Pokemon Rpg

January 5, 2019 | Author: Alchemyprime | Category: Nintendo Franchises, Pokémon, Fictional Life Forms, Leisure, Nature
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Pokémon: The RPG Gotta Catch 'Em All! All! Character and Pokémon Generation Creating a Trainer: First, determine your character concept. Are you an up-and-coming Pokémon trainer, seeking induction to the Elite Four, an electric-specializing son of a Power Plant worker, or an introverted Psychic, making his way in the world? A good way of making a character concept is to just come up with a few word descriptions then, throughout the campaign, develop the character over time. A beginning character has 10 points to spend on himself. These points are used on Merits, defining traits of your character that comes into play in different ways. Below are a list of different Merits and their effects, but feel free to cook up some on your own.

Merits Talents Ace – 2 Points - You You are an Ace, someone who has the amazing ability to excel at a Skill Merit. You must first have at least one rank in a Skill Merit to take this, and you may ma y repeat this Merit, taking a different Skill Merit as the focus if the Ace Merit. The benefits are below. below.  Ace Breeder – Y – You have excelled at breeding Pokemon. Any Pokemon that hatch under und er your  care gain your Breeder Rank as a bonus to all stats.  Ace Coordinater – You – You have made coordination into even more of an art than it already was. •



When Coordinating a Pokemon event, you may count 9s as Critical Performances as well.  Ace Explorer – Survival – Survival is paramount, and you have mastered it.  Ace Mechanic – Y – Y  Ace Negotiator – Y – You are an ace at Socialization.  Ace Nurse – Y – You are a master of medicine. When using the Medicine skill to administer first aid to a Pokemon, add 5 to the number of damage healed for every rank you have in Medicine instead of the 2 points of damage healed as per normal.  Ace Ranger – Y – You are a master of the talents needed for Ranging.  Ace Scientist – You – You are a master of Pokemon Study.  Ace Thief – Y – You are a master of Thievery, Thievery, and probably a shoe-in for Team Member of the Month. Psychic  – 20 Points – Your character has a secret, yet terrifying power – being a psychic. You You have the ability to perform psychokinesis, telekinesis, telepathy, telepathy, and other psychic powers. You You can also communicate with certain Pokémon. Sabrina, the psychic gym leader of Saffron City, City, is the  paragon for psychic characters. This Merit is not repeatable. The Gamemaster should be open to the idea of Psychic characters in the game but by no means allow the character to break his game. For  example, don’t let your psychic characters just control gym leader’s minds into giving him badges.  Non-Psychic NPCs can withstand attacks from Psychics through determination and an iron will. Species Specialty  – 5 Points – Ever since the day you got him, you share a certain friendship with one of your captured Pokémon. This Pokémon ma y be the first one you got or one you got while on the road. Ash, with his Pikachu, is a great example of a Species specialist. When using your  Specialized Pokémon, that Pokémon gains a +1 0 to all stats. This Merit costs 5 Character Points and is repeatable. When you select this Merit a second time, pick a different Species. This merit does not carry on through evolutions unless 2 Merit points are a re spent on Evolution Specialty. Specialty. Example: Ash’s Ash’s Pikachu gives in and evolves into a Raichu. Unless Ash spends two Character Points to upgrade his Species Specialty (Pikachu) to a Species Specialty (Raichu), the Raichu will not benefit from Species Specialty. Type Specialty Specia lty  – 10 Points – Your character feels a particular connection to Pokémon of a certain type. He may be a trainer under a certain gym leader or just someone with connections to that element. Brock, a Rock specialist, and Misty, a water specialist, are examples of these kinds of  characters. When using a Pokémon that shares the same type as your Specialty, that Pokémon gains a +10 to Atk/Def or S.Atk/S.Def, which is chosen when this Merit is selected. This Merit is repeatable. When selected more than once, select a different type. You You cannot pick the same Type twice. •













Skills – All skills cost 2 Merit Points per rank. A Skill is done as a roll of 1d10+ the amount of ranks you have in that skill + any abilities your Pokémon that can help you. For example, to crack open a  basic lock is DC 15. Having a Magnemite or it's evolutions on your team would a llow you to add your  Magnemite's Special Attack Modifier to your Thievery roll. Art – Art is a subject that means non-performing art (performances are covered u nder  Coordinating). This includes painting, drawing, photography and other similar fields. Breeding – Pokémon Breeding is knowledge of when this Pokémon breeds with this Pokémon, this Pokémon is produced with these characteristics. Breeders strive to create perfect exa mples of  Pokémon species. It is said that Pokémon professors contract Pokémon breeders for starters to give away. away. Brock is an example of a Pokémon Breeder. Coordination  – Coordination is the act of competing and winning Pokémon Contests. A contest requires synchronicity between a coordinator and a Pokémon, a chieving the best possible show for a  panel of judges. Machines  – The Machines merit deals with the operation, repair, and upkeep of the advanced technology of the Pokémon world. Team Rocket grunts, while stationed in many a lab, often gain

When Coordinating a Pokemon event, you may count 9s as Critical Performances as well.  Ace Explorer – Survival – Survival is paramount, and you have mastered it.  Ace Mechanic – Y – Y  Ace Negotiator – Y – You are an ace at Socialization.  Ace Nurse – Y – You are a master of medicine. When using the Medicine skill to administer first aid to a Pokemon, add 5 to the number of damage healed for every rank you have in Medicine instead of the 2 points of damage healed as per normal.  Ace Ranger – Y – You are a master of the talents needed for Ranging.  Ace Scientist – You – You are a master of Pokemon Study.  Ace Thief – Y – You are a master of Thievery, Thievery, and probably a shoe-in for Team Member of the Month. Psychic  – 20 Points – Your character has a secret, yet terrifying power – being a psychic. You You have the ability to perform psychokinesis, telekinesis, telepathy, telepathy, and other psychic powers. You You can also communicate with certain Pokémon. Sabrina, the psychic gym leader of Saffron City, City, is the  paragon for psychic characters. This Merit is not repeatable. The Gamemaster should be open to the idea of Psychic characters in the game but by no means allow the character to break his game. For  example, don’t let your psychic characters just control gym leader’s minds into giving him badges.  Non-Psychic NPCs can withstand attacks from Psychics through determination and an iron will. Species Specialty  – 5 Points – Ever since the day you got him, you share a certain friendship with one of your captured Pokémon. This Pokémon ma y be the first one you got or one you got while on the road. Ash, with his Pikachu, is a great example of a Species specialist. When using your  Specialized Pokémon, that Pokémon gains a +1 0 to all stats. This Merit costs 5 Character Points and is repeatable. When you select this Merit a second time, pick a different Species. This merit does not carry on through evolutions unless 2 Merit points are a re spent on Evolution Specialty. Specialty. Example: Ash’s Ash’s Pikachu gives in and evolves into a Raichu. Unless Ash spends two Character Points to upgrade his Species Specialty (Pikachu) to a Species Specialty (Raichu), the Raichu will not benefit from Species Specialty. Type Specialty Specia lty  – 10 Points – Your character feels a particular connection to Pokémon of a certain type. He may be a trainer under a certain gym leader or just someone with connections to that element. Brock, a Rock specialist, and Misty, a water specialist, are examples of these kinds of  characters. When using a Pokémon that shares the same type as your Specialty, that Pokémon gains a +10 to Atk/Def or S.Atk/S.Def, which is chosen when this Merit is selected. This Merit is repeatable. When selected more than once, select a different type. You You cannot pick the same Type twice. •













Skills – All skills cost 2 Merit Points per rank. A Skill is done as a roll of 1d10+ the amount of ranks you have in that skill + any abilities your Pokémon that can help you. For example, to crack open a  basic lock is DC 15. Having a Magnemite or it's evolutions on your team would a llow you to add your  Magnemite's Special Attack Modifier to your Thievery roll. Art – Art is a subject that means non-performing art (performances are covered u nder  Coordinating). This includes painting, drawing, photography and other similar fields. Breeding – Pokémon Breeding is knowledge of when this Pokémon breeds with this Pokémon, this Pokémon is produced with these characteristics. Breeders strive to create perfect exa mples of  Pokémon species. It is said that Pokémon professors contract Pokémon breeders for starters to give away. away. Brock is an example of a Pokémon Breeder. Coordination  – Coordination is the act of competing and winning Pokémon Contests. A contest requires synchronicity between a coordinator and a Pokémon, a chieving the best possible show for a  panel of judges. Machines  – The Machines merit deals with the operation, repair, and upkeep of the advanced technology of the Pokémon world. Team Rocket grunts, while stationed in many a lab, often gain

Merit in Machines, just in case something goes wrong. Medical  – The Medical skill is a broad categorization of know-hows around a Pokémon Center, improv First Aid, and curing ailments. Nurse Joy would be an example of a character based b ased around the Medical skill. Medical is considered a Merit Skill. Pokémon Study  – Pokémon Study is also a broad categorization of a skill. It can represent Professor Oak’s Oak’s professional and formal knowledge of all things Pokémon or perhaps Ash’s nitty and gritty understanding out in the world. Oak is probably the definition of a Character with Pokémon Study but other characters qualify as well, such as Tracy Sketchum. While he does not have the  professionalism of Professor Oak, he has a great understanding of Pokémon hab its, skill, and habitats to further his career in Pokémon sketching. Same goes for Todd, Todd, a Pokémon photographer. Ranging – Ranging is the main skill of a Pokemon Ranger. It is used to help learn about nature and allows you to use various Ranger only o nly tools to temporarily turn a Pokemon to your side instead of   just capturing them. Socialization –  Socialization is a skill all about dealing with other people. James of Team Team Rocket is a master of socialization. This is a skill about talking to peop le, persuading, lying, and when worst comes to worst, intimidating them. Survival  – Survival is the knowledge of surviving outside of c ivilization and away from the cities’ influence. Brock, a wonderful cook and well-to-do outdoorsman, would be an expert in this Merit, investing more points into it. Ash, though living outside for most of his life, would have a few  points invested in Survival, but no where near Brock’s expertise. expertise. Survival can be used Team Members, responding to picking pockets, o pening Thievery – Thievery is a key skill for Team locks, dodging traps and the like. Most Teams, Teams, especially Team Rocket and Team Team Plasma, are known kn own for using this skill. With With that, a Trainer is created and ready to play in the Pokémon RPG. Now all that’s that’s left is filling out the details: their name, their hometown, their personality, and the rest.

