee attack against an opponent, dealing 2d8 + MOVE fairy damage on a hit. On natural attack rolls of 19 or 20, the target adds -1 to any attack it makes for the remainder of combat. This effect can be stacked to a maximum of -5 to hit.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Pluck


  • Type: Flying
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You peck at a foe, attempting to grab their held berry. Make a melee attack on an opponent, dealing 1d10 + MOVE flying damage on a hit. On a hit, if the target is holding a berry, you swallow it immediately and gain its effect.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Poison Fang


  • Type: Poison
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash forward with poisonous venom. Make a melee attack roll against an opponent, dealing 1d8 + MOVE poison damage on a hit, forcing the opponent to make a CON save against your Move DC. On a failure, the foe is poisoned. A creature poisoned by this move takes double the normal poison damage at the end of each of its turns.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Poison Gas


  • Type: Poison
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, concentration
  • Range: 40ft
  • Description: You release a toxic cloud of poisonous gas in a 10 foot radius, centered on a point within range. Any creature that starts their turn in this area must succeed on a CON save against your Move DC, taking 1d6 + MOVE poison damage on a failure, or half as much on a success. Creatures that fail this save by more than 5 become poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Poison Jab


  • Type: Poison
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You stab an opponent with an appendage steeped in poison. Make a melee attack on an opponent, dealing 2d6 + MOVE poison damage on a hit. On a natural attack roll of 16 or higher, the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Poison Powder


  • Type: Poison
  • Move Power: CON
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You release a cluster of poisonous spores that burst into the air above a target. The creature must succeed on a CON save against your Move DC, becoming poisoned on a fail.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Poison Sting


  • Type: Poison
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out at a creature with a poisonous sting. Make a melee attack roll against a target, doing 1d4 + MOVE poison damage on a hit. If the natural attack roll is 18 or more, the creature is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Poison Tail


  • Type: Poison
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: Poisonous barbs sprout from your tail as you swing it at an opponent. Make a melee attack against an opponent, dealing 1d8 + MOVE poison damage on a hit. If the natural attack roll is a 19 or 20, the move scores a critical hit and the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Pound


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You crush an opponent with a pound attack. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Powder


  • Type: Bug
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You coat a creature in an explosive powder. If the target uses a fire-type move before the end of its next turn, the powder explodes and automatically deals 2d8+MOVE typeless damage to the target.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Powder Snow


  • Type: Ice
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a blast of cold snow at an opponent. Make a ranged attack roll on an opponent, doing 1d6 + MOVE ice damage on a hit. If the natural attack roll is 18 or higher, the target is frozen.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Power Gem


  • Type: Rock
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: A ray of light bursts out of your gemstone, damaging an opponent in range. Make a ranged attack, dealing 2d6 + MOVE rock damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Power Split


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 30ft
  • Description: You use your psychic power to change your offense to match your opponent's the best you can. Force an opponent in range to make a CHA save against your Move DC. On a failure, choose either your STR, DEX, or WIS. For the duration, replace the chosen ability score with the average of your current score and your opponent's score.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Power Swap


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: 1 round
  • Range: 40ft
  • Description: As a bonus action, force an opponent in range to make a WIS save against your Move DC. On a failure, you employ your psychic power to swap a single ability score with an opponent until the end of their next turn, for purposes of attack and damage rolls.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as all the moves before it this turn.

Power Trick


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 5
  • Duration: 1 round
  • Range: Self
  • Description: You employ your psychic power to switch your own attack and defense. Until the end of your next turn, switch your AC with an ability score of your choice (Constitution not included)
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Power Whip


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You violently whirl your tentacles or vines towards a foe. Make a melee attack against an opponent, dealing 2d10 + MOVE grass damage on a hit
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Power-Up Punch


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a powerful punch that increases in strength the more you hit. Make a melee attack on a target, dealing 1d6 + MOVE fighting damage on a successful hit against the same opponent. For each successful hit, add an additional damage die, with a maximum number of damage dice equal to double the original amount. The damage resets if you miss or target a different opponent.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Precipice Blades


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You gather in the natural energy of the land around you and manifest all of the power into fearsome blades of stone. Make three ranges attack rolls against any creature(s) in range, dealing 1d10 + MOVE ground damage on each successful hit.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Present


  • Type: Normal
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You send a booby-trapped gift to an opponent. Make a ranged attack on an opponent in range. On a hit, the present explodes, doing 1d6 + MOVE normal damage. If the natural attack roll is 2 or lower, however, regardless if it hits, the present provides the target with 1d6 + MOVE hit points instead.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Protect


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You sense incoming danger and are able to quickly avoid it. When targeted by an attack, you may automatically avoid taking damage on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Psybeam


  • Type: Psychic
  • Move Power: DEX/INT/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 1d10 + MOVE psychic damage and becoming confused on a fail, and half as much without becoming confused on a save.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Psych Up


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You sync up with an opponent, copying any positive or negative stat changes affecting them due to weather or moves this combat.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Psychic


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You tap into a target’s mind, damaging their will to fight. Make a ranged attack on a creature in range, doing 2d8 + MOVE psychic damage on a hit. If the natural attack roll is 18 or higher, the target becomes confused.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Psycho Boost


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 25ft
  • Description: You send an extremely powerful wave of psychic energy at an opponent in range. Make a ranged attack roll against an opponent, dealing 2d12 + MOVE psychic damage on a hit. The power of the move exhausts you, and your next attack is done at disadvantage. If your next attack requires an opponent saving throw, they have advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
  • Contest: Clever
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Psycho Cut


  • Type: Psychic
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You tear at a foe with blades formed by psychic power. Make a ranged attack on an opponent, dealing 1d12 + MOVE psychic damage on a hit. This move scores a critical hit on natural rolls of 19 or 20.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Psycho Shift


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You employ your psychic power to transfer a status condition to someone else. Choose a willing ally (or yourself) and an opponent in range. Force the opponent to make a WIS save against your Move DC. on a failure, a status affecting the ally (or you) is transferred to the opponent instead.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Psyshock


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You materialize a psychic wave that shocks an opponent. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 4
  • Description: Badly startles the last Pokemon to act before the user.

Psystrike


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You materialize a psychic wave that shocks an opponent. Make a ranged attack, dealing 2d6 + MOVE psychic damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Psywave


  • Type: Psychic
  • Move Power: INT/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft line
  • Description: You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Punishment


  • Type: Dark
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send dark energy to punish an opponent. Make a ranged attack against an opponent, dealing 1d10 + MOVE dark damage on a hit. If the opponent is currently under the influence of a move or ability that boosts its attack, damage, or AC, increase the damage by one damage dice for each effect.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Pursuit


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: As a reaction, when a creature is fleeing or is switched out by their trainer, you may make a ranged attack roll against it, doing 1d6 + MOVE dark damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Quash


  • Type: Dark
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send dark energy at a creature in range, reducing their will to fight. The target must make a WIS save against your Move DC. On a failure, it must move to the bottom of the initiative order for this round only. Targets that have already taken their turn in this round are unaffected.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Quick Attack


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 15
  • Duration: Instantaneous
  • Range: 10ft
  • Description: You lash out with a quick unarmed strike at a creature in range. As a bonus action, you can immediately move up to 10ft and make a melee attack against a creature in range without taking an attack of opportunity, doing 1d4 normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Quick Guard


  • Type: Fighting
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You have the ability to rush to the aid of an ally at the start of combat. If an ally in range (or you) is attacked on the very first turn of the very first round of combat, you may use your reaction to negate any damage dealt.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Quiver Dance


  • Type: Bug
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You lightly perform a mystical dance. For the duration, add +1 to your AC, attack rolls, and damage.
  • Higher Levels: Add +2 to your AC at level 10 and above.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Rage


