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Attacks and Abilities Guide

Negrek

busy dizzy lazy
Staff member
In addition to the various battling facilities and administrative buildings that crowd ASB Central, the League also sponsors a huge trainer's library, filled with information on all known pokémon, training techniques, and battle strategies. Not only that, but extensive research on all the different attacks that pokémon can use in battle, and on the various afflictions that they can contract over the course of a fight, make the library an invaluable resource for both trainers and referees who wish to better understand how different techniques can be expected to play out during their matches.

The Official TCoD Attacks and Abilities Guide

This guide contains information on every known pokémon attack and ability currently legal for use in the TCoD League. Abilities simply have a description associated with them, but all attacks are posted in the following format:

Name - Type / Base Power (if any) / Accuracy
Target:
Class:
Stat: (if applicable)
Contest Type:
Contest Stat:

Description

These attributes mean the following:

Target

This section identifies how many and what pokémon on the field this attack effects. Moves are classified into one of several different types:

All: This attack affects all pokémon on the field, including any of the user's allies and all of its enemies. Some pokémon may manage to avoid such attacks by taking themselves out of range or otherwise defending themselves, but unless specific measures are taken to get out of the way, usually all pokémon on the field will feel this attack's effects. Unlike multiple-target attacks, damage to any given pokémon is not mitigated based on the fact that the attack strikes several targets.

Multiple: This attack can affect several pokémon, either allies or enemies. The base power of these attacks is usually reduced based on the number of pokémon it is used used to strike, for while these attacks are easily spread out, they usually pack less power when used in such a manner. The new base power of a spread attack can be found by multiplying the base power by 3 / (2 + X), where X is the number of targets.

In some cases it may be possible to tell a pokémon to concentrate one of these attacks on only one target in order to increase its power at the cost of being able to hit several foes at once; however, there are some attacks that by their very nature will spread out to strike everything in their path despite a pokémon's best efforts to rein them in.

Self: This attack only affects the pokémon using it.

Single: This attack can be used on any one pokémon on the field, usually but not always excluding the pokémon actually performing the attack. Sometimes single-target attacks can be spread out upon command so that they hit more than one target; for example, a trainer could command his or her pokémon to sweep a flamethrower back and forth to take out several clones. However, widespread attacks tend to suffer greatly reduced power, and some attacks, especially physical contact ones, cannot be spread out at all.

Class

The class of an attack gives a summary of its major attributes: not only whether it is a distance or close-range attack, but also whether it has any secondary effects. Most attacks have at least two classes from amongst the following:

Contact: This attack requires the user to actually touch its target in order to be successful. There are a variety of effects that trigger only when pokémon make contact with one another in battle.

Critical: All attacks have a chance of causing a critical hit, but attacks with this class start out one critical domain higher than all other attacks. The critical domains, and the chance a move has to cause a critical hit while in one of them, is as follows:

Domain 1: 5%
Domain 2: 10%
Domain 3: 20%
Domain 4: 30%
Domain 5: 50%

There is no way to raise a move's critical domain above five and therefore no way to ensure a more than 50% chance at scoring a critical hit on any given action. Critical hits result in a damage bonus equal to the base power of the attack divided by ten, rounded down to the nearest whole number, before any modifiers have been applied. The bonus damage caused by a critical hit may not exceed 7%, and it is unaffected by type weaknesses, stat changes, and all other effects on either the attacking or defending pokémon. All attacks with the critical class start at critical domain two, rather than critical domain one, before all other modifiers are applied.

Flinch: Flinches are less dangerous in ASB than they are in the games. Only moves specifically labeled as being able to cause flinching are able to cause such an effect, with the percent chance that they may do so following the class name in parentheses. Flinching can only occur if the flinching attack is made before the target has made its move for that action. Flinching disrupts the target's attack, causing it to shy away for a moment. This effectively disrupts concentration attacks and will also interfere with the preparation of other attacks, making them less accurate and weaker than they otherwise would be.

Healing: A healing attack, as the name might suggest, focuses on restoring, rather than decreasing or damaging, a pokémon's health, energy, or status. There are four kinds of healing effects:

Direct: This attack has no other effect than to restore a pokémon's health.

Energy: This attack has no other effect than to restore energy. Only distinguished from direct healing attacks because most people handle restrictions on chills differently than they handle restrictions on other direct healing attacks in the rules of battles.

Indirect: This attack restores either health or energy in addition to damaging the opponent's health or energy total. These attacks are also known as "draining" attacks.

Status: This attack restores neither health nor energy, but instead removes one or more negative status effects. What status effects, exactly, can be removed, are noted in the attack's description.