Creating a Pokémon:

Generally, Generally, the first Pokémon generated will be a starting basic Pokémon at level 5, so we’ll use that as an example. (Baby and second stage and beyond evolved Pokémon will be covered in the Advanced

Ruling section.) A Pokémon is made up of 5 stats, 6 superlative stats, and a level. The first 5 stats of a Pokémon are as follows: Attack (Atk) – Represents the offensives capabilities of a Pokémon. Defense (Def) – Represents the physical hardiness of a Pokémon. Special Attack (S.Atk) – Represents the affinity for elemental attacks. Special Defense (S.Def) – Represents the resistance against elemental attacks. Speed – How quick a Pokémon can react within battle. •









When a Pokémon is generated, that Pokémon gets a +10 to two stats to represent their  uniqueness. These 2 bonuses should be relevant to the Pokémon and represent their natural proficiency. It gets 10 per level to spend on stats otherwise. As such, your first Pokémon will have 50 points to spend, then his two +10 Unique bonuses. Note that Baby Pokémon (such as Smoochu m or Pichu) does not have their Unique Bonuses yet.

The six superlative stats and the formulas to acquire them are: Hit Points (HP) – Atk + Def – The amount of abuse a Pokémon can take in a battle. Power Pool (PP) – S. Atk + S. Def + Spd – The amount of abuse a Pokémon can dish out Accuracy (Acc) – Atk + Spd – The ability of a Pokémon to hit an opponent. Special Accuracy (S.Acc) – S.Atk + Spd – The ability of a Pokémon to aim an elemental attack. Evasion (Eva) – Def + Spd – The ability of a Pokémon to dodge a physical attack. Special Evasion (S.Eva) - S.Def + Spd – The ability of a Pokémon to dodge an elemental attack. For all stats except HP and PP, a Pokémon has a second number called a Modifier. A Modifier is the score divided by 10, and if used for rolls, such as Attack and Damage rolls. Example: Eugene, a starting trainer from Cerulean City, decides that he wants a Meowth as his first Pokémon. Since it’s his starter Pokémon, it begins at level 5 with 50 points to spend. It is determined that Meowth is physically strong and quick, giving a +10 to the Attack and Speed stats. After distributing the 50 stats, Meowth looks like this: •











Attack:

20 (Mod 2)

Defense:

10 (Mod 1)

Special Attack:

10 (Mod 1)

Special Defense: 10 (Mod 1) Speed:

20 (Mod 2)

Meowth needs a Hit Point value, a Power Pool to draw attacks from, Accuracies, and Evasions. Eugene calculates it up like so: 20 (Atk) + 10 (Def) = 30. Meowth’s HP is 30. 10 (S.Atk) + 10 (S.Def) + 20 (Spd) = 40. Mewoth’s Power Pool is 40. 20 (Atk) + 20 (Spd) = 40. (Mod 4) Meowth adds a 4 to all physical attack rolls for accuracy. 10 (S.Atk) + 20 (Spd) = 30. (Mod 3) Meowth adds a 3 to all special attack rolls for accuracy. 10 (Def) + 20 (Spd) = 30. (Mod 3) Meowth adds a 3 to all physical defense rolls for evasion. 10 (S.Def) + 20 (Spd) = 30. (Mod 3) Meowth adds a 3 to all special defense rolls to evasion. After that, choose your Pokémon’s attacks and special abilities. The move list for each Pokémon is drawn directly from the games themselves (Generation IV). By using a website like Bulbapedia, a Pokedex or some other source, you can easily look up the attacks each Pokémon can learn and at what levels. Example: Looking up Meowth’s move set, Eugene sees that he starts with Scratch and Growl. Since both moves have an Accuracy of 100, he calculates their Kickback (100-Acc = Kickback), which is 0. Since both are Normal type moves, he takes his Accuracy number and subtracts the Kickback number to get their  Move Accuracy (40 – 0 = 40, so the modifier for each is 4). He then takes the Power and adds that to his attack and divides the result by 10 to get his Move Power score. For Scratch this is 6 (20 + 40 = 60), and for Growl this is 2 (0 +20 = 20). Scratch is an Attack move, and Growl is a Stat move (it attacks Defense).

A Pokémon can know up to 4 moves at any point in time. And that’s generating a Pokémon!

Battling and Catching Pokémon

Battling Pokémon More often than not, Pokémon trainers are included in events called simply “battles” where two trainers pit their respective Pokémon against each other one at a time. The object of the battle is to knock out the opponent’s Pokémon one at a time until said opponent runs out of Pokémon to send out. At the beginning of the battle, each trainer (usually in secret) decides which Pokémon to call out. Then in the first turn, they decide on their attacks to use. The roll a Speed check to see who goes first. A Speed check is 1d10 + Speed Mod. This is done each turn, and moves that lower Speed can make it possible to make a Pokémon more likely to go later in the order. When the attack is declared, roll 1d10 and add either the Accuracy or S. Accuracy Modifier based on the move's element, and subtracts the move's Kickback number from the result. The opponent rolls 1d10 and adds either Evasion or S. Evasion based on what the attack was. If the Accuracy roll is higher  than the Evasion roll, the attack hits. If a 10 is rolled on the attack’s accuracy roll, the attack rolls a critical. Both the attacker and the defender roll again just like a normal attack. If the second attack hits, then the defending Pokémon will take twice the resulting damage after types are taken into consideration. If the defending Pokémon  beats the attacker’s second roll, then the hit is a normal hit. In the rare occurrence that another 10 is rolled on the second attack, repeat the process, increasing the multiplier by 1 each time (so the first 10 prompts a check for double, the second for  triple, the third for quadruple, etc.) If the defender rolls a 10 on their defense roll, a counter attack is announced. The defender can make a free attack against the Pokémon that attacked him, just like a normal turn. After the counter  attack is resolved, turns go as normal. This free attack, as the result of a counter critical, can be used in other ways too. You make a check for your status as normal for an attack.

When an attack hits an enemy, the power of the attack comes into play. You take the power of  the attack and add the respective attack stat (Attack for physical attacks, Special Attack for special attacks) and then divide the result by 10 and add it together to a 1d10 roll (so 1d10 + [(Attack+Power)/10]). The defending Pokémon takes 1d10 + his Defense Modifier and subtracts it from the attacker’s power. If the attacking Pokémon is using an attack that harbors the defending Pokémon’s weakness type, refer  to the chart near the back page. Occasionally, a type of attack called a Status attack is implemented in  battle. These attacks attack a Pokémon’s stats or status, hindering them beyond practical use. In a status attack, it is usually coupled with an Affliction number, which represents its accuracy and overall potency. If this is used, the attacker rolls 6 on a 1d10. If he rolls equal to or below the Accuracy number, it connects and the defender suffers its effects. More on this later. Example: Eugene encounters Noah, a bug trainer that hails from Viridian City. Eugene chooses Meowth (with the stats above) and Noah chooses his Caterpie with the following stats:

Caterpie, level 5. HP: 30 PP: 40 Attack: 10 Defense: 20 Special Attacks: 10 Special Defense: 10 Speed: 20 Move List: Tackle - 5 power - 1 pp. String Shot - 6 Affliction -5 Spd (in relation to defense rolls) - 5 pp. (For this particular battle, Meowth and Caterpie have the same Speed stat. To determine turn order, Eugene and Noah roll a 1d10, saying that natural wins. Eugene wins with a 7, so Meowth goes first. Eugene elects to use Meowth’s Scratch attack against Caterpie. He rolls a 1d10 and gets a 9, adds his  physical Accuracy Modifier (a +4), and subtracts Scratch's Kickback (0 for Scratch), and gets 13. Noah responds and rolls a 1d10 and gets a 3 which, with Caterpie’s physical evasion Modifier (a +4), equals 7. Meowth connects his scratch attack against Caterpie.

Meowth’s Scratch attack has a power of 5. Coupled with his Attack of 20 (so, his +2 Attack modifier), his attack’s total power is 7! He rolls 1d10, and gets a 7, making the total 14. Caterpie’s Defense of 20 (so, +2) and rolls 1d10, and gets 7 as well. Caterpie's result is 9, and subtracts

that from Meowth's 15. Caterpie takes 5 damage. On his next turn, Noah orders Caterpie to use his String Shot attack. Caterpie attacks Meowth as normal, but if the attack hits Meowth instead loses 10 points of Speed until First Aid is used on him or  he is taken back to a Pokemon Center. After the attack is resolved, the defending Pokémon deducts the damage dealt from its current Hit Point total. After both Pokémon’s turns have been resolved and completed, each Pokémon deducts the PP used for each attack in their round from their Power Pool total. Example: Caterpie’s HP drops from 30 to 25 due to Meowth’s Scratch attack. After Caterpie’s attack, each attack  is accounted for in their Power Pool total. Meowth used a simple scratch so his PP drops from 40 to 39. Caterpie, hav ing attempted a String Shot, deducts 5 from his PP, dropping it from 40 to 35. The next turn begins. The battle continues until all of the Pokémon on one side is knocked out. Once a Pokémon’s Power  Pool total drops to 0 (or otherwise unable to use attacks), it is reduced to using the move Struggle. This move cannot be used until a Pokémon has no PP. Struggle  – Physical Attack  5 Kickback – 1 power – 0 pp “Your Pokémon flails about the battlefield in absolute frustration, desperate to sneak a shot in.”

Afflictions and Status Attacks Certain attacks do not deal direct damage to a Pokémon’s Hit Points. Some Pokémon like to undermine and destroy a Pokémon’s defenses and attacks before commencing the real battle. A Status attack does not work like a regular attack. A Status attack is coupled with an Affliction number, usually noted by a number and “Aff” next to it. When the Status attack is used, the attacker  rolls a 1d10 and refers to his affliction number. If he rolled equal to or lower than the number, the attack hits and the defender suffers the consequences. There are many different status afflictions in the game that can be done to Pokémon. Burned: When a Pokémon is burned, it is singed by a Pokémon’s vicious fire attack. At the end of each turn, the burnt Pokémon takes damage equal to half of the attacker’s Special Attack Modifier, minimum 1 point of damage. They do not take damage at the end of a counter critical turn. A Burn can usually be healed by a Burn Heal Potion. Example: Growlithe successfully burns Jigglypuff with a flamethrower attack. If Growlithe has a Special Attack  stat of 20, Jigglypuff would take 1 damage at the end of each of her turns. Confusion: A confused Pokémon is thrown about the battlefield, sometimes knocking itself around instead of the opponent! At the beginning of the confused Pokémon’s turn, roll 1d10. 15 means that the Pokémon acts normally. A 6 -8 means the Pokémon hits itself. A 9-10 means the Pokémon is no longer under the effects of confusion. For a counter critical, they automatically pass confusion to make an attack. Frozen: One of the more powerful afflictions in the game, freezing attacks are devastating. If a Pokémon is frozen, it cannot act on its turn. If the frozen Pokémon is attacked, it does not add its Speed stat to its defense rolls. If a frozen Pokémon is hit with a Fire type attack, then it is automatically unfrozen. On its turn, the Pokémon can roll a 1d10 and on a roll of 1 unthaws. Freezing can be healed  by a Freeze Heal.