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You go into a fit of rage, attacking with relentless fury. While you are raging, you gain +1 on all damage rolls (only once per turn for multi-attack moves like Swift, Fury Swipes, Bubble, etc.), have resistance to normal damage, and have advantage on all Strength checks. Your rage ends if you are incapacitated or if you have not attacked a hostile target since your last turn or taken any damage since then.
  • Higher Levels: For damage when raging, the bonus changes to +2 at level 5, +4 at level 10, and +6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Rage Powder


  • Type: Bug
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute
  • Range: 15ft cone
  • Description: You scatter a cloud of irritating powder, drawing attacks to yourself. Any creature in a 15 foot cone must make a WIS saving throw against your Move DC. On a failure, the creature(s) can only use damaging moves that target you for the duration. Any creature affected can repeat the save at the end of each of its turns to shake off the effect.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Rain Dance


  • Type: Water
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 5 rounds
  • Range: Self
  • Description: You summon a heavy rainfall that covers the battlefield for 5 rounds.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Rapid Spin


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with an incredibly fast spinning move. Make a melee attack roll against an opponent, doing 1d4 + MOVE normal damage on a hit. In addition, this move automatically frees the user from Leech Seed or anything causing it to be grappled or restrained. It is removed from these statuses before it rolls to hit.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Razor Leaf


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You send a razor-sharp leaf at a creature in range at tremendous speed. Make a ranged attack roll, doing 1d8 + MOVE grass damage on a hit. Razor Leaf results in a critical hit on 19s and 20s
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Razor Shell


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike an opponent with a razor-sharp shell. Make a melee attack on an opponent, dealing 1d12 + MOVE water damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Razor Wind


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action, charge
  • PP: 5
  • Duration: 1 round, Concentration
  • Range: Self/20ft
  • Description: When you use this move, strong winds begin to circle around you, granting +2 to AC. On your next turn, if you keep your concentration, you release those winds as an action in a 20 foot radius, centered on you. Each creature in the area must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Recover


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You extend a healing energy to recover the hit points of a creature in range. The target regains 1d6 + MOVE hit points.
  • Higher Levels: The dice roll for healing increases to 2d6 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Recycle


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You summon a previously discarded item back into your hands. If you used a consumable held item any time within the last 5 turns, you can activate this move to take advantage of the same effect one last time. This move may not be used in the same round the held item was used.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Reflect


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: When you are hit by a melee attack, use your reaction to take half the damage dealt.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Reflect Type


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 40ft
  • Description: Your body flashes into a mirror for just a moment. When it returns to normal, you take on the type of an opponent in range.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Refresh


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: A wave of healing energy washes over you, curing poison, paralysis, and burn.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Relic Song


  • Type: Normal
  • Move Power: CHA/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft circle
  • Description: You sing an ancient song that damages opponents in range with the chance to put them asleep. Any creature in a 20ft circle, centered on you, must make a CON save against your Move DC, taking 1d12 + MOVE normal damage on a failure, or half as much on a success. Any creature that fails the save by more than 5 is put to sleep.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Rest


  • Type: Psychic
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You put yourself to sleep but recover 4d6 + MOVE hit points in the process.
  • Higher Levels: The dice roll for healing increases to 6d6 at level 5, 8d6 at level 10, and 8d10 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Retaliate


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You rush to avenge a fallen ally. When an opponent causes an ally to faint, you may move up to your speed to immediately rush forward and make a melee attack roll on the opponent, dealing 1d12 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Return


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out at an opponent, in hopes it will please your trainer. Make a melee attack roll against an opponent, doing 1d6 + MOVE on a hit. When you make this attack, add an additional bonus to hit and damage equal to the number of levels you are above zero on the Loyalty Chart.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Revenge


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You invoke a fight within to retaliate against a foe that damages you. After taking damage from a melee attack, you may use a reaction to make a melee attack against the attacker, doing 1d4 + MOVE fighting damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Reversal


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You unleash an all-out attack that is stronger the less HP you have. Make a melee attack roll against an opponent, doing 1d6 + MOVE fighting damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Roar


  • Type: Normal
  • Move Power: STR/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You release an intimidating roar at a creature in range. The target must make a CHA save against your Move DC, fleeing from battle on fail. You gain no experience from a fleeing creature, and the move automatically fails in trainer battles. A creature that succeeds on this saving throw is unaffected by future attempts during this combat.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Roar of Time


  • Type: Dragon
  • Move Power: STR/WIS
  • Move Time: 1+1d4 actions, recharge
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft radius
  • Description: You unleash a roar that has the power to distort time. All creatures within 40 feet of you must make a WIS save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. When the initial move is activated, roll 1d4 and take a number of additional actions equal to the result, before the end of your turn. Roar of Time may not be used as one of the additional actions. This move drains you of energy, and you may not make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  • Contest: Beauty
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Rock Blast


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You summon a series of rocks that fire their way towards an opponent. Make a ranged attack roll, doing 1d4 + MOVE rock damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 rock damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Rock Climb


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You charge at a foe with attack that attempts to confuse. Make a melee attack, dealing 2d8 + MOVE normal damage on a hit. On natural attack rolls of 17 or higher, the target becomes confused.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Rock Polish


  • Type: Rock
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: Self
  • Description: You polish your body to a fine shine to reduce friction. When activating this move, increase your AC by 1 and your speed by 10 feet for the duration. This move can be stacked to a maximum of +5 to AC and +50 to speed.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Rock Slide


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 80ft
  • Description: Large boulders appear above an enemy creature in range, crashing down on top of them. The target must make a DEX save against your Move DC, taking 1d12 + MOVE rock damage and falling prone on a failed save, and half as much without falling prone on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Rock Smash


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with a rock-crushing attack that may lower a user’s defense. Make an attack roll against an opponent, doing 1d6 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target’s AC decreases by 1 while it remains in battle.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Rock Throw


  • Type: Rock
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Rock Tomb


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You summon a collection of boulders that attempt to surround a foe. Force an opponent in range to make a STR saving throw against your Move DC. On a failure, the opponent takes 1d10 + MOVE rock damage and is restrained. The target may make a STR saving throw against your Move DC at the beginning of each of its turns to attempt to release themselves from the rock.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Rock Wrecker


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action, recharge
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You summon a huge boulder and launch it at a foe in range. Make a ranged attack, dealing 3d10 + MOVE rock damage on a hit. This move saps you of energy, and you may not make any attack until after the end of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Role Play


  • Type: Psychic
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute
  • Range: 50ft
  • Description: You attempt to copy an opponent's abilities for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, replace one of your own current abilities with one of theirs.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Rolling Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You swing your feet around in a wide arc to strike a foe. Make a melee attack roll, doing 1d10 + MOVE fighting damage on a hit. If the natural attack roll is 18 or more, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Rollout


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You roll into a foe, repeatedly making attacks with increasing strength. Make a melee attack on an opponent, doing 1d6 + MOVE rock damage on a hit. If you use this move in back to back turns, double the dice on each hit for a maximum of 5 successive turns. Ex: 1d6 on first hit, 2d6 on second, 4d6, 8d6, 16d6. The damage resets if any of the attacks miss, or if you are incapacitated.
  • Higher Levels: The damage dice changes to a d8 at level 5, a d10 at level 10, and a d12 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Roost


  • Type: Flying
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 round
  • Range: Self
  • Description: You land on the ground to rest your body. Regain 2d6 + MOVE hit points but lose your ground-type immunity until beginning of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 3d6 at level 5, 5d6 at level 10, and 8d6 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Rototiller


  • Type: Ground
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 50ft
  • Description: You imbue the ground around you with a mystical layer of natural energy, like tilling fresh soil. For three rounds, grass-type creatures double their STAB bonus when activating a grass-type move within the affected area.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Round


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You attack a foe's mind with a harsh song. Select a target in range and force them to make a WIS save against your Move DC. On a failure, the target takes 1d10 + MOVE normal damage. If an ally in range also knows this move, they can join in the song as a reaction to add an additional damage dice.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d10 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Sacred Fire