Priority: Attacks of this class are either noticeably faster or noticeably slower than others to perform. The number after the priority class indicates how much faster or slower an attack is to use than normal; all attacks without this class are technically priority zero. A pokémon using an attack with a higher priority than its opponent will always use that attack first unless specifically commanded to wait for something. If two pokémon are using attacks of the same priority, the one that attacks first will always be the one with greater speed unless, again, a trainer's command would cause the order of attack to change.

Projectile: A projectile attack can be used at a distance. Usually, its effectiveness and accuracy decreases as the distance between battlers increases. Projectile attacks can often be swept back and forth to hit multiple targets or destroy illusions. A combination of an attack's target information and description should suggest whether or not this is possible.

Random Damage: This attack is made up of several individual volleys, and the number of volleys executed with any given use of this attack is totally random.

Special: This attack has particularly unique effects that are not covered by any of the other classes, which are detailed in its description.

Status: This attack either causes one of the four major status effects or one of the two minor status effects. Which ones it can result in are listed after the status class in parentheses. In ASB, it is possible for a pokémon to be under the influence of any number of status conditions at once, regardless of whether they are considered major or minor. The major status effects are as follows:

Burn: The pokémon is inflicted with a second-degree burn that constantly stings and throbs, dealing it 3% damage per round if it is not further aggravated. Burned pokémon are particularly susceptible to attacks that happen to strike their burn and see reduced effectiveness in the attacks they use that require movement, as swift movement is one thing that will aggravate their burn and cause them further pain. They therefore take such attacks much slower than usual, making them less powerful. As a result, physical attacks and others that require considerably movement have their power reduced by 3% after all other modifiers are applied. Burns do not fade without treatment.

Freeze: The freeze status is usually less dire in ASB than it is in the games. It is rare that the pokémon will be entirely encased in ice and unable to move at all. Usually, a couple of its limbs will be immobilized at most, unless the opponent specifically concentrates on freezing it all the way. Freeze will naturally fade after several actions as the pokémon thaws, but there are a multitude of ways to speed up the process, and being struck by a fire attack will outright eliminate the condition.

Poison: A pokémon steadily loses health as poison slowly degrades the functioning of its body from the inside out. Poisoned pokémon usually take around 3% damage per round as a result of the condition. Poisoning does not fade unless treated.

Severe Poison: Like normal poison, this status causes persistent damage. Unlike regular poison, however, the afflicted pokémon's condition worsens with time and the damage it takes as a result of the status increases with each passing round. Usually, a pokémon will begin by taking 1% in round in which they were poisoned, and the amount of damage dealt by the status increases by 1% per round, to a maximum of 10%. Severe poison will not fade without treatment.

Sleep: The pokémon is sent into a deep and unnatural slumber, which typically lasts for several actions, during which there are very few commands the sleeping pokémon can effectively execute. Loud noises or, especially, damage from attacks will likely bring a sleeping pokémon back to wakefulness earlier than normal. Pokémon will also awaken immediately if their lives are in danger--for example, if the area where they have fallen asleep is flooded and they start to drown. Sleep usually lasts between three and five actions on average, with the duration being shorter if it takes significant damage while slumbering.

Paralysis: The pokémon's muscles are uncomfortably locked up, either from chemical or electrical disruption or from cramping. This makes it difficult for a paralyzed pokémon to control its limbs and move. Not only is the speed of a paralyzed pokémon reduced to a quarter of its original value, but there is a chance that paralysis may grip it so severely that it will be "fully paralyzed" for an action, completely unable to move or perform attacks; for severely paralyzed pokémon, the chance of this happening is 25%, and it decreases as the condition fades. Generally, attacks that don't require movement are unaffected by paralysis, but full paralysis can be distressing and distracting enough to disrupt even some of these attacks. Paralysis fades and eventually vanishes, but does so very slowly.

Minor status effects are eliminated if the pokémon suffering from them are recalled and later returned to battle. The minor status effects are as follows:

Attraction: This status is directly caused by the attack "attract" and indirectly by a variety of other attacks and abilities. The afflicted pokémon is put in a lovesick daze by a pokémon of the opposite gender, such that it will be much more gentler when attacking that pokémon or its allies, or may refuse to attack that pokémon or its allies altogether. Attraction ends when the attracted pokémon realizes that the opponent actually isn't interested in it, at which point it becomes enraged at the deception. For this reason, attraction by the same subject grows less and less likely to be effective with each successive use. Severe attraction is equivalent to a 50% chance of failing to attack, and it decreases with time, fading more quickly if the object of attraction attacks the attracted pokémon or otherwise appears uninterested in it. An attracted pokémon may be more likely to obey commands rather than daydream if it can be convinced that what it's being asked to do will improve its image in the eyes of the pokémon it's attracted to.