Paralysis: When a Pokémon is paralyzed by some sort of electric or ghost, it can freeze up during certain attacks. At the beginning of the paralyzed Pokémon’s turn, roll 1d10. If a 1-7 is rolled, it can act normally. If an 8-10 is rolled, it sacrifices the rest of its turn. For a counter critical, they automatically pass paralysis to make an attack. Poisoned: The injection of a Pokémon’s deadly venom can spell doom for op posing Pokémon. At the end of each turn, the poisoned Pokémon takes damage equal to half of the attacker ’s Special Attack  Modifier. They do not take damage at the end of a counter critical turn. Poison can usually be healed by an Antidote. Badly Poisoned: There’s poisoned. Then there’s REALLY poisoned. When a Pokémon is badly  poisoned, it takes damage equal to the attacker’s Special Attack Modifier. They do not take damage at the end of a counter critical turn. Every subsequent turn, the damage increases by half the attacker's Special Attack Modifier (rounded down), and so on in increments. Example: Arbok’s poison fangs sunk deep into Scyther’s shoulder, badly poisoning him. Arbok’s Special Attack  stat, 50, means that Scyther takes 5 damage at the end of each turn. That increases to 7 damage at the end of his next turn, then 9, then 11, then 13, etc. Sleep: Sometimes you just want to take a nap. When a Pokémon is asleep, roll a 1d10 at the beginning of its turn. On a 1-5, the sleeping Pokémon wakes up and can use its turn. On a roll of 6-10, the sleeping Pokémon stays asleep and sacrifices its turn. When being attacked, sleeping Pokémon use their Defense Modifier instead of their Evasion Modifier for Evasion rolls (or their Special equivalents if the case may be).

Catching Pokémon

One aspect of the Pokémon universe is the capture and acquisition of Pokémon into your party. Generally, weakening the Pokémon with attacks and status afflictions makes it easier to catch. A Pokeball is a one-time use item, so if it is thrown, it is gone , regardless of the outcome. When a Trainer decides to attempt capture, plug in the values in the following formula. R= X + HP + Defense - Status Ball Value X represents the catch rate for a Pokémon, which is predetermined. Catch rates usually vary from 1-100 with 100 being absolutely uncatchable. The lower the rate, the easier it is to catch. The average is usually 30. For example, a Magikarp would be a 20, but Mewtwo would be 100. The HP value is determined by the amount of Hit Points the defending Pokémon has. If the Pokémon is at or below the HP value on the right, use that number. Refer to the follow chart for the number to plug in: HP

Catch Modifier Value

Full

20

¾

10

½

-10

¼

-20

The Status affect on the defending Pokémon also co mes into play when determining the probability of  capture. If the defending Pokémon is under the effects of the following status effects, factor this into the formula. Effect

Catch Modifier  Value

Burn

-10

Freeze

-20

Paralysis

-10

Poisoned

-10

Badly Poisoned

-15

Sleep

-20

The Ball Value is determined by the type of ball being used to capture the defending Pokémon. Ball Type

Catch Modifier Value and Notes

Pokeball

1.1

Great Ball

1.3

Ultra Ball

1.5

Master Ball

N/A always catches

Level Ball

1.1 + .1 for every 5 levels you have above the other Pokémon

Net Ball

1.1, 1.6 against Water and Bug types

Dusk Ball

1.1, 1.5 against Pokémon at night or in caves

Heal Ball

1.1, but instantly heals the Pokémon caught.

Speed Ball

1.1, +.1 for each point of Speed modifier the Pokémon has

Premiere Ball

1.1

Park Ball

1.1

Moon Ball

1.1, 1.6 against special Pokémon

Heavy Ball

1.1, 1.6 against heavy Pokémon.

After plugging in all of the numbers, you get what is called the Resistance Number. Take the resistance number that you end up with and subtract it from 100. You must roll that number (rounded down) or   below on a 1d100 to confirm capture.

Example: While exploring the fields west of Vermillion City, Eugene happens upon a Drowzee and seeing the fresh opportunity, releases Meowth.

After a few moments of battling, Eugene pulls a Pokeball (a ball value of 1.1) and throws it at the Drowzee. The math goes like this: Drowzee has a catch rate of 15. Easy enough, but no piece of cake. Meowth has worn down this Pokémon beyond all recognition, bringing it down to 1/4th of its Hit Point Total. Drowzee has a defense stat of 40 and no statuses. So it looks like this: 37= 15 + -20 + 40 - 0 1.1 Subtracting 37 from 100, we get 63. Eugene must roll a 63 or lower on a 1d100 to capture the Drowzee.

Character And Pokémon Advancement

At the end of every battle, Pokémon gain 5 experience points for every Pokémon they knock out  plus the difference of the other Pokémon's level against your Pokémon's level. So a Level 9 defeating a Level 9 would gain 5 experience, but a Level 9 defeating a Level 8 only gains 4 experience. Every 10 points that is gained this way signals a Pokémon’s “level up.” When a Pokémon levels up, recalculate the superlative stats using the same formulas and the ne w stats, distrubiting 10 points among the 5 core stats. Check the Pokémon’s move set and replace attacks as necessary. Whenever a trainer does something Merit Worthy, he gains a Merit Point. This could be capturing a new Pokémon with a Capture Chance of less than 50%, or saving someone, or doing something really amazing! Capturing a Legendary Pokémon or a Psuedolegendary should be worth more than 1 Merit Point as well (we suggest 5 for a Legendary and 4 for a Psuedolegendary), and helping a Pokémon evolve should net him 2 Merit Points.

Evolution Evolution has a very special place in the Pokémon universe. It is the reflection of a Pokémon’s inner strength and the trainer’s determination as well. When a Pokémon hits the prerequisite level for  evolution, it advances to the next stage in its evolution chain by one stage. Usually, when a Pokémon evolves, it gains stat bonuses to reflect the uniqueness of tha t evolutionary stage (similar to a basic Pokémon). It gets +20 to two stats and RARELY -20 to another  for a second stage evolution. A third stage evolution would get a +30 to two stages and RARELY a -30 to another. A Charmander to a Charmeleon, for example, would get a +20 to Attack and Special Attack  upon evolution. A Charmelon to a Charizard, howev er, would get a +30 to Special Attack and Special Defense, but a -30 to Speed. (Note: When a baby evolution evolves into the basic stage of the evolutionary chain, it gets a +10 to two stats, as baby Pokémon do not start with the two +10 bonuses.) Once a Pokémon has evolved to the next stage, you use their move list from that point on. A Pokémon can never be devolved back to a previous stage (unless someone absolutely mystical happens).

Type

When a Pokémon uses a special attack with a move against a Pokémon that is weak against that move’s type, it is considered super effective. When a special move I used in battle, refer to the chart below and make the following adjustments:

Advantages Super Effective: When a move is super effective, that attack’s power is multiplied by 2. So a super  effective ember attack would have a power of 8. Not Very Effective: When a move is not very effective, that attack’s power is multiplied by .5. So an ineffective ember attack would have a power of 2. Immune: When a Pokémon is hit by a move type it is immune to, the attack deals absolutely no damage.

Pokemon Moves PHYSICAL MOVES Move

Type

Cat

Acrobatics Aerial Ace Aqua Jet Aqua Tail Arm Thrust

FLYING

Physical

5

FLYING

Physical

6

WATER

Physical

4

0

WATER

Physical

9

FIGHTING

Physical

DARK

PWR KBK PP TM/HM Effect 0

6

Affl

- Stronger when the user does not have a held item.

-

∞ 5 TM40 Cannot miss, regardless of Accuracy or Evasiveness.

-

- User goes first.

-

1 10

-

-

1

0

- Hits 2-5 times in one turn.

-

Physical

5

0 10

-

GHOST

Physical

3

0

6

- May cause flinching.

3

BUG

Physical

9

0

6

- High Critical-Hit ratio.

-

ICE

Physical

6

0 10 TM72 Power doubles if user took damage first.

-

NORMAL

Physical

1

2

5

- Hits 2-5 times in one turn.

-

DARK

Physical

-

0

3

- Each Pokemon in your party attacks.

-

Bide

NORMAL

Physical

-

- 10

-

Bind

NORMAL

Physical

1

2

5

-

DARK

Physical

6

0

4

- May cause flinching.

3

FIRE

Physical

8

1 10

- High Critical-Hit ratio. May cause a burn.

1

NORMAL

Physical

8

0

- May cause paralysis.

3

ELECTRIC

Physical

13

2 20

- May paralyze the target.

2

GROUND

Physical

6

2

- May cause flinching.

1

GROUND

Physical

2

1 10

- Hits 2-5 times in one turn.

-

GROUND

Physical

5

1 10

- Hits twice.

-

Bounce

FLYING

Physical

8

2 20

-

Brave Bird Brick Break Bug Bite Bulldoze Bullet Punch Bullet Seed Chip Away

FLYING

Physical

12

0

6

- User receives recoil damage.

FIGHTING

Physical

7

0

3 TM31 Breaks through Reflect and Light Screen barriers.

-

BUG

Physical

6

0

5

- Receives the effect from the opponent's held berry.

-

GROUND

Physical

6

0

5

- May lower the target's Speed by one level.

9

STEEL

Physical

4

0

6

- User goes first.

-

GRASS

Physical

2

0

6 TM09 Hits 2-5 times in one turn.

-

NORMAL

Physical

7

0

5

-

FIGHTING

Physical

6

1 10

-

WATER

Physical

3

3 10

-

Close Combat Comet Punch Constrict

FIGHTING

Physical

12

0 20

- Decreases user's Defense and Special Defense by one stage.

-

NORMAL

Physical

2

2

6

- Hits 2-5 times in one turn.

-

NORMAL

Physical

1

0

3

- May lower opponent's Speed by one stage.

1

Counter

FIGHTING

Physical

-

0

5

-

Assurance Astonish Attack Order Avalanche Barrage Beat Up

Bite Blaze Kick Body Slam Bolt Strike Bone Club Bone Rush Bonemerang

Circle Throw Clamp

5 5

6 5

Power doubles if opponent already took damage in the same turn.

User takes damage for two turns and strikes back double on 3rd. Damages opponent for 2-5 turns, opponent cannot escape/switch.

Flies up on the first turn, hits on the 2nd. May cause paralysis.

- Ignores the target's stat changes. In battles, the opponent switches. In the wild, the Pokemon runs. Damages opponent for 2-5 turns, opponent cannot escape/switch.

When hit by a Physical Attack, user strikes back with 2x power.