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You unleash a devastating, concentrated blast of flame at a single target in range. Make a ranged attack roll, doing 4d4 + MOVE fire damage on a hit. If the natural attack roll is 10 or more, the target is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Sacred Sword


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to pierce an enemy with one of your sharp appendages. Make a melee attack, dealing 2d8 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Safeguard


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: 3 rounds
  • Range: 50ft
  • Description: You and all allies in range boost their defense. For the duration, anyone affected is protected from any new negative status conditions.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Sand Attack


  • Type: Ground
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Sand Tomb


  • Type: Ground
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You attempt to summon a wave of sand that surrounds your opponent. Make a ranged attack roll. On a hit, the target takes 1d4 + MOVE ground damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. While a creature is restrained, you may continue this move, as a bonus action, to do an automatic 1d4 ground damage without having to make an attack roll.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Sandstorm


  • Type: Rock
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds, Concentration
  • Range: 100ft
  • Description: You stir up a massive sandstorm in a 30 foot radius, centered on a point in range. Any non rock-, steel-, or ground-type creature in the area at the beginning of their turn take an amount of rock damage equal to their level divided by 4, rounded up. The Sandstorm lasts for 5 rounds.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Scald


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You instantly boil water within you to a damaging temperature, blasting an opponent with its heat. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. On a natural attack roll of 15 or more, the target is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Scary Face


  • Type: Normal
  • Move Power: STR/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You put on your scariest face, attempting to paralyze an opponent with fear. Force a target in range to make a WIS save against your Move DC. On a fail, the target is paralyzed.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Scratch


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slash out at a creature in range. Make a melee attack, doing 1d6 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Screech


  • Type: Normal
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 20ft
  • Description: You let out a horrible screech at enemy creature in a 20 foot radius, centered on you, distracting them and opening up their defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target an affected creature with for the duration. This modifier can be stacked if a creature fails multiple screech saves, up to a maximum of +5.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Searing Shot


  • Type: Fire
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 10ft circle
  • Description: Searing hot flames lick out at opponents in a 10 foot circle, centered on you. Any creature in range must make a DEX save against your Move DC, taking 4d4 + MOVE fire damage on a failure, or half as much on a success. If a target fails the save by more than 5, it is burned.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Secret Power


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a foe with unknown power. Make a melee attack roll against an opponent, dealing 1d12 + MOVE normal damage on a hit. On a natural attack roll of 15 or higher, roll a d6 and cause the random effect.
d6 Effect
1 Poison
2 Burn
3 Confusion
4 Frozen
5 Paralysis
6 Sleep

  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Secret Sword


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to pierce an enemy with one of your sharp appendages. Make a melee attack, dealing 2d6 + MOVE fighting damage on a hit. This move ignores any boosts affecting the target's AC.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Seed Bomb


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You fire a series of hard seeds that crash down on top of an opponent in range. Make a ranged attack, dealing 2d6 + MOVE grass damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Seed Flare


  • Type: Grass
  • Move Power: CON
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You release a bright shockwave from your body, damaging all creatures within 20 feet of you. Any creature in range must make a CON save against your Move DC, taking 2d10 + MOVE grass damage on a failure, or half as much on a success. Until the end of your next turn, any attack roll made against a target that failed is rolled at advantage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Seismic Toss


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to throw a creature into the ground with tremendous force. Make a melee attack roll, doing fighting damage equal to the opponent’s level on a hit, double on a critical hit. Seismic Toss results in a critical hit on 19s and 20s.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Self-Destruct


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You release a massive explosion in a 30 foot radius, fainting immediately after the attack. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hit points left, the damage is halved for a failed save, and quartered for a success.
  • Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  • Contest: Beauty
  • Appeal: 8
  • Jam: 0
  • Description: A move of huge appeal, but using it prevents the user from taking further contest moves.

Shadow Ball


  • Type: Ghost
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You hurl a sphere of magical darkness at an opponent. Make a ranged attack, doing 2d6 + MOVE ghost damage on a hit. On a hit, the ball expands and covers the opponents face, granting them a -2 to hit on their next attack.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Shadow Claw


  • Type: Ghost
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You strike with a sharp claw made from shadows in range. Make a ranged attack, dealing 1d12 + MOVE ghost damage on a hit. This move scores a critical hit on natural attack rolls of 19 and 20.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move

Shadow Force


  • Type: Ghost
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You disappear from view and prepare to surprise your enemy with an attack. When you activate this move, you become invisible and immune to any attacks of opportunity. You cannot be targeted by attacks while you are invisible. On your next turn, you use may your action to reappear and make a melee attack against a creature, with advantage, dealing 2d10 + MOVE ghost damage on a successful hit. Protect and Detect reactions may not be used when hit by this attack.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Shadow Punch


  • Type: Ghost
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You throw a punch from the surrounding shadows, unavoidable by any enemy. This move is guaranteed to hit for 1d4 + MOVE ghost damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Shadow Sneak


  • Type: Ghost
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You extend your shadow to strike an opponent from behind. As a bonus action, you can control your shadow to make an attack roll against a target within melee range dealing 1d4 normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Sharpen


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You collect your focus, sharpening your combat skills. You may add 1d4 to all attack rolls for the duration. At level 10, the dice you can add changes to 1d6.
  • Higher Levels: The dice roll for this move changes to 1d6 at level 10.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Sheer Cold


  • Type: Ice
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a chill down the spine of an opponent, freezing its core. Choose a target in range and roll a d20. On a 20, the target faints. On any other roll, this move has no effect. If the target's level is 10 more than your own, this move automatically fails.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Shell Smash


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute
  • Range: Self
  • Description: You break off a piece of your shell, lowering your AC, but improving your attack. When you activate this move, lower your AC by 1, but increase your attack and damage rolls by 1 for the duration. This move cannot stack.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Shift Gear


  • Type: Steel
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: You rotate your gears quickly, raising your attack and speed. When you activate this move, add +1 to your attack and damage rolls, and +10 to your speed for the duration.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Shock Wave


  • Type: Electric
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 15ft cone
  • Description: A burst of electric energy glides forward, striking anything in a 15 foot cone. This move is guaranteed to hit all creatures caught in the wave for 1d4 + MOVE electric damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Signal Beam


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: A flashing beam strikes an opponent in range. Make a ranged attack roll against an opponent, dealing 1d12 + MOVE bug damage on a hit. On a natural attack roll of 19 or 20, the beam confuses the opponent.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Silver Wind


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You strike a foe with a battering wind of silver dust. Make a ranged attack roll against a creature, doing 1d10 + MOVE bug damage on a hit. On a natural roll of 19 or 20, all of your ability scores go up by 1 while you remain in battle. This move can be stacked for a maximum of +5 to all ability scores.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Simple Beam


  • Type: Normal
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 30ft
  • Description: You use a mysterious psychic energy to change a target's ability to Simple. Force a target in range to make a WIS saving throw against your Move DC. On a failure, choose one of the target's abilities and change it to Simple for the duration.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Sing


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You sing a beautiful song in an attempt to put enemy creature to to sleep. Roll 5d8; the total is how many hit points of creature this move can affect. Opponents within 30 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this move falls asleep. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
  • Higher Levels: The number of hit points affected changes to 7d8 at level 5, 6d12 at level 10, and 11d8 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Sketch


  • Type: Normal
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 1
  • Duration: instantaneous
  • Range: Self
  • Description: When any move is activated within sight of you, use a reaction to copy it to your move list, replacing it with one instance of Sketch in your current move list permanently.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Skill Swap


  • Type: Psychic
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute
  • Range: 50ft
  • Description: You attempt to swap abilities with an opponent for the duration. Select a target in range and force them to make a WIS saving throw against your Move DC. On a failure, choose which abilities to switch for the duration.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Skull Bash