Confusion: A confused pokémon has its perceptions of the world distorted and usually has difficulty coordinating its movements. It becomes a danger to itself, there being the chance, on any given action, that it will end up hurting itself in its attempt to complete an attack against the opponent, for example by tripping and falling while running at the foe. Severe confusion is associated with a 50% chance of damaging oneself, and this chance decreases as the severity of the condition fades over time. It fades more quickly if the confused pokémon takes significant damage from an opponents' attack.

Stat Modifier: This attack causes one of a pokémon's six statistics--accuracy, attack, defense, special attack, special defense, and speed--to rise or fall. The stat altered is indicated after the stat modifier class in parentheses. The description explains both whether the stat is increased or decreased and the magnitude of that increase or decrease. Each of a pokémon's stats, with the exception of accuracy, can be raised to a level of +6 and lowered to a level of -6. Accuracy can only be increased up to zero, or neutral, or be lowered to a minimum of -6. If the attack description says that the attack raises or lowers an attack "slightly," it improves or harms that stat by one level. If it says that the stat is "greatly" increased or decreased, then that stat rises or falls by two levels.

Weather: Weather attacks affect all pokémon in the arena and usually remain in play for several rounds unless replaced by a new weather condition. The specific effects of each kind of weather are noted in their attack descriptions.

Stat

If an attack does damage, this attribute indicates whether it is influenced by changes to the pokémon's physical or special stats.

Contest Type

When used in contest battles, attacks not only deal damage and cause their normal effects, but they also earn the user points based on how impressive they are and how they affect the opponent's execution of attacks.

Calming: The pokémon sets up a powerful defense, relaxing and preparing itself to deflect attempts at interruption from the opponent. This attack negates up to fifty negative points scored against this pokémon, but the effect expires at the end of the round, even if it has blocked fewer than fifty points of disruption.

+Condition: This appeal reinforces the user's condition, making it feel more secure and at home in the arena. In addition to providing points, these appeals reduce the user's nervousness level by 10% and add a * to their condition rating.

-Condition: This appeal degrades the foe's condition, enfeebling it. In addition to earning the user points, this appeal removes a * from the opponent or adds an X to their condition if they have no *'s. It also increases their nervousness by 10%.

Chain: This attack grows more impressive with repetition, rather than less. As a result, the usual point penalty associated with using the same attack multiple times in a row does not apply to attacks with this class.

Concentration: This appeal allows the pokémon to focus itself, blocking out all distractions and refusing to allow its opponent to interfere with its performance. The next time a pokémon using this attack would lose points this round, it loses no points instead.

Copycat: The pokémon carefully watches its opponent and mimics its showmanship, earning bonus points equal to the total positive points that the last pokémon to appeal did, plus ten.

Crowd Distraction: Although it may not do much to impress the judges, this sort of appeal is sure to get the crowd's attention--and keep it off the other pokémon on stage. For the duration of the round any appeals the target makes that are classified as "crowd fueled" earn only 10 points.

Crowd Fueled: These moves are more successful the more confident the pokémon feels when using them. If it senses that the crowd likes it better than its opponent, it will put on an extra-impressive display. Appeals of this type earn ten points for every ten points the user has more than the highest-scoring opponent, up to sixty points.

Deflating: This appeal makes the next foe pokémon to appeal look significantly weaker and less intimidating, causing them to lose all ability to force nervousness checks for the duration of the round.

Extra-Appealing: Pulling this difficult appeal off well earns extra marks from the judges, giving a 20-point bonus if it hits successfully but still earning the base number of points even if it fails for any reason.

Foe-Dependent: This appeal looks especially impressive when compared to a failed appeal on the part of an opponent. If a foe's last appeal scored fewer than 30 positive points, this attack earns an additional 60 points bonus. If the opponent earned exactly 30 points after all bonuses, this attack also earns 30 points, but if the opponent earned more than 30 points, this attack is worth nothing.

Final-Action Bonus: This appeal is excellent for winding down a round and wrapping up a set of attacks. If this attack is used as a pokémon's last action in a round, it earns 40 bonus points.

First-Action Bonus: This appeal is a particularly impressive opener, setting the user up for a complicated routine. If a pokémon uses an attack of this type for the first action of the round, it earns an additional 40 bonus points.

First-Priority: This appeal is blindingly fast, giving its user a burst of speed and allowing it to move first in the next action. If more than one pokémon uses an attack of this nature in an action, they move in speed order at the beginning of the next action, before all other pokémon that did not use first-priority attacks.