-

-

3 -

-

-

Covet Crabhammer Cross Chop Cross Poison Crunch Crush Claw Crush Grip Cut Dig

NORMAL

Physical

6

0

WATER

Physical

9

FIGHTING

Physical

10

POISON

Physical

DARK

2

- Opponent's item is stolen by the user.

-

1 10

- High Critical-Hit ratio.

-

2 20

- High Critical-Hit ratio.

-

7

0

5

- Likely to land a Critical Hit, may poison opponent.

1

Physical

8

0

6

- May decrease opponent's Defense by one stage.

2

NORMAL

Physical

7

1 10

- May decrease opponent's Defense by one stage.

5

NORMAL

Physical

-

0 20

- More powerful when opponent has higher HP.

-

NORMAL

Physical

5

1

GROUND

Physical

8

0 10 TM28

WATER

Physical

8

0 10

- Dives down for the first turn, attacks on the second turn.

-

NORMAL

Physical

7

0 10

- May cause confusion.

2

3 HM01

Digs down first turn, attacks in the 2nd. Acts like an Escape Rope on the field.

-

Dive Dizzy Punch Double Hit Double Kick

NORMAL

Physical

3

1 10

- Hits twice.

-

FIGHTING

Physical

3

0

3

- Hits twice.

-

Double-Edge

NORMAL

Physical

12

0

6

-

Doubleslap Dragon Claw Dragon Rush

NORMAL

Physical

1

2 10

DRAGON

Physical

8

0

DRAGON

Physical

10

3 10

- May cause flinching.

Dragon Tail

DRAGON

Physical

6

1 10

-

Drain Punch Drill Peck Drill Run Dual Chop Dynamicpunch Earthquake Egg Bomb Endeavor Explosion Extremespeed Facade Faint Attack

FIGHTING

Physical

7

0 10 TM60 User recovers half of the damage inflicted on opponent.

-

FLYING

Physical

8

0

-

-

GROUND

Physical

8

1 10

- High Critical-Hit ratio.

-

DRAGON

Physical

4

1

- Hits twice in one turn.

-

FIGHTING

Physical

10

5 20

- Causes confusion, if it hits.

-

GROUND

Physical

10

0 10 TM26 Power is doubled if opponent is underground from using Dig.

-

NORMAL

Physical

10

3 10

-

-

NORMAL

Physical

-

0 20

- Reduces opponent's HP to same as user's.

-

NORMAL

Physical

25

NORMAL

Physical

NORMAL

User receives recoil damage equal to 1/8th the damage inflicted.

- Hits 2-5 times in one turn.

6 TM02

5 6

-

In battles, the opponent switches. In the wild, the Pokemon runs.

2 -

0 20 TM64 User faints.

-

8

0 20

-

Physical

7

0

DARK

Physical

6

∞ 5

Fake Out False Swipe

NORMAL

Physical

4

0 10

NORMAL

Physical

4

0

Feint

NORMAL

Physical

3

0 10

-

FIRE

Physical

6

1

6

- May cause a burn or flinching.

1

FIRE

Physical

7

0

6

- May cause a burn.

1

GROUND

Physical

-

7

5

- An instant 1-hit KO, if it hits.

-

NORMAL

Physical

-

0

6

- The lower the user's HP, the higher the power.

-

FIRE

Physical

5

0

5

- Inflicts damage and raises the user's Speed by one stage.

-

FIRE

Physical

6

0

4

- May cause a burn.

1

FIRE

Physical

12

0

6

- User receives recoil damage.

-

Fire Fang Fire Punch Fissure Flail Flame Charge Flame Wheel Flare Blitz

- User attacks first.

5 TM42 Stronger if user is Burned, Poisoned, or Paralyzed.

-

- Cannot miss, regardless of Accuracy or Evasiveness.

-

- Can only be used in first turn. User goes first, foe flinches.

-

2 TM54 Always leaves opponent with at least 1 HP. Only hits if opponent uses Protect or Detect in the same turn.

-

Fling Fly

DARK

Physical

-

0 10 TM56 Power depends on held item.

-

FLYING

Physical

9

1

-

6 HM02 Flies up on the first turn, attacks on the second turn. Pokemon waits on the first turn, attacks on the second. If 

Focus Punch

FIGHTING

Physical

15

0

5 TM01 the Pokemon is hit between this, the Pokemon flinches

-

instead of attacking.

Force Palm Foul Play

FIGHTING

Physical

6

0 10

- May cause paralysis.

3

DARK

Physical

9

0

- Uses the opponent's Attack stat.

-

Freeze Shock

ICE

Physical

14

Frustration Fury Attack Fury Cutter Fury Swipes Fusion Bolt Gear Grind Giga Impact Guillotine Gunk Shot Gyro Ball Hammer Arm Head Charge Head Smash Headbutt Heart Stamp Heat Crash Heavy Slam Hi Jump Kick Horn Attack Horn Drill Horn Leech Hyper Fang Ice Ball Ice Fang Ice Punch Ice Shard Icicle Crash Icicle Spear Iron Head Iron Tail Jump Kick Karate Chop

NORMAL

Physical

-

0

5 TM21 Power raises with the more the user dislikes its trainer.

-

NORMAL

Physical

1

2

5

- Hits 2-5 times in one turn.

-

BUG

Physical

2

1

5

- Power increases with each consecutive hit.

-

NORMAL

Physical

1

2

6

- Hits 2-5 times in one turn.

-

ELECTRIC

Physical

10

0 20

- Power increases if Fusion Flare is used in the same turn.

-

STEEL

Physical

5

2

- Hits twice in one turn.

-

NORMAL

Physical

15

NORMAL

Physical

POISON

6

1 20

6

-

Charges for a turn before attacking. May paralyze the target.

3

1 20 TM68 User cannot move in the following turn.

-

-

7 20

- An instant 1-hit KO, if it hits.

-

Physical

12

3 20

- May cause poison.

-

STEEL

Physical

-

FIGHTING

Physical

NORMAL

0 20 TM74 The slower the opponent, the stronger the attack.

-

10

1 10

- Decreases the user's Speed by one stage.

-

Physical

12

0

- User receives 1/4 the damage it inflicts in recoil.

-

ROCK

Physical

15

2 20

- User receives recoil damage.

-

NORMAL

Physical

7

0

6

- May cause flinching.

3

PSYCHIC

Physical

6

0

4

- May make the target flinch.

3

FIRE

Physical

-

0 10

- The heavier the user, the stronger the attack.

-

STEEL

Physical

-

0 10

- The heavier the user, the stronger the attack.

-

FIGHTING

Physical

13

1 10

- If it misses, the user loses half their HP.

-

NORMAL

Physical

6

0

-

-

NORMAL

Physical

-

7 20

- An instant 1-hit KO, if it hits.

-

GRASS

Physical

7

0 10

- Heals the user by half the damage inflicted.

-

NORMAL

Physical

8

1

6

- May cause flinching.

1

ICE

Physical

3

1

5

- An attack lasting for 5 turns that grows in power.

-

ICE

Physical

6

1

6

- May cause freezing and flinching.

1

ICE

Physical

7

0

6

- May cause freezing.

1

ICE

Physical

4

0

3

- User attacks first.

-

ICE

Physical

8

1 10

- May make the target flinch.

3

ICE

Physical

2

0

3

- Hits 2-5 times in one turn.

-

STEEL

Physical

8

0

6

- May cause flinching.

3

STEEL

Physical

10

3

6 TM23 May decrease opponent's Defense by one stage.

3

FIGHTING

Physical

8

1

4

- If it misses, the user loses half their HP.

-

FIGHTING

Physical

5

0

4

- High Critical-Hit ratio.

-

Knock Off 

DARK

Physical

2

0

5

-

Last Resort

NORMAL

Physical

14

6

4

0 20

Opponent cannot use its hold item for the duration of the battle.

- Can only be used after all other moves are used.

-

Leaf Blade Leech Life Lick Low Sweep Mach Punch Magnet Bomb

GRASS

Physical

9

0

6

- High Critcal-Hit ratio.

-

BUG

Physical

2

0

6

- User recovers half of the damage inflicted on t he opponent.

-

GHOST

Physical

2

0

3

- May cause paralysis.

3

FIGHTING

Physical

6

0

5

- Lowers the target's Speed by one level.

-

FIGHTING

Physical

4

0

3

- User goes first.

-

STEEL

Physical

6

- Cannot miss, regardless of Accuracy or Evasiveness.

-

GROUND

Physical

-

- Hits with random power.

-

NORMAL

Physical

12

3 20

-

-

NORMAL

Physical

8

2

5

-

-

BUG

Physical

12

2 10

-

-

STEEL

Physical

-

0 10

- Deals damage equal to 1.5x opponent's attack.

-

STEEL

Physical

5

1

- May increase the user's Attack by one stage.

1

STEEL

Physical

10

- May increase user's Attack by one stage.

2

NORMAL

Physical

-

0

6 TM83 The type and power depends on th e user's held berry.

-

GRASS

Physical

6

0

6

- May cause flinching.

3

DARK

Physical

7

0

6

- High Critical-Hit ratio.

-

DRAGON

Physical

12

0

6

- User attacks for 2-3 turns and then becomes confused.

-

NORMAL

Physical

4

0

5

- A small amount of money is gained after the battle resolves.

-

DARK

Physical

5

0 10 TM66 Power doubles if the user was attacked first.

-

FLYING

Physical

3

0

3

-

-

BUG

Physical

1

2

5

- Hits 2-5 times in one turn.

-

Pluck

FLYING

Physical

6

0

5 TM88

Poison Fang Poison Jab Poison Sting Poison Tail Pound Power Whip Present Psycho Cut Punishment Pursuit Quick Attack Rage Rapid Spin Razor Leaf  Razor Shell

POISON

Physical

5

0

6

POISON

Physical

8

0

5 TM84 May poison the opponent.

3

POISON

Physical

1

0

3

- May poison the opponent.

3

POISON

Physical

5

0

5

- High Critical-Hit ratio. May poison the opponent.

1

NORMAL

Physical

4

0

3

-

-

GRASS

Physical

12

2 10

-

-

NORMAL

Physical

-

1

6

- Either deals damage or heals.

-

PSYCHIC

Physical

7

0

5

- High Critical-Hit ratio.

-

DARK

Physical

-

0 20

- Power depends on opponent's stats.

-

DARK

Physical

4

0

5

- Double power if the opponent is switching out.

-

NORMAL

Physical

4

0

3

- User goes first.

-

NORMAL

Physical

2

0

5

- Increases user's Attack by one stage when hit.

-

NORMAL

Physical

2

0

1

- Removes the effects of trap moves

-

GRASS

Physical

5

1

4

- High Critical-Hit ratio.

-

WATER

Physical

7

1 10

- May lower the target's Defense by one level.