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action, charge
  • PP: 3
  • Duration: 1 round, Concentration
  • Range: 50ft
  • Description: When you use this move, you lower your head and prepare to strike a foe within range. On your next turn’s action, if you keep your concentration, you charge at a creature in range, ignoring your walking speed and any opportunity attacks you may incur. Make a melee attack roll, doing 5d4 + MOVE normal damage on a hit. A creature hit with this attack must succeed on a STR saving throw against your Move DC or be knocked prone.
  • Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 5d8 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Sky Attack


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action, charge
  • PP: 3
  • Duration: 1 round, Concentration
  • Range: 80ft
  • Description: When you use this move, you flap your wings menacingly and prepare to strike a foe within range. On your next turn’s action, if you keep your concentration, you dive at a creature in range, ignoring your flying speed and any opportunity attacks you may incur. Make a melee attack roll, doing 3d8 + MOVE flying damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Sky Drop


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 round, Concentration
  • Range: Melee
  • Description: You reach out in an attempt to lift an opponent up in the air for a slamming attack. When you activate this move, make a melee attack roll. On a hit, the target is grappled. The target may use its next action to attempt a STR save against your Move DC to get free. If it does not succeed, and you maintain your concentration, you may use your action on your next turn to lift the creature into the air, dropping it to the ground for 2d10 + MOVE flying damage. Flying-type creatures or ones under the effect of Levitate, Magnet Rise or other similar abilities/moves are not damaged.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Sky Uppercut


  • Type: Fighting
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You unleash a devastating uppercutting fist that continues to strike skyward with force. Make a ranged attack roll against an opponent, dealing 2d6 + MOVE fighting damage on a hit. This move can target enemies in the invulnerable stages of Fly, Bounce and Sky Drop, if the opponent used that move within range.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Slack Off


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 2 rounds
  • Range: Self
  • Description: You give yourself a break, healing your wounds. When you activate this move, you lose your turn for the next two rounds. At the end of your next turn, regain half of your maximum hit points.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Slam


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You crush an opponent with a slam attack. Make a melee attack roll against a target, doing 2d6 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Slash


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slash out at a creature in range. Make a melee attack, doing 1d12 + MOVE normal damage on a hit. Slash results in a critical hit on 19s and 20s.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move

Sleep Powder


  • Type: Grass
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You release a cluster of spores at a creature in range, attempting to put them to sleep. The target must make a CON saving throw against your Move DC or fall asleep.
  • Contest: Clever
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the other Pokemon to act before the user.

Sleep Talk


  • Type: Normal
  • Move Power: Varies
  • Move Time: 1 action
  • PP: 5
  • Duration: Varies
  • Range: Varies
  • Description: This move can only be used if you are asleep. While asleep, activate a random move from your move list (not Sleep Talk) that has a move time of 1 action.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Sludge


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You spew poisonous sludge at an enemy creature in range. Make a ranged attack, doing 1d10 + MOVE poison damage on a hit. The creature must make a CON save against your Move DC or become poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Sludge Bomb


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You hurl a mass of sticky sludge that may poison opponents in its blast. Make a ranged attack roll against a target. On a hit, the target takes 2d8 + MOVE poison damage and the area in a 5 foot radius around it is covered in sludge. Any creature in that area at the beginning of their turn must make a CON save against your Move DC or become poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Sludge Wave


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a wave of poisonous sludge at an opponent in range. Make a ranged attack, dealing 2d8 + MOVE poison damage on a hit. On a natural attack roll of 19 or 20, the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Smack Down


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You throw a solid piece of stone at an opponent in an attempt to bring them to the ground. Make a ranged attack, dealing 1d8 + MOVE rock damage on a hit. On a hit, any raised creature (ones with the flying type, Levitate, Magnet Rise, etc. moves) is knocked prone and loses its immunity to ground-type moves until it can move again.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Smart Strike


  • Type: Steel
  • Move Power: STR/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You pinpoint the perfect place to strike an opponent with a horn as strong as steel. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: N/A
  • Appeal:
  • Jam:
  • Description:

Smelling Salts


  • Type: Normal
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You procure a handful of strong-smelling salt, damaging an opponent's senses. Make a ranged attack against a target, dealing 1d12 + MOVE normal damage on a hit. If the target is paralyzed, double the dice roll for the damage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Smog


  • Type: Poison
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 round
  • Range: 30ft
  • Description: You create a fog of poisonous smog in a 15 foot radius, centered on a point within range. Creatures that begin their turn in the area take 1d4 + MOVE poison damage and must succeed on a CON save against your Move DC or become poisoned. The area of smog is considered difficult terrain, and any attacks make from inside it are done at disadvantage. The smog cloud dissipates at the beginning of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Smokescreen


  • Type: Normal
  • Move Power: CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: 30ft
  • Description: You conjure a line of smoke on the battlefield, 60 feet long and 5 feet thick. The area on either side is obscured and imposes disadvantage on any ranged attacks made by a creature targeting another on the opposite side. Any creature inside the wall of smoke, when it is conjured, must make a CON save against your Move DC or become blinded for the duration. A blinded creature can repeat the save at the beginning of its turns to remove the effect on a success.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Snarl


  • Type: Dark
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You release a harsh growl at an opponent, damaging their willpower. Force an opponent to make a WIS save against your Move DC. On a failure, the target takes 1d8 + MOVE dark damage. If you are the target of its next attack, the attack is rolled at disadvantage.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Snatch


  • Type: Dark
  • Move Power: DEX
  • Move Time: 1 reaction
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You call upon dark energy to steal an effect from an opponent. When an opponent in range activates a move with a positive effect on itself (curing negative status effect, boosting stats, healing, etc.), force it to make a WIS save against your Move DC. On a failure, you gain the positive effect and the opponent's move fails.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Snore


  • Type: Normal
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: instantaneous
  • Range: 50ft
  • Description: While you are asleep, you may activate this move to create a harsh noise that damages all creature within range for 1d8 + MOVE normal damage.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Soak


  • Type: Water
  • Move Power: STR/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 50ft
  • Description: You fire a torrent of water at an opponent with such force that it leaves lasting effects. Force a target in range to make a CON save against your Move DC. On a failure, their type changes to water.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Soft-Boiled


  • Type: Normal
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: Heal a creature in range for 2d6 + MOVE hit points.
  • Higher Levels: The dice roll for healing changes to 4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Solar Beam


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action, charge
  • PP: 5
  • Duration: 1 round, Concentration
  • Range: 80ft line
  • Description: When you use this move, soak in solar energy and prepare to unleash a devastating beam. On your next turn, if you keep your concentration, use an action to create an 80 foot line of solar energy, 5 feet wide. Any creature caught in the line must succeed on a DEX save or take 3d8 + MOVE grass damage on a fail and half as much on a save. If this move in used in daylight, the damage increases by 2d6.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Sonic Boom


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You unleash a deafening sound that harms creature in a 20 foot circle, centered on you. Creatures in range must make a CON save against your Move DC, taking 20 flat damage on a fail.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Spacial Rend


  • Type: Dragon
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You release a powerful shockwave that tears through foes and the space around them. All creatures within 50 feet of you must make a CON save against your Move DC, taking 5d6 + MOVE dragon damage on a failure, or half as much on a success. Creatures that fail this save by more than 5 become uncontrollable and are sucked into the Ethereal Plane where they must remain for 1d4 rounds, appearing in the same location when they return.
  • Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Spark


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with an electrified tackle with a chance to paralyze a target. Make a melee attack roll against an opponent, doing 1d10 + MOVE electric damage on a hit. If the natural attack roll is 18 or higher, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Spider Web


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute
  • Range: 40ft
  • Description: You fire a sticky web that attempts to restrain an opponent. Make a ranged attack roll on a target in range. On a hit, the target is covered in web. While covered, it is restrained and cannot flee or be switched out. The target can use an action on its turn to escape with a STR save against your Move DC.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Spike Cannon