Interruption: The pokémon strikes with an attack sure to throw its opponent off-kilter, foiling whatever spectacular performance they'd been building up to. The more ambitious the target's appeal, the more this attack throws them off. If the last appeal the target made is one that earned it bonus points, this appeal docks additional points.

Intimidating: This appeal unsettles the opponents, making them question their capabilities and second-guess themselves. Use of such an appeal forces a nervousness check for all opponents after its use.

Jealous: The pokémon makes a spiteful appeal, putting its all into the performance in an attempt to outdo a particularly skilled opponent. If the last enemy pokémon to appeal has the highest contest score in the match thus far, this appeal earns an additional 30 bonus points.

Last-Priority: This appeal is slow or requires the pokémon to do a considerable amount of preparation to use it. As a result, the pokémon will still be recovering from it while the opponent starts to take its next action, causing the user of such an attack to move last in the next action. If multiple pokémon use such an attack, they proceed in speed order.

Other: These appeals are difficult to classify and judge. The score for this attack is determined through some unique method, detailed in the "contest score" section.

Pure Points: These appeals are fairly straightforward. They have no effect beyond earning positive points for the user and, potentially, negative points for the opponent as well.

Random: This attack is totally unpredictable and could go off very well or very poorly. The number of points it earns is totally random.

Risky: This attack poses actual danger to its user, as its execution leaves the pokémon off-balance and vulnerable. If the next opponent's next appeal is directed against the pokémon that made a risky attack, it loses twice the points it ordinarily would for a disruption.

Sacrificial: These attacks are spectacular, if only because they carry such a horrifying side-effect. While a pokémon will gain a huge points boost by using such a move, however, they will subsequently be knocked out and unable to participate in the remainder of the battle.

Scrambling: This attack is perplexing and throws off the rhythm of all other pokémon involved in the battle. As a result, the order that pokémon move in the next action is totally random.

Superpower: These appeals draw power from the residual energies of the attacks that have passed before them and share an elemental type. For each attack made thus far this round that shares a type with this attack, it gains 20 appeal points.

Type-Aligned: This attack aims to outdo the efforts of pokémon that have previously appealed by beating them at their own game. If this attack is the same type as an attack used by any opponent in this action, that opponent is jammed for an additional twenty bonus points.

Type Fueled: This attack looks especially good following up other attacks of its type. If the last attack used before this one was of the same type as it, this attack scores a bonus 40 points.

UltraJam: This appeal is not only extremely impressive, but also severely disrupts opponents. After using such a powerful attack, however, the pokémon must spend an action resting.

Vindictive: The pokémon sets out to punish the opponent for its success, paying more attention to tormenting it than to reinforcing its own position. The opponent loses an additional number of points equal to half of what it had earned with its last action.

Contest Score

This attribute defines how many points a pokémon earns for itself by using this attack and how many are taken away from the opponent. Positive points refer to the user, while negative points indicate those removed from the target opponent. If an attack would earn bonus points or remove more points under certain conditions, these additional points are indicated after the base points in parentheses. What conditions are necessary to earn these extra points or take more away from the opponent are defined by the attack's contest type.

Some attacks also have either a * or an X in their contest score field. These are contest conditional modifiers; one X cancels out one *, and as a pokémon gains more *'s, it also gains a points bonus on every appeal it makes. For more information on conditional modifiers, see the Contest Rules.
 
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The Official TCoD Abilities Guide

Adaptability: This pokémon is a highly specialized creature, having become unusually adept at wielding attacks that share its elemental alignment. As a result, all attacks that this pokémon uses that share its type get double the STAB bonus on damage, although unfortunately the energy cost to use any moves outside this pokémon's expertise (that is, its type) cost an additional 1.2x as much energy to perform, as this pokémon is less familiar with them.

Aftermath: Even to its last breath, this pokémon is ready to do whatever it takes to bring the foe down. If it senses that the end is near, this pokémon will prepare a concoction of highly volatile gases and store them within its body, waiting until the foe at last comes near to spew them in all directions, causing a fast and very potent chemical reaction with the air and, ultimately, a moderate explosion. If a pokémon with this ability is knocked out by a physical contact attack, the foe that made the attack takes an instant 15% untyped damage. If the foe fails to use a physical contact attack, however, the pokémon with Aftermath will be unable to tell when they ought to release their final strike, with the result that this ability will fail to cause harm to the opponent.

Air Lock: This pokémon wields an arcane power over the weather, allowing it to prevent meteorological conditions from having any effect on the pokémon in battle. This applies even to persistent terrain effects, for example causing a normally constant sandstorm in a desert arena to temporarily subside. However, the range of this ability is quite limited--it can only neutralize unusual weather within an area of approximately fifty square feet, enough to encompass an arena but not the entire area of the weather effect. Thus, in the sandstorm example used before, the sandstorm would continue to rage around an area of calm produced by this ability. For this reason, the weather can still be changed by either battler while this ability is in effect, but will cause no effective change to arena conditions until the pokémon with this ability leaves the arena for any reason or the effects of this ability are otherwise nullified.