5

Retaliate

NORMAL

Physical

7

0 20

-

Return Revenge Reversal

NORMAL

Physical

-

0

FIGHTING

Physical

6

0 10

- Power increases if user was hit first.

-

FIGHTING

Physical

-

0

- The lower the user's HP, the higher the power.

-

Magnitude Mega Kick Mega Punch Megahorn Metal Burst Metal Claw Meteor Mash Natural Gift Needle Arm Night Slash Outrage Pay Day Payback Peck Pin Missile

∞ 5 0

3

3

2 10

If the opponent is holding a berry, its effect is stolen by user.

- May cause poison that gets worse each turn.

Inflicts double damage if a teammate fainted on the last turn.

5 TM27 Power increases with user's Happiness. 6

3

-

Rock Blast Rock Climb Rock Slide Rock Smash Rock Throw Rock Tomb Rock Wrecker Rolling Kick Rollout Sacred Fire Sacred Sword

ROCK

Physical

2

1 10

NORMAL

Physical

9

2

ROCK

Physical

7

1 10 TM80 May cause flinching, if it hits.

3

FIGHTING

Physical

4

0

6 HM06 Likely to decrease the opponent's Defense by o ne stage.

5

ROCK

Physical

5

1

6

-

ROCK

Physical

5

2 10 TM39 Decreases the opponent's Speed by one stage, if it hits.

-

ROCK

Physical

15

1 20

- The user cannot move in the following turn.

-

FIGHTING

Physical

6

2

6

- May cause flinching.

3

ROCK

Physical

3

1

5

- An attack lasting for 5 turns that grows in power.

-

FIRE

Physical

10

1 20

- Likely to cause a burn.

5

FIGHTING

Physical

9

0

5

- Ignores the target's stat changes.

-

Sand Tomb

GROUND

Physical

3

2

6

-

Scratch Secret Power Seed Bomb Seismic Toss Selfdestruct Shadow Claw Shadow Force Shadow Punch

NORMAL

Physical

4

0

3

-

NORMAL

Physical

7

0

5 TM43 Effects of the attack vary with the location.

3

GRASS

Physical

8

0

6

-

-

FIGHTING

Physical

-

0 20

- Inflicts damage equal to user's level.

-

NORMAL

Physical

20

0 20

- User faints.

-

GHOST

Physical

7

GHOST

Physical

12

0 20

- Disappears on the 1st turn, attacks on the 2nd turn.

-

GHOST

Physical

6

∞ 5

- Cannot miss, regardless of Accuracy and Evasiveness.

-

GHOST

Physical

4

0

3

- User goes first.

-

Skull Bash

NORMAL

Physical

10

0

6

-

Sky Attack

FLYING

Physical

14

1 20

-

Sky Drop

FLYING

Physical

6

0 10

-

Sky Uppercut Slam Slash Smack Down Spark Spike Cannon Steamroller Steel Wing Stomp Stone Edge Storm Throw Strength Struggle Submission

FIGHTING

Physical

8

1

6

- Hits the opponent, even during Fly.

-

NORMAL

Physical

8

3

5

-

-

NORMAL

Physical

7

0

5

- High Critical-Hit ratio.

-

ROCK

Physical

5

0

6

- Makes Flying-type pokemon vulnerable to Ground moves.

-

ELECTRIC

Physical

6

0

5

- May cause paralysis.

3

NORMAL

Physical

2

0

6

- Hits 2-5 times in one turn.

-

BUG

Physical

6

0

5

- May make the target flinch.

3

STEEL

Physical

7

1

4 TM47 May increases user's Defense by one stage.

1

NORMAL

Physical

6

0

5

3

ROCK

Physical

10

FIGHTING

Physical

NORMAL

Sucker Punch

Shadow Sneak

0

- Hits 2-5 times in one turn.

5 HM08 May cause confusion.

-

Damages opponent for 2-5 turns, opponent cannot switch/escape.

2

-

6 TM65 High Critical-Hit ratio.

Increases user's Defense one stage in the 1st turn, attacks in the 2nd turn. User cannot move in the 1st turn, attacks 2nd turn. May cause flinching. Tosses the target into the air on first turn; Drops them on the second.

- May cause flinching.

-

3 -

2 20 TM71 High Critical-Hit ratio.

-

4

0 10

-

Physical

8

0

6 HM04

-

NORMAL

Physical

5

0

-

- Only usable when all PP are gone. Hurts the user.

-

FIGHTING

Physical

8

2

4

- User receives recoil damage.

-

DARK

Physical

8

0 20

- Always results in a critical hit.

-

User goes first, but won't work if opponent doesn't use an attacking move.

-

Super Fang Superpower Tackle Tail Slap Take Down Thief  Thrash Thunder Fang Thunderpunch Triple Kick U-turn V-Create Vicegrip Vine Whip Vital Throw

NORMAL

Physical

-

1 10

- Always takes off half of the oppone nt's HP.

-

FIGHTING

Physical

12

0 20

- Decreases user's Attack and Defense by one stage each.

-

NORMAL

Physical

5

0

-

-

NORMAL

Physical

2

2 10

- Hits 2-5 times in one turn.

-

NORMAL

Physical

9

2

- User receives recoil damage.

-

DARK

Physical

4

0 10 TM46 May steal opponent's held item.

4

NORMAL

Physical

12

0 10

- User attacks for 2-3 turns but then becomes confused.

-

ELECTRIC

Physical

6

1

6

- May cause paralysis and flinching.

1

ELECTRIC

Physical

7

0

6

- May cause paralysis.

1

FIGHTING

Physical

1

1 10

- Hits 3 times, growing in power each with each hit.

-

BUG

Physical

7

0

FIRE

Physical

18

NORMAL

Physical

GRASS

3 5

5 TM89 User switches out immediately after attacking.

-

1 20

- Lowers the user's Defense, Special Defense and Speed.

-

5

0

3

-

-

Physical

3

0

6

-

-

FIGHTING

Physical

7

- User attacks last, but cannot miss.

-

Volt Tackle

ELECTRIC

Physical

12

- User receives recoil damage.

-

Wake-up Slap

FIGHTING

Physical

6

0 10

WATER

Physical

8

0

6 HM07 May cause flinching.

2

ELECTRIC

Physical

9

0

6

- User receives 1/4 the damage it inflicts in recoil.

-

FLYING

Physical

6

0

3

-

-

GRASS

Physical

12

0

6

- User receives recoil damage.

-

NORMAL

Physical

1

1

5

-

BUG

Physical

8

0

6 TM81

PSYCHIC

Physical

8

1

6

Waterfall Wild Charge Wing Attack Wood Hammer Wrap X-Scissor Zen Headbutt

∞ 10 0

6

-

Power doubles if used on a sleeping opponent, but wakes it

-

up.

Damages opponent for 2-5 turns, opponent cannot

-

escape/switch.

-

-

STATUS MOVES

Type

Cat.

Acid Armor Acupressure After You Agility Ally Switch Amnesia Aqua Ring Aromatherapy

POISON

Status

-

-

1

- Increases user's Defense by two stages.

-

NORMAL

Status

-

-

3

- Randomly raises one of the user's stats by two stages.

-

NORMAL

Status

-

-

6

- Gives target priority in the next turn

-

PSYCHIC

Status

-

-

3

- Raises the user's Speed by two stages.

-

PSYCHIC

Status

-

-

6

- User switches with opposite teammate.

-

PSYCHIC

Status

-

-

5

- Raises user's Special Defense by two stages.

-

WATER

Status

-

-

5

- Restores a little HP each turn.

-

GRASS

Status

-

- 20

- Cures all status problems in your party.

-

Assist

NORMAL

Status

-

-

5

-

Attract

NORMAL

Status

-

0

6 TM45

STEEL

Status

-

-

6

Autotomize

Power Kick. PP

TM/HM

Name

Effect

?

In a Double Battle, user randomly attacks with a partner's move. If opponent is the opposite gender, it's less likely to attack.

- Decreases user's weight and raises Speed by two stages.

Affl.

-

Name

Power Kick. PP

TM/HM

Type

Cat.

Barrier

PSYCHIC

Status

-

-

3

- Raises user's Defense by two stages.

Baton Pass

NORMAL

Status

-

-

1

-

Belly Drum

NORMAL

Status

-

- 10

-

Bestow Block Bulk Up

NORMAL

Status

-

-

- Gives the user's held item to the target.

-

NORMAL

Status

-

- 20

- Opponent cannot flee or switch.

-

FIGHTING

Status

-

-

5 TM08 Increases user's Attack and Defense by one stage.

Calm Mind

PSYCHIC

Status

-

-

5 TM04

Camouflage

NORMAL

Status

-

-

5

Captivate

NORMAL

Status

-

0

5 TM78

Charge Charm Coil Confuse Ray Conversion

ELECTRIC

Status

-

-

5

- Power of your Electric-type attacks increase next turn.

-

NORMAL

Status

-

0

5

- Lowers opponent's Attack by two stages.

-

POISON

Status

-

-

5

- Raises the user's Attack, Defense and Accuracy.

-

GHOST

Status

-

0 10

- Confuses opponent.

-

NORMAL

Status

-

-

3

- Changes user's type to a type of one of its own moves.

-

Conversion 2

NORMAL

Status

-

-

3

-

Copycat Cosmic Power Cotton Guard Cotton Spore

NORMAL

Status

-

-

5

- Copies opponent's last move.

-

PSYCHIC

Status

-

-

5

- Increase user's Defense and Special Defense by one stage.

-

GRASS

Status

-

- 10

- Raises the user's Defense by three stages.

-

GRASS

Status

-

0

- Sharply reduces opponent's Speed.

-

6

1

Effect

?

User switches out and gives stat changes to the incoming Pokemon. User loses 50% of its max HP, but Attack raises to maximum.

Increases user's Special Attack and Special Defense by one stage.

- Changes user's type according to the location. Foe with opposite gender has its Sp. Attack lowered by 2 stages.

User changes type to become resistant to opponent's last move.

Affl.

-

-

-

Ghosts - Lose 50% of max HP, opponent loses 25% of max

Curse

-

Status

-

- 10

-

HP at the end of each turn. Non-Ghosts - Raises user's Attack and Defense one stage each, but lowers Speed by

-

one stage.

Dark Void

DARK

Status

-

2 10

- Puts all Pokemon on the field to sleep.

Defend Order

BUG

Status

-

- 10

-

Defense Curl

NORMAL

Status

-

-

1

-

Defog Destiny Bond

FLYING

Status

-

-

6

- Lowers opponent's Evasiveness by one stage.

-

GHOST

Status

-

- 20

- If the user faints, the opponent also faints.