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You fire a series of sharp spikes at a creature in range. Make a ranged attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice rolls for this move change to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Spikes


  • Type: Ground
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 5
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You set a trap of spikes that hurts creature that come into battle. If a trainer is in range and switches out a creature, you can spend a reaction to make a ranged attack on the incoming creature with spikes that come out of the ground, doing 1d6 + MOVE ground damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Spiky Shield


  • Type: Grass
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You quickly raise a spiked shield to protect yourself from damage. When you are hit by a melee attack, use your reaction to ignore damage, dealing grass damage equal to your proficiency modifier to the attacker instead. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Spit Up


  • Type: Normal
  • Move Power: CON/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: The power of energy stored by Stockpile is released about a foe. Make a ranged attack against an opponent, dealing a base 1d6 + Move normal damage on a hit. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Spite


  • Type: Ghost
  • Move Power: WIS
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: When hit with an attack, you can spend a reaction to attempt to drain the attacker’s PP, if they are in range. Force the attacker to make a WIS save against your Move DC. On a fail, roll a d4. The PP of the move that attacked you is decreased by that number.
  • Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Splash


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Self
  • Description: You flail around on the ground, doing no damage and looking ridiculous, but you can leap up to 50 feet in the air.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Spore


  • Type: Grass
  • Move Power: DEX/WIS
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: When you are hit by a melee attack, you can use your reaction to release a spore that attempts to put your attacker to sleep. The creature must make a WIS save against your Move DC, falling asleep on a fail.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Spotlight


  • Type: Normal
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 80ft
  • Description: You shine a bright light on a creature in range that follows them around the battlefield. The target must make a DEX save against your Move DC. On a fail, attacks against that creature have advantage for the duration.
  • Contest: N/A
  • Appeal:
  • Jam:
  • Description:

Stealth Rock


  • Type: Rock
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You quickly summon a trap of sharp rocks that hurts a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack, dealing 1d8 + MOVE rock damage to the incoming creature on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Steam Eruption


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You shoot out a cone of intensely hot steam from your body, immersing your foes. Any creature in the area must make a DEX save against your Move DC, taking 3d6 + MOVE water damage on a failure, or half as much on a success. If a target fails the save by 5 or more, it becomes burned.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Steamroller


  • Type: Bug
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You roll up your body and roll over an opponent. Make a melee attack roll, dealing 1d10 + MOVE bug damage on a hit. If your natural attack roll is 15 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Steel Wing


  • Type: Steel
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a foe hard with outstretched wings. Make a melee attack on an opponent, doing 1d12 + MOVE steel damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Sticky Web


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You quickly fire a sticky web at a creature entering the battle. When a creature is switched into battle, you may use your reaction to make a ranged attack on the creature. On a hit, the target is restrained. The creature may make a STR save against your Move DC at the beginning of each of its turns to escape the web.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Stockpile


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Self
  • Description: You use your action to store energy for a Spit Up or Swallow move, increasing your defense. Raise your AC by 1 until you use one of those two moves. This move may be stacked a maximum of 3 times before the energy is used.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Stomp


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You raise your feet up for a stomp attack. Make a melee attack roll against a target, doing 1d10 + MOVE normal damage on a hit. If the natural attack roll is 18 or more, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Stone Edge


  • Type: Rock
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 60ft
  • Description: The earth moves beneath an enemy’s feet as sharp stone pierce through the ground underneath them. Creatures in a 10 foot radius centered on a point you choose in range must make a DEX save against your MOVE DC, taking 4d4 + MOVE rock damage on a fail, or half as much on a save.
  • Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Stored Power


  • Type: Psychic
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You use your psychic energy to attack with stored power. Make a ranged attack, dealing 1d6 + MOVE psychic damage on a hit. Add an additional damage dice for each bonus applied to any of your attack, damage, or AC stats. (For example, if you or an ally has activated a move(s) that is currently boosting your AC, attack, and damage rolls by +1, add three additional damage dice.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Storm Throw


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a target with a fierce blow. Make a melee attack on an opponent, dealing 2d10 + MOVE fighting damage on a hit. If a target is immune to the damage from critical hits, halve the damage dealt by this attack.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Strength


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out at a creature with brute strength. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. On a hit, you may also choose to push the creature 5 feet away.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

String Shot


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: 1 minute
  • Range: 60ft
  • Description: You unleash sticky string at a creature in range, slowing it down. Make a ranged attack roll against a target. On a hit, the target’s speed is reduced by 10 for the duration. The move is stackable to any amount. The target may take an action to attempt to get rid of any string with a STR save against your Move DC. If this reduction in speed causes their speed to be 0, they are restrained.
  • Contest: Clever
  • Appeal: 2
  • Jam: 3
  • Description: Startles the last Pokemon to act before the user.

Struggle


  • Type: Typeless
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: Unlimited
  • Duration: Instantaneous
  • Range: Melee
  • Description: This move is known by all Pokémon and can be used at any time. Make a melee attack roll, doing damage equal to 2 + MOVE normal damage on a hit.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Struggle Bug


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: instantaneous
  • Range: Melee
  • Description: You resist an attack, fighting back against an opponent. When hit by a melee attack, you may use a reaction to immediately retaliate with an attack roll of your own, dealing 1d6 + MOVE bug damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Stun Spore


  • Type: Grass
  • Move Power: CON
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: When you are hit by a melee attack, you can use your reaction to release a spore that attempts to stun your attacker. The creature must make a CON save against your Move DC, becoming paralyzed on a fail.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Submission


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt a forceful grapple on a target. Make a melee attack, doing 2d6 + MOVE fighting damage on a hit, but taking a quarter of the damage dealt in recoil. On a hit, the target is grappled. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 2d6 fighting damage with a quarter of the damage dealt in recoil.
  • Higher Levels: The damage dice rolls for this move change to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Substitute


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You create a duplicate of yourself that copies a quarter of your current HP (rounded down). This substitute moves with you, has an AC of 1 and takes all damage and status ailments you would normally take until it is destroyed. If the damage done is enough to destroy the substitute, you take the remaining damage.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Sucker Punch


  • Type: Dark
  • Move Power: STR/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lay in a quick punch before an opponent has a chance to attack. When targeted by a melee attack, you may use your reaction to attempt to strike an opponent before its attack is rolled. Make a melee attack, dealing 1d6 + MOVE dark damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Sunny Day


  • Type: Fire
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 5 rounds
  • Range: Self
  • Description: You change the weather to harsh sunlight for 5 rounds.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Super Fang


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with an incredible fang attack. Make a melee attack, doing 2d6 +MOVE normal damage on a hit. On critical hits, instead of doubling the dice, you can choose to do damage equal to half the target’s current HP (up to a maximum of 5x your level).
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Superpower


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike a foe with incredible power - but with great power comes great responsibility. Make a melee attack against an opponent, dealing 4d6 + MOVE fighting damage on a hit. This move exhausts you, and your STR and DEX ability scores are set to 10 while you remain in battle.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 6d8 at level 10, and 6d12 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Supersonic


  • Type: Normal
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You emit a high-pitched screech heard only by the target. Choose a target in range. The target must pass a WIS saving throw against your Move DC or become confused.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Makes audience expect little of other contestants.

Surf


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft cone
  • Description: You create a powerful wave that crashes down on an opponent in a 30ft cone, centered on you. Any creature caught in the blast must make a DEX saving throw, taking 2d8 + MOVE water damage and falling prone on a failure, or half as much without falling prone on a success.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 2
  • Description: Startles all of the Pokemon to act before the user.