Analytic: This pokémon prefers to take it slow and pay attention to its opponent's moves. The more that it gets to observe, the better it understands its target and the more it can tailor its attacks to prey upon the opponent's weaknesses. Whenever a pokémon with this ability attacks a pokémon that moved before it in this action, its attack deals 1.3x more damage.

Anger Point: This pokémon has an extremely volatile temper and is prone to fits of sudden and uncontrollable rage. It just takes the right trigger to send this pokémon on a rampage--and that trigger happens to be a critical hit. If a pokémon with anger point is struck by a critical hit, it will fly into a blind rage over the insolence and unbelievable luck (hax) of its opponent. This causes its physical attack to instantly max out in response to a critical hit, although it also causes the pokémon to consume energy 1.5x faster for all damaging attacks as it strikes with reckless abandon.

Anticipation: This pokémon possesses excellent powers of observation and deduction, and through careful observation of its foes is able to tell when they're about to make a particularly nasty attack. As a result, this pokémon will be able to prepare itself for super effective attacks launched by the opponent, bracing itself against damage. Pokémon with this ability suffer 3% less damage from super effective attacks made against them.

Arena Trap: A pokémon with this ability is extremely capable of moving about in its environment and is easily able to maneuver around an opponent to block them from escaping the arena. However, being flightless, the pokémon with this ability are not able to block the efforts of a flying or levitating pokémon to escape. While a pokémon with this ability is in play, no other pokémon may leave the arena, unless they are listed as either flying or levitating pokémon and thus able to avoid being trapped by this ability. In addition, it is much more difficult to dodge attacks made by these pokémon, and attacks that require a great deal of movement, such as double team or agility, may be blocked by this pokémon if it is commanded to do so, as they are able to move very rapidly to obstruct the opponent's path.

Bad Dreams: This pokémon's very presence is so awful that it brings nightmares to the minds of all pokémon near it. Any pokémon that is asleep while a pokémon with this ability is in play take 3% typeless damage per action that they continue to slumber as their mind is ravaged by terrible bad dreams.

Battle Armor: A pokémon with this ability has thick natural armor that covers all of its weak spots. An opposing pokémon will not be able to score any extra damage no matter where they strike this pokémon. This ability blocks all "critical hit" effects.

Big Pecks: This pokémon is totally confident in its abilities and unruffled by even the most strenuous attempts to make it drop its guard. A pokémon with this ability cannot have its defense lowered.

Blaze: Pokémon with blaze have a deep inner reserve of strength that they can only call upon in times of great need. When severely injured, these pokémon can unlock their hidden power, glowing red with fire energy that will allow them to produce unusually powerful flame attacks. When a pokémon with this ability falls below 33% health, this ability activates, effectively raising the base power of all the fire-type attacks this pokémon uses by 1.5x. If the pokémon's HP should rise to back above 33% at any time and for any reason, this ability falls out of effect.

Chlorophyll: This pokémon's cells contain an unusually high number of chloroplasts, the organelles that capture energy from sunlight. In particularly sunny arenas (ones in which sunny day is considered to be in effect), this pokémon will be able to generate much more energy than normal through photosynthesis. This will naturally make the pokémon much more energetic, effectively doubling its base speed until the intensified sunlight should fade, if ever.

Clear Body: A pokémon with this ability has an unusually powerful connection between mind and body, and even under stressful or painful conditions will be able to keep its cool and clear its body of any physiological response to an opponent's attacks. For this reason, attempts by the opponent to reduce this pokémon's stats will fail, and attacks used against this pokémon with secondary effects that would normally cause stat reductions will never have their secondary effects trigger.

Cloud Nine: This pokémon exudes an aura of peace and tranquility, one so powerful that it is actually able to calm the turbulence of unnatural weather conditions and return the arena to a neutral state. As long as the pokémon with this ability is on the field, weather effects are totally nullified. This applies even to persistent terrain effects, for example causing a normally constant sandstorm in a desert arena to temporarily subside. However, the range of this ability is quite limited--it can only neutralize unusual weather within an area of approximately fifty square feet, enough to encompass an arena but not the entire area of the weather effect. Thus, in the sandstorm example used before, the sandstorm would continue to rage around an area of calm produced by this ability. For this reason, the weather can still be changed by either battler while this ability is in effect, but will cause no effective change to arena conditions until the pokémon with this ability leaves the arena for any reason, ending this ability's effects.