-

FIGHTING

Status

-

- 20

-

NORMAL

Status

-

0 20

- Opponent can't use its last attack for a few turns.

Detect

Increases user's Defense and Special Defense by one stage each. Increases user's Defense by one stage. Rollout is now stronger.

Opponent's attack doesn't affect you, but may fail if used often.

-

-

Disable Double Team Dragon Dance Embargo Encore

NORMAL

Status

-

-

6 TM32 Increases user's Evasiveness by one stage.

-

DRAGON

Status

-

-

5

-

DARK

Status

-

0

6 TM63 Opponent cannot use hold items.

NORMAL

Status

-

0 20

Endure

NORMAL

Status

-

- 10 TM58

Entrainment

NORMAL

Status

-

0

6

- Increases user's Attack and Speed by one stage each. - Forces opponent to keep using its last more for 2-6 turns. Always left with at least 1 HP, but may fail if used in a row.

- Makes target's ability same as user's.

-

-

Name

Fake Tears Featherdance Flash Flatter Focus Energy Follow Me

Power Kick. PP

TM/HM

Type

Cat.

Effect

DARK

Status

-

0

5

- Decreases opponent's Special Defense by two stages.

-

FLYING

Status

-

0

6

- Decreases opponent't Attack by two stages.

-

NORMAL

Status

-

0

5 TM70 Decreases opponent's Accuracy by one stage.

DARK

Status

-

0

6

-

NORMAL

Status

-

-

3

- Increases Critical-Hit ratio by one stage

-

NORMAL

Status

-

-

5

- In Double Battle, the user takes all the attacks.

-

?

Confuses opponent, but raises its Special Attack by two stages.

Affl.

-

Resets opponent's Evasiveness, Normal-type and Fighting-

Foresight

NORMAL

Status

-

-

1

- type attacks can now hit Ghosts, and Ghost-type attacks

-

hit Normal.

Gastro Acid Glare Grasswhistle

POISON

Status

-

0 10

- Cancels out the effect of the opponent's Ability.

-

NORMAL

Status

-

1

3

- Causes paralysis, if it hits.

-

GRASS

Status

-

5

6

- Puts opponent to sleep, if it hits.

-

Gravity

PSYCHIC

Status

-

- 20

-

Growl Growth

NORMAL

Status

-

0

1

- Decreases opponent's Attack by one stage.

-

NORMAL

Status

-

-

1

- Increases user's Attack and Special Attack.

-

Grudge

GHOST

Status

-

- 20

-

Guard Split Guard Swap Hail Harden Haze Heal Bell Heal Block Heal Order Heal Pulse

PSYCHIC

Status

-

- 10

- Averages Defense and Special Defense with the target.

-

PSYCHIC

Status

-

- 10

- User and opponent swap Defense and Special Defense.

-

ICE

Status

-

- 10 TM07 Non-Ice types are damaged for 5 turns.

-

NORMAL

Status

-

-

3

- Increases the user's Defense by one stage.

-

ICE

Status

-

-

3

- Resets all stat changes.

-

NORMAL

Status

-

-

5

- Heals the user's party's status conditions.

-

PSYCHIC

Status

-

-

6

- Prevents the opponent from restoring HP for 5 turns.

-

BUG

Status

-

- 10

- Recovers half of the user's max HP.

-

PSYCHIC

Status

-

- 10

- Restores half the target's max HP.

-

Healing Wish

PSYCHIC

Status

-

- 10

-

Heart Swap Helping Hand Hone Claws Howl Hypnosis Imprison Ingrain Iron Defense Kinesis Leech Seed Leer

PSYCHIC

Status

-

- 10

- Stat changes are swapped with the opponent.

-

NORMAL

Status

-

-

5

- In Double Battles, boosts the power of the partner's move.

-

DARK

Status

-

-

6

- Raises Attack and Accuracy.

-

NORMAL

Status

-

-

1

- Increases the user's Attack by one stage.

-

PSYCHIC

Status

-

4

5

- Put opponent to sleep, if it hits.

-

PSYCHIC

Status

-

- 10

- Opponent is unable to use moves that the user also knows.

-

GRASS

Status

-

-

5

- User restores HP each turn. User cannot escape/switch.

-

STEEL

Status

-

-

6

- Increases the user's Defense by two stages.

-

PSYCHIC

Status

-

2

6

- Decreases opponent's Accuracy by one stage, if it hits.

-

GRASS

Status

-

1 10

- User steals HP from opponent each turn.

-

NORMAL

Status

-

0

3

- Decreases opponent's Defense by one stage.

-

Light Screen

PSYCHIC

Status

-

-

3 TM16

Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.

If the users faints after using this move, the PP for the opponent's last move is depleted.

The user faints and the next Pokemon released is fully healed.

User's party receives 1/2 damage from Sp. Attacks for 5 turns.

-

-

-

-

Name

Cat.

NORMAL

Status

-

- 20

- The next move the user uses is guaranteed to hit.

-

NORMAL

Status

-

3 10

- Puts the opponent to sleep, if it hits.

-

FIGHTING

Status

-

0

5

- The heavier the opponent, the stronger the attack.

-

NORMAL

Status

-

-

3

- Opponent cannot land Critical Hits for 5 turns.

-

Lunar Dance

PSYCHIC

Status

-

- 10

-

Magic Coat Magic Room Magnet Rise Me First Mean Look Meditate

PSYCHIC

Status

-

-

6

- Any special move is reflected back to the attacker.

-

PSYCHIC

Status

-

- 10

- Suppresses the effects of held items for five t urns.

-

ELECTRIC

Status

-

- 10

- User becomes immune to Ground-type moves for 5 turns.

-

NORMAL

Status

-

-

- User goes first with the opponent's attack at 1.5x power.

-

NORMAL

Status

-

- 20

- Opponent cannot escape/switch.

-

PSYCHIC

Status

-

-

- Increases user's Attack by one stage.

-

Memento

DARK

Status

-

0 10

-

Metal Sound Metronome Milk Drink

STEEL

Status

-

2

- Decreases opponent's Special Defense by two stages.

-

NORMAL

Status

-

- 10

- User performs any move in the game at random.

-

NORMAL

Status

-

- 10

- User recoves 50% of its maximum HP.

-

Mimic

NORMAL

Status

-

- 10

-

Mind Reader Minimize

PSYCHIC

Status

-

- 20

- User's next attack is guaranteed to hit.

-

NORMAL

Status

-

-

5

- Increases user's Evasiveness by one stage.

-

Miracle Eye

PSYCHIC

Status

-

-

1

-

FLYING

Status

-

-

5

- User performs the opponent's last move.

-

ICE

Status

-

-

3

- User's stats cannot be changed for a period of t ime.

-

NORMAL

Status

-

- 20

- User recovers HP. Amount varies with the weather.

-

NORMAL

Status

-

- 20

- User recovers HP. Amount varies with the weather.

-

GROUND

Status

-

-

6

- Weakens the power of Electric-type moves.

-

DARK

Status

-

-

5

- Increases the user's Special Attack by two stages.

-

NORMAL

Status

-

-

5

- Uses a certain move based on the current location.

-

Lock-on Lovely Kiss Low Kick Lucky Chant

Mirror Move Mist Moonlight Morning Sun Mud Sport Nasty Plot Nature Power

Power Kick. PP

TM/HM

Type

5 1

1

Effect

?

The user faints but the next Pokemon released is fully healed.

User faints, opponent's Attack is dropped to the lowest stage.

Replaces this move with the opponent's last move, for the battle.

Resets opponent's Evasiveness, removes Dark's Psychic immunity.

Affl.

-

-

-

-

Resets opponent's Evasiveness, Normal-type and Fighting-

Odor Sleuth

NORMAL

Status

-

-

1

- type attacks can now hit Ghosts, and Ghost-type attacks

-

hit Normal. The user's and opponent's HP becomes the average of 

Pain Split

NORMAL

Status

-

-

5

-

Perish Song

NORMAL

Status

-

- 20

-

Poison Gas Poisonpowder Power Split Power Swap Power Trick Protect Psych Up

POISON

Status

-

2

1

- Poisons the opponent, if it hits.

-

POISON

Status

-

3

3

- Poisons the opponent, if it hits.

-

PSYCHIC

Status

-

- 10

- Averages Attack and Special Attack with the target.

-

PSYCHIC

Status

-

- 10

- User and opponent swap Attack and Special Attack.

-

PSYCHIC

Status

-

- 10

- User's own Attack and Defense switch.

-

NORMAL

Status

-

- 10 TM17 User is not affected by opponent's move.

-

NORMAL

Status

-

- 10 TM77 Copies the opponent's stat changes.

-

both. Any Pokemon in play when this attack is used faints in 3 turns.

-

Name

Cat.

PSYCHIC

Status

-

1 10

- Gives the opponent the user's status condition, if it hits.

-

DARK

Status

-

0

6

- Makes the target act last this turn.

-

FIGHTING

Status

-

-

6

- Fast moves won't damage the user or its teammates.

-

Quiver Dance

BUG

Status

-

-

5

-

Rage Powder Rain Dance Recover Recycle

BUG

Status

-

-

5

- Forces attacks to hit this Pokemon, not team-mates.

WATER

Status

-

- 20 TM18 Causes the weather to change to rain for 5 turns.

-

NORMAL

Status

-

- 10

-

NORMAL

Status

-

- 10 TM67 User's used hold item is restored.

Reflect

PSYCHIC

Status

-

-

5 TM33

Reflect Type Refresh Rest

NORMAL

Status

-

-

6

- User becomes the target's type.

-

NORMAL

Status

-

-

5

- Cures paralysis, poison, and burns.

-

PSYCHIC

Status

-

- 10 TM44 User sleeps for 2 turns, but user is fully healed.

-

Roar

NORMAL

Status

-

0

5 TM05

ROCK

Status

-

-

5 TM69 Increases the user's Speed by two stages.

-

PSYCHIC

Status

-

-

6

-

Psycho Shift Quash Quick Guard

Rock Polish Role Play

Power Kick. PP

TM/HM

Type

Effect

?

Raises the user's Special Attack, Special Defense and Speed.

- User recovers 50% of its max HP. User's party receives 1/2 damage from Ph. Attacks for 5 turns.

In battles, the opponent switches. In the wild, the Pokemon runs.

- User copies the opponent's Ability.

Affl.

-

-

-

User recovers 50% of its max HP. Flying-type users are not

Roost

FLYING

Status

-

- 10 TM51 immune to Ground-type moves immediately following this

-

move.

Safeguard Sand-attack

NORMAL

Status

-

-

5 TM20 The user's party is protected from status conditions.

-

GROUND

Status

-

0

6

-

Sandstorm

ROCK

Status

-

- 10 TM37

Scary Face Screech Sharpen

NORMAL

Status

-

0 10

- Sharply lowers opponent's Speed.