Swagger


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: Force a target in range to make a WIS save against your Move DC. On a fail, the target is confused, but it adds +2 to its attack rolls while confused.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Swallow


  • Type: Normal
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self
  • Description: You absorb your Stockpiled energy to heal your wounds. When activated after using Stockpile, regain a base 1d6 + Move hit points. The dice roll is doubled if two rounds of energy were Stockpiled. The dice roll is tripled if three rounds of energy were Stockpiled.
  • Higher Levels: The base healing dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Sweet Kiss


  • Type: Fairy
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lay a kiss on an opponent, attempting to confuse them. The target must make a CHA saving throw against your Move DC or become confused.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Sweet Scent


  • Type: Normal
  • Move Power: CON/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You release a sweet smell directed at a target in range. The target must make a CHA save against your Move DC. On a fail, you have advantage on your next two attacks against that target.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Swift


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You fire two projectiles at any creature you choose in range. They do not have to target the same creature. Each hit for 1d4 normal damage. This move also targets creature during the invulnerable stages of Dig, Fly, Bounce, etc.
  • Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at level 10, and 6 projectiles at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes first this turn.

Switcheroo


  • Type: Dark
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: Your hands move with incredible speed as you attempt to switch held items with an opponent. Force an opponent to make a DEX save against your Move DC. On a failure, you take their held item and replace it with your own. If you do not have a held item, you simply take theirs without replacement.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Swords Dance


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: A frenetic dance to uplift the fighting spirit. This sharply raises the user's attack. When you activate this move, increase your attack and damage rolls by +1. This move can be stacked to a maximum of +3.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Synchronoise


  • Type: Psychic
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft circle
  • Description: You emit a strange soundwave that only damages creature that share a type with you. Any creature within a 20ft circle that shares at least one of your types must make a CON save against your Move DC, taking 2d10 + MOVE psychic damage on a failure, or half as much on a success.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Synthesis


  • Type: Grass
  • Move Power: CON
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: You regenerate from the inside, healing some of your wounds. Heal yourself for 2d6 + MOVE hit points.
  • Higher Levels: The healing dice roll for this move changes to 4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
  • Contest: Clever
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Tackle


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You rush forward and slam into an opponent. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Tail Glow


  • Type: Bug
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: Self
  • Description: Your tail emits a flash of light, boosting your attack. For the duration, double your STAB damage.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Gets the Pokemon pumped up. Helps prevent nervousness, too.

Tail Slap


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out against an opponent with a quick-hitting, hard tail. Make a melee attack roll, doing 1d4 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cute
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Tail Whip


  • Type: Normal
  • Move Power: CHA/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: 1 minute
  • Range: 100ft
  • Description: You shake your tail at a target, distracting it and opening up its defenses. The creature must make a WIS save against your Move DC. On a fail, allies add +1 to any attack they target it with for the duration. This modifier can be stacked if it fails multiple tail whip saves, up to a maximum of +5.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Tailwind


  • Type: Flying
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: 1 minute, Concentration
  • Range: 30ft circle
  • Description: You whip up a turbulent whirlwind that boosts the speed of you and all allies in a 30 foot circle, centered on you. The wind only follows you and your allies, doubling their movement speed for the duration.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Take Down


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You sacrifice your own position to take down an opponent. Roll a melee attack roll. On a hit, you deal 2d8 + MOVE normal damage, taking a quarter of the total damage (rounded down) in recoil.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Taunt


  • Type: Dark
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute, Concentration
  • Range: 40ft
  • Description: You taunt an opponent to only attack you with damaging attacks. Choose a target in range and force it to make a WIS saving throw against your Move DC. On a failure, the target can only use damaging attacks that target you for the duration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Techno Blast


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 40ft line
  • Description: You fire a powerful beam of pure light. The line is 40 feet long and 5 feet wide, and all creatures caught in the blast must make a DEX save against your Move DC, taking 2d10 + MOVE damage on a failure, or half as much on a success. The damage type is dependent on the Drive the user holds. (Burn Drive - Fire, Chill Drive - Ice, Douse Drive - Water, Shock Drive - Electric)
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works well if the user is pumped up.

Teeter Dance


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You start to perform a difficult dance, confusing all creatures in range. Creatures in a 20 foot circle around you must make a WIS save against your Move DC, becoming confused on a fail.
  • Contest: Cute
  • Appeal: 4
  • Jam: 4
  • Description: Startles all other Pokemon. User cannot act in the next turn.

Telekinesis


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 3
  • Duration: 3 rounds, Concentration
  • Range: 20ft
  • Description: You use your psychic power to attempt to hold a create above the ground, making in vulnerable to attacks. Force a creature in range to make a CON save against your Move DC. On a failure, the creature is grappled and restrained for the duration, unable to release itself as long as you hold your concentration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Teleport


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You disappear from view and reappear at an unoccupied point within range. This does not provoke attack of opportunity. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Thief


  • Type: Dark
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with a quick attack that may steal an opponent’s held item. Make a melee attack against an opponent, doing 1d10 + MOVE dark damage on a hit. If the user does not have an item held, the target must make a DEX save against your Move DC or have their item stolen by the user.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Shows off the Pokemon’s appeal about as well as the move used just before it.

Thousand Arrows


  • Type: Ground
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 100ft
  • Description: You summon forth a volley of green arrows to pierce your foes. All creatures in a 30 foot radius, centered on a point within range, must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a hit, or half as much on a save. Flying-type creatures or ones with Levitate, Magnet Rise, or similar ability CAN be hit by this move. Any creature that fails the saving throw falls to the ground and is now grounded. Grounded creatures are susceptible to ground-type moves until they raise up, regardless of their type or ability.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Thousand Waves


  • Type: Ground
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 600ft cone
  • Description: A wave of green energy courses through the battlefield in a 60 foot cone, centered on you. Any creature caught in the wave must make a DEX save against your Move DC, taking 2d8 + MOVE ground damage on a failure, or half as much on a success. Any creature that fails the saving throw cannot flee or be switched out as long as you remain in battle.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Thrash


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You thrash about wildly, doing several attacks without control. Make a melee attack roll, doing 1d10 + MOVE normal damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d10 normal damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of two additional hits. At the end of this attack, you become confused.
  • Higher Levels: The damage dice rolls for this move change to 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Thunder


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 20ft
  • Description: Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the more excited the crowd is.

Thunder Fang


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to pierce an opponent with electric fangs. Make a melee attack, dealing 1d10 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed and flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move

Thunder Punch


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: Your punches are imbued with electric energy. Make a melee attack on a target, doing 1d12 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Thunder Shock


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You deliver an electric shock to a target in range. Make a ranged attack, doing 1d6 + MOVE electric damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Thunder Wave


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You send a wave of electric energy that surrounds a creature in range. The target must make a CON save against your Move DC or become paralyzed.
  • Contest: Cool
  • Appeal: 1
  • Jam: 3
  • Description: Badly startles all of the Pokemon to act before the user.

Thunderbolt


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You send a powerful bolt of electricity at a target in range. Make a ranged attack roll, doing 2d8 + MOVE electric damage on a hit. On a natural attack roll of 19 or 20, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Tickle


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 bonus action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You turn your melee attack into a playful tickle. As a bonus action at the end of a turn in which you used a melee attack, force an opponent to make a CON saving throw against your Move DC. On a failure, the target flinches.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Topsy-Turvy


  • Type: Dark
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You unleash a dark energy that has the power to reverse the stat changes of an opponent. Force a creature in range to make a CHA save against your Move DC. On a failure, any stat changes (-1 to attack, +2 to AC, etc.) currently affecting the target have the opposite effect.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Scrambles the order in which Pokemon will move next turn.