Color Change: This pokémon is adept at rapidly changing the color and texture of its skin in order to blend in with its surroundings. Not only that, but it can alter the chemical composition of its skin to match the properties of any sort of energy that it touches. This response is involuntary when the pokémon in question undergoes pain, and therefore it will change its type to match the type of whatever damaging move by which it is struck.

Compoundeyes: The faceted structure of this pokémon's eyes allows it to see the world from numerous angles at once. This allows for precise aim, translating into a 15% increase in base accuracy for all attacks made by this pokémon.

Contrary: This pokémon seems to respond in exactly the opposite way one would expect to the events of battle. A pokémon with this ability has its stats boosted by attacks that would ordinarily lower them and vice versa.

Cursed Body: This pokémon has the protection of dark powers unknown that will occasionally intervene to aid it in battle by casting a curse on attacks that damage it. Whenever an attack successfully strikes a pokémon with this ability, even if it isn't a contact move and even if it knocks the pokémon out, there is a 30% chance that this ability will trigger and cause the attack to be disabled. The disabling effect is identical to that of the move disable.

Cute Charm: A pokémon with this ability has an appeal that simply can't be denied. If a pokémon of the opposite gender attempts to strike this pokémon with a contact attack, there is a 30% chance that they will suffer a change of heart and fall deeply in love with this pokémon upon completing the attack. The effects of this ability, when successful, are identical to those caused by the move attract, and the effectiveness of this ability decreases considerably each time that the foe becomes attracted but then falls out of attraction, as he or she is not likely to fall for the same trick multiple times.

Damp: This pokémon keeps its skin constantly moist or slimy and can stop an explosion simply by touching the pokémon or object that is about to explode and allowing their natural dampness to prevent the necessary combustion from occurring. While this pokémon is on the field, attempts at using explosion or selfdestruct are futile, and this pokémon may also be commanded to take an action to counter the explosive effects of some pokémon attacks such as egg bomb, rendering them harmless.

Defeatist: Although a fearsome fighter when things are going well, this pokémon is prone to simply giving up when the tide turns and the battle becomes difficult. As long as a pokémon with this ability is below 50% health, all its attacks have their base power cut in half. A pokémon that's no longer trying can't be disappointed, however, and as a result a pokémon with this ability will also be immune to having its stats lowered by the opponents as long as it remains below 50% health.

Defiant: This pokémon refuses to buckle in the face of hardship, with every setback only increasing its determination to win. When a pokémon with this ability has one or more of its stats lowered by another pokémon, its attack greatly increases.

Drizzle: This pokémon wields an arcane power over the weather, bringing cloudy skies and rain with it wherever it goes. Heavy rain is triggered when this pokémon is brought onto the field, and it will continue indefinitely even after the pokémon leaves the field for any reason. However, the weather may be changed while this pokémon is on the field, and the rain will not return after the other weather effect has ended unless the pokémon with Drizzle is recalled and sent out again. This ability has no effect indoors or in areas where weather is normally banned completely, or where only rain dance is excluded.

Download: This pokémon's amazing powers of analysis and deduction allow it to instantly analyze its foe's strengths and, more importantly, their weaknesses. Upon entering battle, this pokémon will scan one of its opponents and quickly deduce whether they are weaker to physical strikes or special attacks. It then reassigns the priority of the drivers that support its attack-type applications or special attack-type applications accordingly, resulting in a one-level boost in physical power if the foe has weaker base defense than special defense and a one-level boost in special power if the foe has weaker base special defense than defense. This boost is not a true temporary stat increase, however, and therefore a pokémon with download may take a full six additional boosts for that particular stat, and the boost granted by download cannot be removed by haze or other stat-reducing maneuvers. It will also not simply wear off for any reason.

Drought: This pokémon wields an acrane power over the weather, clearing away clouds and intensifying the sunlight wherever it goes. Bright sunlight is triggered when this pokémon is brought onto the field, and it will continue indefinitely even after the pokémon leaves the field for any reason. However, the weather may be changed while this pokémon is on the field, and the bright sunlight will not return after the other weather effect has ended unless the pokémon with Drought is recalled and sent out again. This ability has no effect indoors or in areas where weather is normally banned completely, or where only sunny day is excluded.

Dry Skin: This pokémon must keep its skin moist in order to breathe properly, with the result that this pokémon is rejuvenated by exposure to rain or other sources of water such that it will regain 1% HP for each action spent in the rain or submerged in clean water. Tainted water, will instead cause the loss of 1% HP per action that the pokémon with dry skin is exposed to it. In addition, pokémon with dry skin can soak up water attacks made by other pokémon without incurring any damage or suffering any of their detrimental side-effects, instead regaining health equal to half the damage they would otherwise have taken from the attack. There's a downside to all this, though! If a pokémon with dry skin becomes dehydrated, it's in for some pain. For each action that a pokémon with dry skin spends in a very dehydrating environment (think "desert") or under the influence of sunny day, it loses 1% HP. In addition, it is now weak to fire, and this fire weakness stacks with all other weaknesses it might already experience to that element (thus a parasect with dry skin is 8x weak to fire attacks).