-

NORMAL

Status

-

2

1

- Decreases the opponent's Defense by two stages, if it hits.

-

NORMAL

Status

-

-

3

- Increases the user's Attack by one stage.

-

Shell Smash

NORMAL

Status

-

-

6

-

STEEL

Status

-

- 10

- Raises Attack and sharply raises Speed.

-

NORMAL

Status

-

0

6

- Changes target's ability to Simple.

-

NORMAL

Status

-

5

6

- Puts the opponent to sleep, if it hits.

-

NORMAL

Status

-

- 50

- Permanently copies the opponent's last move.

-

PSYCHIC

Status

-

- 10 TM48 The user swaps Abilities with the opponent.

-

NORMAL

Status

-

- 10

- User recovers 50% of its max HP.

-

GRASS

Status

-

3

- Puts the opponent to sleep, if it hits.

-

NORMAL

Status

-

- 10 TM82 User performs one of its own moves while sleeping.

-

NORMAL

Status

-

0

-

DARK

Status

-

- 10 TM49 User steals the effects of the opponent's next move.

-

WATER

Status

-

0

- Changes the target's type to water.

-

NORMAL

Status

-

- 10

- User recovers 50% of its max HP.

-

BUG

Status

-

- 10

- Opponent cannot escape/switch.

-

Shift Gear Simple Beam Sing Sketch Skill Swap Slack Off  Sleep Powder Sleep Talk Smokescreen Snatch Soak Softboiled Spider Web

6 5 5

- Decreases the opponent's Accuracy by one stage. Non Rock, Ground and Steel types are damaged for 5 turns.

Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.

- Decreases the opponent's Accuracy by one stage.

-

-

Name

Type

Cat.

Power Kick. PP

Spikes Spite Splash Spore Stealth Rock

GROUND

Status

-

-

GHOST

Status

-

NORMAL

Status

GRASS

Stockpile

5

TM/HM

Effect

?

Affl.

- Hurts opponents when they switch into battle.

-

0 10

- The opponent's last move loses 2-5 PP.

-

-

-

1

- Doesn't do ANYTHING.

-

Status

-

0

6

- Puts the opponent to sleep.

-

ROCK

Status

-

-

5 TM76 Damages opponent when they switch into battle.

NORMAL

Status

-

-

5

-

Temporarily increases user's Defense by one stage. To be used with Spit Up and Swallow.

-

String Shot Stun Spore

BUG

Status

-

1

1

- Decreases opponent's Speed by one stage.

-

GRASS

Status

-

3

3

- Causes paralysis, if it hits.

-

Substitute

NORMAL

Status

-

- 10 TM90

Sunny Day Supersonic

FIRE

Status

-

- 20 TM11 Changes the weather to sunny.

-

NORMAL

Status

-

5

5

-

Swagger

NORMAL

Status

-

1

6 TM87

Swallow

NORMAL

Status

-

- 10

-

Sweet Kiss Sweet Scent Switcheroo Swords Dance Synthesis Tail Glow Tail Whip

NORMAL

Status

-

3 10

- Causes confusion, if it hits.

-

NORMAL

Status

-

-

5

- Decreases opponent's Evasiveness by one stage.

-

DARK

Status

-

0

6

- Swaps held items with the opponent.

-

NORMAL

Status

-

-

3 TM75 Increases the user's Attack by two stages.

GRASS

Status

-

- 20

- User recovers HP. Amount varies with the weather.

-

BUG

Status

-

-

5

- Drastically increases user's Special Attack.

-

NORMAL

Status

-

0

3

- Decreases opponent's Defense by one stage.

-

FLYING

Status

-

-

3

-

Tailwind

User loses 1/4 of its max HP, but can take hits without losing HP for awhile.

- Causes confusion, if it hits. Opponent becomes confused, but its Attack is raised by 2 stages. The more times the user has performed Stockpile, th e more HP is recovered.

The user's party's Speed is increased by one stage for 5 turns.

-

-

-

-

Taunt Teeter Dance

DARK

Status

-

0

5 TM12 Opponent can only use moves that attack.

-

NORMAL

Status

-

0

5

- All Pokemon on the field become confused.

-

Telekinesis

PSYCHIC

Status

-

-

6

-

Teleport Thunder Wave

PSYCHIC

Status

-

-

5

- Allows user to switch out. In the wild, the battle ends.

ELECTRIC

Status

-

0

5 TM73 Causes paralysis.

Tickle

NORMAL

Status

-

0

5

DARK

Status

-

0

6 TM41 Opponent cannot use the same move in a row.

POISON

Status

-

1 10 TM06 Causes poison that increases damage each turn.

-

POISON

Status

-

- 20

- Hurts opponents when they switch into battle.

-

NORMAL

Status

-

- 10

- User takes on the form and attacks of the opponent.

-

PSYCHIC

Status

-

0 10

- Swaps held items with the opponent.

-

PSYCHIC

Status

-

- 20 TM92 Slower Pokemon move first in the turn for 5 turns.

-

BUG

Status

2

0

5

- Hits twice. May cause poison.

2

WATER

Status

-

-

6

- Reduces the PWR of Fire moves by half against t his enemy.

-

NORMAL

Status

-

0

5

-

Torment Toxic Toxic Spikes Transform Trick Trick Room Twineedle Water Sport Whirlwind

-

Ignores opponent's evasion for 3 turns, add Ground immunity.

Decreases the opponent's Attack and Defense by one stage each.

In battles, the opponent switches. In the wild, the Pokemon runs.

-

-

Name

TM/HM

Type

Cat.

ROCK

Status

-

- 10

FIRE

Status

-

3

NORMAL

Status

-

- 10

- The user recovers (Sp. Atk) HP in the following turn.

-

WATER

Status

-

-

- Increases the user's Defense by 10 points.

-

Wonder Room

PSYCHIC

Status

-

- 10

-

Work Up Worry Seed Yawn

NORMAL

Status

-

-

- Raises the user's Attack and Special Attack one step.

-

GRASS

Status

-

0 10

- Changes the opponent's Ability to Insomnia.

-

NORMAL

Status

-

- 10

- Puts the opponent to sleep in the following turn.

-

Wide Guard Will-o-wisp Wish Withdraw

Power Kick. PP

Effect

?

- Protects the user's team from multi-target attacks.

6 TM61 Causes a burn, if it hits. 1

3

Affl.

-

Swaps every Pokemon's Defense and Special Defense for 5 turns.

-

SPECIAL MOVES Name

Cat.

Absorb

GRASS

Special

2

0

4

- User recovers half of the HP inflicted on opponent.

Acid

POISON

Special

4

0

3

-

Acid Spray Aeroblast Air Cutter Air Slash Ancientpower Aura Sphere

POISON

Special

4

0

5

- Decreases opponent's Special Defense by two stages.

-

FLYING

Special

10

1 20

- High Critical-Hit ratio.

-

FLYING

Special

5

1

4

- High Critical-Hit ratio.

-

FLYING

Special

7

1

5

- May cause flinching.

3

ROCK

Special

6

0 20

- Might raise all of the user's stats by one stage.

1

FIGHTING

Special

9

∞ 5

- Cannot miss, regardless of Accuracy or Evasiveness.

-

ICE

Special

6

- Might lower opponent's Attack.

1

FIRE

Special

15

1 20

- User cannot move next turn.

-

ICE

Special

12

3 20

FIRE

Special

13

2 20

WATER

Special

6

0 10

WATER

Special

2

0

WATER

Special

6

0

BUG

Special

9

0 10

ELECTRIC

Special

5

1 10

FLYING

Special

6

0

5

- Likely to confuse the opponent.

5

POISON

Special

5

-

6

- Removes all of the target's stat changes.

-

PSYCHIC

Special

5

0

4

- May confuse opponent.

1

DARK

Special

8

0

6

TM79 May cause flinching.

2

ELECTRIC

Special

8

0

6

- May cause paralysis.

3

STEEL

Special

14

0 20

- Damage occurs 2 turns later.

-

DRAGON

Special

14

1 20

- Decreases user's Special Attack by 2 stages.

-

DRAGON

Special

9

0 10

DRAGON

Special

-

0 10

- Always inflicts 40 HP.

-

DRAGON

Special

6

0

- May cause paralysis.

-

Aurora Beam Blast Burn Blizzard Blue Flare Brine Bubble Bubblebeam Bug Buzz Charge Beam Chatter Clear Smog Confusion Dark Pulse Discharge Doom Desire Draco Meteor Dragon Pulse Dragon Rage Dragonbreath

Power Acc. PP

TM/HM

Type

0

5

Effect

?

May lower opponent's Defense or Special Defense one stage.

TM14 May cause freezing. - May burn the target.

Prob.

1

1 2

TM55 Power doubles if opponent's HP is less than 50%.

-

3

- May lower opponent's Speed by one stage.

1

5

- May lower opponent's Speed by one stage.

1

- May lower opponent's Special Defense by one stage.

1

5

TM57 Likely to lower opponent's Special Attack by one stage.

TM59

7

-

Name

Power Acc. PP

TM/HM

Type

Cat.

Dream Eater

PSYCHIC

Special

10

Earth Power

GROUND

Special

9

0 10

- May decrease opponent's Special Defense by on stage.

Echoed Voice

NORMAL

Special

4

0

-

Electro Ball Electroweb Ember Energy Ball Eruption Extrasensory Fiery Dance

ELECTRIC

Special

-

0 10

- The faster the user, the stronger the attack.

ELECTRIC

Special

5

1

5

- Lowers the target's Speed by one level.

FIRE

Special

4

0

4

- May cause a burn.

GRASS

Special

8

0 10

FIRE

Special

15

0 20

- Stronger when the user's HP is higher.

-

PSYCHIC

Special

8

0

- May cause flinching.

2

FIRE

Special

8

0 10

- May raise the user's Special Attack by one level.

5

Final Gambit

FIGHTING

Special

-

0 20

-

Fire Blast

FIRE

Special

12

2 20

Fire Pledge

FIRE

Special

5

0 10

-

Fire Spin

FIRE

Special

3

2

6

-

Flame Burst Flamethrower

FIRE

Special

7

0

6

- May also injure nearby Pokemon.

FIRE

Special

9

0

6

Flash Cannon

STEEL

Special

8

0 10

TM91

Focus Blast Frenzy Plant Frost Breath Fusion Flare Future Sight

FIGHTING

Special

12

3 20

TM52 May decrease opponent's Special Defense by one stage.

GRASS

Special

15

1 20

- User cannot move in the following turn.

ICE

Special

4

1 10

- Always results in a critical hit.

FIRE

Special

10

0 20

- Power increases if Fusion Bolt is used in the same turn.