Torment


  • Type: Dark
  • Move Power: DEX/WIS
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a dark energy to torment an opponent in range that attacks you. When hit by a melee or ranged attack, force the opponent to make a WIS saving throw against your Move DC. On a failure, the opponent cannot use the same move that hit you on its next turn.
  • Contest: Tough
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Toxic


  • Type: Poison
  • Move Power: CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a downpour of potent, poisonous rain in a 5 foot radius, centered on a point within range. Targets in the area must make a CON save against your MOVE DC or become poisoned. Creatures poisoned by this move take double the normal poison damage.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Toxic Spikes


  • Type: Poison
  • Move Power: CON/DEX
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You quickly summon a trap of poisonous spikes around an opponent that enters the battle. When a creature is switched into battle, you may use your reaction to force an opponent to make a CON save against your Move DC, becoming poisoned on a failure.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Transform


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 50ft
  • Description: You attempt to morph into a near-exact copy of a creature in range. This requires a Charisma check. If the creature is equal or lower level than you, the Charisma check is DC 10. If the creature is higher level than you, the Charisma check is DC 15. If the creature is a legendary, the Charisma check is DC 20. On a success, you copy all of the target's stats and current moves, keeping your own HP and level for the duration.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Tri Attack


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft cone
  • Description: You strike with a simultaneous three-beam attack. Each creature in a 30 foot cone, centered on you, must make a DEX save against your Move DC, taking 2d6 + MOVE normal damage on a fail, and half as much on a success. Targets that fail the save by more than 5 must roll a d4, gaining the status condition as follows: 1. The target becomes burned. 2. The target becomes frozen. 3. The target becomes paralyzed. 4. Must reroll until any number other than 4 appears.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 1
  • Jam: 0
  • Description: Effectiveness varies depending on when it is used.

Trick


  • Type: Psychic
  • Move Power: WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You move quickly to attempt to swap held items with an opponent. Make a melee attack roll against an opponent, swapping held items with them on a hit.
  • Contest: Clever
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Trick Room


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: The world around you seems to spin for a moment, and the whole battlefield is hit with a bizarre feeling. Starting at the beginning of the next round of combat after you activate this move, the initiative order is permanently reversed.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Scrambles the order in which Pokemon will move next turn.

Trick-or-Treat


  • Type: Ghost
  • Move Power: WIS/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 rounds
  • Range: 30ft
  • Description: You attempt to scare the spirit right out of a creature in range. Force an opponent in range to make a CHA save against your Move DC. On a failure, its type is changed to Ghost for the duration.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Triple Kick


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out with three consecutive kicks. Make three melee attack rolls in order, doing 1d4 + MOVE fighting damage on each hit. As soon as one attack misses the move is over.
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Trump Card


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You strike out with a blast of energy that increases in strength the more it is used. Make a ranged attack on an opponent, dealing 1d6 + MOVE normal damage on a hit. Increase the damage by your Move modifier for each PP that has been expended for the move before the move was activated. Using a restorative to regain PP resets the damage for this attack.
  • Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 2d6 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 1
  • Jam: 0
  • Description: Works better the later it is used in a turn.

Twineedle


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You fire two sharp projectiles at creature in range. They do not have to target the same opponent. Make two ranged attack rolls, dealing 1d4 + MOVE bug damage on each hit. If the natural roll of either attack is a 19 or 20, the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Twister


  • Type: Dragon
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You send a gust of swirling wind that tears through an opponent. Make a ranged attack on an opponent, doing 1d6 + MOVE dragon damage on a hit. If the natural attack roll is 16 or higher, the opponent flinches.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

U-Turn


  • Type: Bug
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with a quick strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE bug damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cute
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

Uproar


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: 3 Rounds, Concentration
  • Range: 30ft circle
  • Description: You cause an uproar on the battlefield in a 30 foot circle, centered on you, for three rounds of combat. During the uproar, you cannot use any other Move, and any creature in range is prevented from falling asleep. (This include creatures that would purposefully fall asleep using moves like Rest) In addition, opponents must make a CON save against your Move DC at the start of each turn. On a fail, the opponent takes 2d8 + MOVE normal damage.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

V-Create


  • Type: Fire
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: Your forehead burns like hot coals as you slam your head into an opponent. Make a melee attack roll, dealing 3d10 + MOVE fire damage on a hit. After activating this move, your AC decreases by 2 until the beginning of your next turn.
  • Higher Levels: The damage dice roll for this move changes to 6d6 at level 5, 8d6 at level 10, and 7d12 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Vacuum Wave


  • Type: Fighting
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You whirl your fists with a fast attack that hits before your opponent has a chance to strike. At the beginning of a round of combat, you may announce that you are using this move, immediately jumping to the top of the initiative order for that round only. Make a melee attack on an opponent, dealing 1d6 + MOVE fighting damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Venom Drench


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You drench a creature with an odd, poisonous liquid. Force an opponent to make a CON save against your Move DC, becoming poisoned on a failure. If the target is already poisoned, this move automatically hits, causing the creature to now take double the normal damage at the end of each of its turns.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Brings down the energy of any Pokemon that have already used a move this turn.

Venoshock


  • Type: Poison
  • Move Power: DEX/CON
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You attempt to drench an opponent in poisonous liquid. Make a ranged attack on an opponent, dealing 1d10 + MOVE poison damage on a hit. If the target is already poisoned, double your Move modifier when adding damage.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Works well if it is the same type as the move used by the last Pokemon.

Vice Grip


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You crush an opponent with a forceful, gripping attack. Make a melee attack, doing 1d8 + MOVE normal damage on a hit, grappling the opponent. On each successive turn, if the creature is still grappled, you may use this move again (as an action) and automatically hit. A creature may attempt to escape the grapple at the beginning of its turns with a STR save against your Move DC.
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Vine Whip


  • Type: Grass
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You extend a sharp vine to whip the opponent with. Make a ranged attack roll, doing 1d6 + MOVE grass damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Vital Throw


  • Type: Fighting
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: A slow fighting attack that pummels your foes. As an action on your turn, you can choose to hold this move until next turn, where it will automatically hit for 1d12 + MOVE fighting damage as long as the opponent remains in melee range.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 0
  • Description: Works great if the user goes last this turn.

Volt Switch


  • Type: Electric
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You lash out with a quick, electric strike before you make a getaway. Make a melee attack, dealing 1d12 + MOVE electric damage on a hit. After this move is activated, a trainer must switch out the user as a free action.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Makes the audience quickly grow bored when an appeal move has little effect.

Volt Tackle


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 15ft
  • Description: You rush forward in a flash of electricity with extended reach, slamming into an opponent. When activating this move, gain an additional 10 feet of movement and make a melee attack roll against an opponent, dealing 2d10 + Move electric damage on a hit. On a hit, you also take a quarter of the total (rounded down) in normal-type recoil damage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Wake-Up Slap


  • Type: Fighting
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attack with a jolting slap from your palms. Make a melee attack on an opponent, dealing 1d12 + MOVE fighting damage on a hit. If the target is asleep, double your Move modifier when adding damage, but the target automatically wakes up.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Affected by how well the previous Pokemon’s move went.

Water Gun


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You fire a quick spurt of water at a creature in range. Make a ranged attack roll, doing 1d6 + MOVE water damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
  • Contest: Cute
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Water Pledge


  • Type: Water
  • Move Power: STR
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft
  • Description: You send a column of water towards an opponent. Make a ranged attack, dealing 2d6 + MOVE water damage on a hit. After you land a hit, any ally that uses another Pledge move in the same round automatically hits.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Beauty
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Water Pulse


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a wave of ultrasonic aquatic energy at an opponent in range. Make a ranged attack roll, dealing 1d10 + MOVE water damage on a hit. On a natural attack roll of 17 or higher, the target is confused.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Water Shuriken


  • Type: Water
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 50ft
  • Description: You fire a barrage of sharp shuriken at a target. Make a ranged attack roll, doing 1d4 + MOVE water damage on a hit. After successfully hitting a target, roll a d4. On a result of 3 or 4, another shuriken strikes the target for an additional 1d4 water damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits. BBC
  • Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Cool
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move earlier on the next turn.