Early Bird: Pokémon with the early bird ability are light and restless sleepers, causing them to awaken from slumber much more quickly than normal pokémon.

Effect Spore: A pokémon with this ability stores a large quantity of status-inducing spores within its body, usually in a mushroom of some sort. Whenever an opponent strikes a pokémon with this ability with a contact attack, it will inadvertently cause the release of a small cloud of these spores, which have a 30% chance of inflicting the attacker with either poison, paralysis, or sleep at random.

Filter: This pokémon has extremely selective perceptions of reality, and as a result it is able to screen out some of the extra pain caused it by attacks that prey upon its elemental weaknesses. As a result, rather than taking 1.5x damage from a super effective attack, it takes just 1.3x more damage, while it takes only about 1.6x as much damage from attacks that would normally trouble it twice as much as normal.

Flame Body: This pokémon's body is entirely or partially covered with live fire, making them, naturally, very hot to the touch. Any pokémon that makes contact with a pokémon with this ability has a 30% chance of being burned as a result.

Flare Boost: This pokémon is able to rise above the pain caused by a burn and draw on the residual fire energy residing within it. As long as a pokémon with this ability is burned, the power of all its special attacks is increased by 1.5x, but they cost 1.2x as much energy to use.

Flash Fire: This pokémon is not only immune to heat, but is empowered by it. If struck by another pokémon's fire-type attack, this pokémon will use the resulting burst of heat to power up its own fire-type attacks instead of being harmed by it. This effectively raises the base power level of all its fire-type moves by ten until the end of the battle. The pokémon is always immune to fire-type attacks, but can only achieve the power boost once.

Flower Gift: This pokémon requires the warmth and energy of sunlight in order to stimulate its metabolism and generate the energy necessary to sustain itself in its most powerful form. When exposed to intense sunlight, it perks up considerably, unlocking its inner powers and converting to its most cheerful form. While experiencing the effects of strong sunlight, this pokémon produces a special scent that invigorates the pokémon around it, resulting in a one-level boost to attack and special defense for the pokémon with this ability and all its allies for as long as the strong sunlight is in effect. This boost is not a true temporary stat increase, however, and therefore all pokémon affected by Flower Gift may take a full six additional boosts for the affected stats, and the boosts granted by Flower Gift cannot be removed by haze or other stat-reducing maneuvers so long as the sunlight remains strong.

Forecast: Engineered to predict the weather, this pokémon transforms when it senses any change in atmospheric conditions. If rain is imminent, it will become a water-type and take on an appropriately-shaped form. Similarly, it will change to an ice-type if hail is detected or a fire-type in the presence of sunny day. As soon as the weather attack ends, this pokémon reverts back to its normal form. It is not affected by sandstorm, and the transformation does not require a full action or any energy investment to perform.

Forewarn: This pokémon has extremely well-developed powers of foresight and premonition, allowing it to realize when the foe is about to launch an especially damaging attack. If an opponent targets a pokémon with forewarn with an attack with over 90 base power, all situational bonuses and multipliers taken into account, then this pokémon takes 3% less damage from that attack, as it is able to brace itself for the strike or throw itself partially out of the way of the oncoming attack.

Friend Guard: This pokémon hates having to harm its allies, and will do anything within its power from preventing them from taking the full force of its attacks. If a pokémon with this ability would harm any ally with one of its attacks, whether through direct targeting or as collateral damage in a multi-target attack, the ally will take only 0.75x the normal amount of damage.

Frisk: A pokémon with this ability, in times of relative calm, can use its dark powers to shake down its opponents for information about their plans, badgering them into spilling the beans just before the first round begins. As a result, whenever a pokémon is sent into a battle where a pokémon with the frisk ability is either already on the field or has already been sent out, with no commands given, then that pokémon's trainer must always give commands to all of their pokémon before the trainer with the pokémon with frisk, on the round when their pokémon is first sent out only.

Gluttony: This pokémon is greedy to the extreme such that it always has to have the most of everything, and have it fast. Thus, a pokémon with this ability only has to wait half as long for effects based upon health percentage to take effect or, alternatively, those effects are triggered at twice the normal health percentage. Therefore, it takes only 10% of their health to achieve the full effects of belly drum; flail has 200 base power beginning at 10% health instead of 5%, and so on.