-

PSYCHIC

Special

10

0 10

- Damage occurs 2 turns later.

-

Giga Drain

GRASS

Special

7

0 10

Glaciate Grass Knot

ICE

Special

6

1 10

GRASS

Special

-

0

Grass Pledge

GRASS

Special

5

0 10

-

Gust Heat Wave Hex Hidden Power Hurricane Hydro Cannon Hydro Pump Hyper Beam Hyper Voice Ice Beam

FLYING

Special

4

0

-

-

FIRE

Special

10

1 10

- May cause a burn.

1

GHOST

Special

5

0 10

- Inflicts more damage if the target has a status condition.

-

NORMAL

Special

-

0

FLYING

Special

12

3 10

- May confuse the target.

3

WATER

Special

15

1 20

- User cannot move in the following turn.

-

WATER

Special

12

2 20

-

-

NORMAL

Special

15

1 20

NORMAL

Special

9

0 10

ICE

Special

9

0 10

0

6

6

3

5

3

6

Effect

?

TM85

Can only be used on a sleeping target. User recovers half  of the damage inflicted on opponent.

Power increases each turn if multiple Pokemon in the team also use it.

TM53 May decrease opponent's Special Defense by one stage.

Inflicts damage equal to the user's remaining HP. User faints.

TM38 May cause a burn. Added effects appear if preceded by Grass Pledge or succeeded by Water Pledge. Damages opponent for 2-5 turns, opponent cannot escape/switch.

TM35 May cause a burn.

TM19

May decrease opponent's Sp. Attack or Sp. Defense by one stage.

User recovers 50% of the damage inflicted on the opponent.

- Lowers the target's Speed. TM86 The heavier the opponent, the stronger the attack. Added effects appear if preceded by Water Pledge or succeeded by Fire Pledge.

TM10 Type and power depen ds on user's IV's.

TM15 User cannot move on the following turn. TM13 May cause freezing.

Prob.

1 10 2 -

2 2 2 2 10

10 -

-

1

Name

Type

Cat.

Power Acc. PP

Ice Burn

ICE

Special

14

Icy Wind Incinerate Inferno Judgment Lava Plume Leaf Storm Leaf Tornado Luster Purge Magical Leaf 

ICE

Special

FIRE

TM/HM

Effect

?

Charges for a turn before attacking. May burn the

Prob.

1 20

-

5

1

6

- Decreases opponent's Speed by one stage.

-

Special

3

0

6

- Destroys the target's held berry.

-

FIRE

Special

10

5

5

- Burns the target, if it hits.

-

NORMAL

Special

10

0 10

- Type depends on the Arceus Plate being he ld.

-

FIRE

Special

8

0

- May cause a burn.

3

GRASS

Special

14

1 20

- Decreases user's Special Attack by two stages.

-

GRASS

Special

6

1 10

- May lower the target's Accuracy by one level.

5

PSYCHIC

Special

7

0 20

- May decrease opponent's Special Defense by one stage.

-

GRASS

Special

6

∞ 5

- Cannot miss, regardless of Accuracy or Evasiveness.

-

FIRE

Special

12

2 20

- Opponent cannot escape/switch.

-

Mega Drain

GRASS

Special

4

0

6

-

Mirror Coat

PSYCHIC

Special

-

0

5

-

Mirror Shot

STEEL

Special

6

1 10

- May decrease opponent's Accuracy by one stage.

Mist Ball

PSYCHIC

Special

7

0 20

-

Mud Bomb Mud Shot Mud-Slap Muddy Water Night Daze Night Shade

GROUND

Special

6

1 10

- May decrease opponent's Accuracy by one stage.

GROUND

Special

5

1

- Decreases opponent's Speed by one stage.

10

GROUND

Special

2

0 10

- Lowers opponent's accuracy by one stage

10

WATER

Special

9

1 10

- May decrease opponent's Accuracy by one stage.

3

DARK

Special

8

1 10

- May lower the target's Accuracy by one level.

4

GHOST

Special

-

0

6

- Inflicts damage equal to user's level.

-

Nightmare

GHOST

Special

-

0

6

-

Octazooka Ominous Wind Overheat Petal Dance Powder Snow Power Gem Psybeam

WATER

Special

6

2 10

- Likely to decrease opponent's Accuracy by one stage.

5

GHOST

Special

6

0 20

- May increase all stats of the user by one stage each.

1

FIRE

Special

14

1 20

GRASS

Special

12

0 10

- User attacks for 2-3 turns but then becomes confused.

-

ICE

Special

4

0

5

- May cause freezing.

1

ROCK

Special

7

0

5

-

-

PSYCHIC

Special

6

0

5

- May confuse the opponent.

1

Psychic

PSYCHIC

Special

9

0 10

Psycho Boost

PSYCHIC

Special

14

1 20

- Decreases user's Special Attack by two stages.

Psyshock

PSYCHIC

Special

8

0 10

-

Psystrike

PSYCHIC

Special

10

0 10

-

Psywave

PSYCHIC

Special

-

2

- Inflicts damage 50-150% of user's level.

Razor Wind

NORMAL

Special

8

0 10

Magma Storm

6

6

6

target.

User recovers 1/2 of the damage inflicted onto t he opponent. When hit by a S pecial Attack, user strikes back with 2x power.

Likely to decrease opponent's Special Attack by one stage.

The sleeping opponent loses 25% of its max HP each turn.

TM50 Decreases user's Special Attack by two stages.

TM29

-

May decreases the opponent's Special Defense by one stage.

Inflicts damage based on the target's Defense, not Special Defense. Inflicts damage based on the target's Defense, not Special Defense.

Immobile on the first turn, attacks on the second turn. High Critical-Hit ratio.

3

5 3

-

-

1 -

Name

Type

Cat.

Power Acc. PP

TM/HM

Effect

?

Prob.

Relic Song Roar of Time

NORMAL

Special

7

0 10

- May put the target to sleep.

1

DRAGON

Special

15

1 20

- The user cannot move in the following turn.

-

Round

NORMAL

Special

6

0

6

-

Scald Searing Shot

WATER

Special

8

0

6

- May burn the target.

3

FIRE

Special

10

0 20

- May burn the target.

3

Secret Sword

FIGHTING

Special

8

0 10

-

Seed Flare

GRASS

Special

12

2 20

-

Shadow Ball Sheer Cold

GHOST

Special

8

0

ICE

Special

-

7 20

Shock Wave

ELECTRIC

Special

6

BUG

Special

7

0

6

Power increases each turn if multiple Pokemon in the team also use it.

Inflicts damage based on the target's Defense, not Special Defense. May decrease the opponent's Special Defense by one stage.

TM30 May decrease opponent's Special Defense. - An instant 1-hit KO, if it hits.

∞ 5 TM34 Cannot miss, regardless of Accuracy and Evasiveness.

-

4 2 -

Signal Beam Silver Wind Sludge Sludge Bomb Sludge Wave

BUG

Special

6

0 20

POISON

Special

6

0

5

- May poison the opponent.

3

POISON

Special

9

0 10

TM36 May poison the opponent.

3

POISON

Special

9

0 10

- May poison the target.

Smellingsalt

NORMAL

Special

6

0 10

-

Smog Snarl Snore

POISON

Special

2

3

5

- May poison the opponent.

4

DARK

Special

5

1

6

- Lowers the target's Special Attack by one level.

-

NORMAL

Special

4

0

6

- Can only be used while the user is sleeping.

-

GRASS

Special

12

Solarbeam Sonicboom Spacial Rend

NORMAL

Special

-

DRAGON

Special

10

Spit Up

NORMAL

Special

Stored Power Struggle Bug Surf  Swift

PSYCHIC

6

0 10 1

5

- May cause confusion. TM62 May increase all of the user's stats by one stage each.

TM22

Power increases when used on a paralyzed opponent, but cures it.

User cannot move in the 1st turn, attacks in the 2nd turn.

1 1

1 -

-

- Always inflicts 20 HP.

-

1 20

- High Critical-Hit ratio.

-

-

0 10

-

Special

2

0 10

- Power rises the more the user's stats have been raised.

-

BUG

Special

3

0

5

- Lowers the target's Special Attack by one level.

-

WATER

Special

9

0

6 HM03

NORMAL

Special

6

Synchronoise

PSYCHIC

Special

7

0

Techno Blast

NORMAL

Special

8

0 20

Thunder Thunderbolt Thundershock Tri Attack Trump Card

ELECTRIC

Special

12

3 10

TM25 May cause paralysis.

3

ELECTRIC

Special

9

0

6

TM24 May cause paralysis.

1

ELECTRIC

Special

4

0

3

- May cause paralysis.

1

NORMAL

Special

8

0 10

- May cause paralysis, freezing, or a burn

2

NORMAL

Special

-

0 20

- The lower the PP, the higher the power.

-

Twister

DRAGON

Special

4

0

-

Uproar

NORMAL

Special

9

0 10

∞ 5 6

5

Power depends on how many times the user performed Stockpile.

-

-

- Cannot miss, regardless of Accuracy and Evasiveness.

-

- Hits any Pokemon that shares a type with the user.

-

-

If the user is holding a plate, the damage inflicted will match it.

May cause flinching. 2x damage against an opponent using Fly.

- User attacks for 3 turns and prevents sleep.

-

2 -

Name

Type

Cat.

Vacuum Wave Venoshock Volt Switch Water Gun

FIGHTING

Special

4

0

POISON

Special

6

ELECTRIC

Special

WATER

Water Pledge Water Pulse Water Spout Weather Ball Whirlpool Wring Out Zap Cannon

Power Acc. PP

3

TM/HM

Effect

?

Prob.

- User goes first.

-

0 10

- Inflicts double damage if the target is poisoned.

-

7

0

5

- User must switch out after attacking.

-

Special

4

0

4

-

-

WATER

Special

5

0 10

-

WATER

Special

6

0

WATER

Special

15

0 20

- The higher the user's HP, the higher the damage caused.

-

NORMAL

Special

5

0 10

- Move's power and type c hanges with the weather.

-

WATER

Special

3

2

NORMAL

Special

12

0 20

- The higher the opponent's HP, the higher the damage.

-

ELECTRIC

Special

12

5 20

- Guaranteed to paralyze target, if it hits.

-

5

Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.

TM03 May cause confusion.

6 HM05

Damages opponent for 2-5 turns, opponent cannot switch/escape.

2

-

Game Master Rules Random Encounters: Roll 1d10 and consult the table below to find out the proper number to add to the party's average level of Pokémon. This system was created so the image below doesn't h appen quite as much, or as terrifyingly. Result

Level

1

-3

2

-2

3-4

-1

5-6

+0

7-8

+1

9

+2

10

+3

View more...

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