Water Sport


  • Type: Water
  • Move Power: None
  • Move Time: 1 action
  • PP: 10
  • Duration: 1 minute
  • Range: 5ft
  • Description: You soak yourself and all allies with water, reducing the amount of fire damage taken for anyone affected. For the duration, you and any ally in range (when you initially activated this move) have resistance to fire-type attacks. If you were already resistant, you are now immune. If you were vulnerable, you now take normal damage. If you are immune to fire-type moves already, nothing happens.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Excites the audience in any kind of contest.

Water Spout


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You fire a blast of water at an opponent that increases in power the healthier you are. Make a ranged attack roll against an opponent, doing 3d8 + MOVE water damage on a hit if you are at or above 50% of your health. If you are below 50%, halve the total damage done.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Beauty
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Waterfall


  • Type: Water
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 80ft
  • Description: You create an intense waterfall that crashes down upon enemy creature in a 10 foot radius, centered on a point within range. Creatures in the area must make a DEX save against your Move DC or take 2d6 + MOVE water damage and fall prone on a fail, or half as much on a save.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Tough
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.

Weather Ball


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a powerful ball of energy that changes type based on the surrounding weather, dealing 1d8 + MOVE damage of that type.
    |Weather|Type| |:--:|:--: |Harsh Sunlight|Fire |Rain|Water |Sandstorm|Rock |Hail or Snow|Ice |Foggy or Cloudy|Normal
  • Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: An appealing move that can be used repeatedly without boring the audience.

Whirlpool


  • Type: Water
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 60ft
  • Description: You create a wave of water that swirls around an opponent in range. Make a ranged attack roll. On a hit, the target takes 1d6 + MOVE water damage and is restrained. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. On each successive turn, if the creature is still restrained, you may use this move again (as an action) and automatically hit.
  • Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Whirlwind


  • Type: Normal
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 5ft
  • Description: You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone. In wild creature battles, this move can be activated to automatically count as a single success in a group DEX check to run away.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Causes the user to move later on the next turn.

Wide Guard


  • Type: Rock
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: 20ft
  • Description: You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that targets multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect
  • Contest: Tough
  • Appeal: 1
  • Jam: 0
  • Description: Prevents the user from being startled until the turn ends.

Wild Charge


  • Type: Electric
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You shroud yourself in electricity and charge at an opponent. Make a melee attack, dealing 2d8 + MOVE electric damage on a hit, but taking 1/4 of the damage (rounded down) in normal-type recoil.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Will-O-Wisp


  • Type: Fire
  • Move Power: DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: 30ft
  • Description: You send a sinister, white-hot flame at an opponent attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.
  • Contest: Beauty
  • Appeal: 3
  • Jam: 0
  • Description: Makes the audience expect little of the other contestants.

Wing Attack


  • Type: Flying
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 20
  • Duration: Instantaneous
  • Range: Melee
  • Description: You strike out at an enemy creature with your wings. Make a melee attack roll, doing 1d10 + MOVE flying damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
  • Contest: Cool
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move

Wish


  • Type: Normal
  • Move Power: WIS/CHA
  • Move Time: 1 action, charge
  • PP: 5
  • Duration: 1 round
  • Range: 50ft
  • Description: You send forth a healing wish that takes time to come true. At the end of your next turn, as a free action, heal a target in range for 3d8 + MOVE hit points.
  • Higher Levels: The healing dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Cute
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used last.

Withdraw


  • Type: Water
  • Move Power: None
  • Move Time: 1 reaction
  • PP: 3
  • Duration: Instantaneous
  • Range: Self
  • Description: When hit by a melee or ranged attack, you can spend your reaction to increase your AC by +2 if it would cause the attack to miss.
  • Higher Levels: Increase your AC by +3 at level 10 and above.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Prevents the user from being startled one time this turn.

Wonder Room


  • Type: Psychic
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute, Concentration
  • Range: 50ft circle
  • Description: You create a bizarre vibe in the air in a 50ft circle, centered on you. For the duration, all WIS saves become CON saves and all CON saves become WIS saves.
  • Contest: Clever
  • Appeal: 3
  • Jam: 0
  • Description: Scrambles the order in which Pokemon will move next turn.

Wood Hammer


  • Type: Grass
  • Move Power: STR
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You slam your rough body against an opponent, taking serious recoil damage. Make an attack roll against a target, dealing 2d10 + MOVE grass damage on a hit. On a hit, you also take half the damage dealt in normal-type recoil damage.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Tough
  • Appeal: 6
  • Jam: 0
  • Description: A very appealing move, but after using this move, the user is more easily startled.

Work Up


  • Type: Normal
  • Move Power: None
  • Move Time: 1 bonus action
  • PP: 3
  • Duration: 1 minute
  • Range: Self
  • Description: You get your adrenaline pumping and go into a frenzy. While worked up, you add +2 to all attack rolls. Your worked up status ends if you are incapacitated or if you have not attacked a hostile target since your last turn, or taken any damage since then.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Excites the audience a lot if used first.

Worry Seed


  • Type: Grass
  • Move Power: DEX/CHA
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 minute
  • Range: 30ft
  • Description: You shoot a bizarre seed that implants worry into another creature, ally or foe. The target must succeed on a CON save against your Move DC or replace the user's choice of ability with Insomnia, preventing sleep for the duration.
  • Contest: Clever
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Wrap


  • Type: Normal
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 15
  • Duration: Instantaneous
  • Range: Melee
  • Description: You attempt to grapple a target into submission. Make a melee attack roll. On a hit, the target takes 1d4 + MOVE normal damage and is grappled. At the beginning of each of its turns, it may attempt to escape with a STR save against your Move DC. As long as the target is grappled on your subsequent turns, this move can be activated again as a bonus action with an automatic hit, dealing 1d4 normal damage.
  • Higher Levels: The damage dice rolls for this move change to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
  • Contest: Tough
  • Appeal: 3
  • Jam: 0
  • Description: Temporarily stops the crowd from growing excited.

Wring Out


  • Type: Normal
  • Move Power: STR
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: Melee
  • Description: You wrap your hands around the opponent and squeeze hard. Make a melee attack against an opponent, dealing 3d8 + MOVE normal damage on a hit. If the opponent has 50% or more of its maximum HP, double your move modifier for the damage roll.
  • Higher Levels: The damage dice roll for this move changes to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
  • Contest: Tough
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that the audience has high expectations of.

X-Scissor


  • Type: Bug
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You cross your claws for a scissor-like slashing attack. Make a melee attack against an opponent, dealing 2d6 + MOVE bug damage on a hit.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles Pokemon that used a move of the same type.

Yawn


  • Type: Normal
  • Move Power: None
  • Move Time: 1 action
  • PP: 5
  • Duration: 1 round
  • Range: 30ft
  • Description: You release a big yawn that causes an opponent to become very drowsy. Choose a target in range. If that target is still in the battle at the end of its next turn, it falls asleep.
  • Contest: Cute
  • Appeal: 2
  • Jam: 0
  • Description: Makes the remaining Pokemon nervous.

Zap Cannon


  • Type: Electric
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 3
  • Duration: Instantaneous
  • Range: 120ft
  • Description: You fire out an extreme blast of pure electric energy at an opponent. Make a ranged attack against a foe in range, doing 2d10 + MOVE electric damage. If the natural attack roll is 15 or higher, the target is paralyzed.
  • Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
  • Contest: Cool
  • Appeal: 2
  • Jam: 1
  • Description: Badly startles all Pokemon that successfully showed their appeal.

Zen Headbutt


  • Type: Psychic
  • Move Power: STR/WIS
  • Move Time: 1 action
  • PP: 10
  • Duration: Instantaneous
  • Range: Melee
  • Description: You focus all of your willpower into your head and ram it into an opponent. Make a melee attack, dealing 2d6 + MOVE psychic damage on a hit. If the natural attack roll is 17 or higher, the target flinches.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
  • Contest: Clever
  • Appeal: 4
  • Jam: 0
  • Description: Quite an appealing move.
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