Guts: A pokémon with guts is exceedingly tough and not easily daunted by minor setbacks. If anything, it has the ability to feed off adversity and grow stronger as a result. When a pokémon with guts is afflicted by any status condition excluding attraction and confusion, the base power of all its physical attacks, of any type, is multiplied by 1.5, but the extra effort put into their usage causes them to cost 2% more energy. This effect ceases if the pokémon should ever recover its status, but may be triggered again later by another affliction.

Harvest: This pokémon keeps a private stash of berries to provide for itself in battle. If a pokémon with this ability was holding a berry at the start of a round and has used it by the end of the round, it will produce another berry of the same type and begin holding it. If the conditions for it to eat the berry are fulfilled at the time it is produced, the pokémon will eat it immediately, gain its effect, and not be able to produce any more berries for the duration of the battle.

Healer: This pokémon does its best to aid its allies with its healing powers, though it is often too busy looking after itself and can only reach those in near proximity. At the end of each round, if a pokémon with this ability is within two meters of any of its allies, there is a 30% chance that it will heal each of them of any major status conditions with which they are afflicted.

Heat Proof: This pokémon's body is forged of a special alloy, one designed to be extremely resistant to heat. As a result, this pokémon's susceptibility to fire is one stage lower than usual for its typing. For example, a pokémon weak to fire would take neutral damage from fire attacks while it had this ability, and a pokémon resistant to fire would become doubly-resistant.

Heavy Metal: The metallic parts of this pokémon's body are composed of a much denser alloy than manufactured by some others of its species. A pokémon with this ability weighs twice as much as the average for its species, but is also very sturdy and resistant to physical damage. As a result, it takes 1% less damage from all physical attacks.

Honey Gather: This pokémon is adept at finding and collecting honey, and it will, over the course of the battle, be able to collect a small amount of the precious, delicious substance unless sent into an environment totally devoid of plantlife. In addition, it may be commanded to actively seek out honey as an action during battle instead, with the result that it will collect one unit of the stuff per action, if possible, instead of making some attack. The sale of this honey nets this pokémon's trainer an additional $2 per unit at the end of the battle, with profit from this ability not to exceed $5 per battle.

Huge Power: This pokémon is big and bulky, able to throw its weight behind its attacks in order to produce more damage, and as a result all the physical attacks it makes, regardless of type, have their base power multiplied by 1.2. However, getting that much mass moving requires an unusually high expenditure of energy, and a pokémon with this ability will expend 1% more than the normal amount of energy whenever it makes a move.

Hustle: A pokémon with this trait is adept at attacking quickly and recklessly, which results in greater power but a greater chance of failure. All attacks used by this pokémon, of any type, have their base power multiplied by 1.2, but all attacks used by this pokémon have their accuracy reduced by 20%.

Hydration: This pokémon's body is porous and best kept moist. During rain, it can absorb water through its skin to stimulate its natural healing abilities, such that it will be cured of all major status effects upon the advent of a rainstorm or their submersion in water and be instantly cured of any of these conditions should they be reintroduced while the rain is still in play or they are still in some body of untainted water.

Hyper Cutter: This pokémon always keeps its claws, fangs, pincers, or other battle implements honed to a lethal cutting edge, so that their physical strikes will always deal at least standard damage, even if wielded with more timidity than usual. Effectively, this pokémon's attack cannot be reduced.

Ice Body: This pokémon's body sports an icy outer coating, and during a hailstorm any damage to this chilly layer will be restored as hailstones fuse to it. As a result, this pokémon will regain 2% health for each action it spends exposed to hail.

Illuminate: This pokémon constantly generates light, illuminating the arena for an area of up to twenty square feet. As a result, it negates all effects of dark arenas or attacks that cause darkness for all pokémon, including itself, within range of the light. Also, as looking directly into the light produced by this pokémon is somewhat blinding, all ranged attacks made against this pokémon have their accuracy reduced by 5%. Of course, the light is only brighter close up, and all contact moves made against a pokémon with this ability have their accuracy reduced by 10%.

Illusion: This pokémon is adept at using its sorcerous powers to shroud itself in illusions. When sent out, a pokémon with this ability takes on the appearance of one of the other pokémon on its team that is still capable of fighting. However, the illusion dissipates as soon as the pokémon has been struck by a damaging attack.

When a trainer wants to send out a pokémon with this ability, if they still have any unfainted pokémon in their reserve, they may PM the referee that they are sending out their illusion pokémon, while posting in the thread that they're sending out one of their other pokémon in reserve. Play will continue as though the pokémon sent out was what the trainer claimed in the thread, although the referee will treat it as the illusion pokémon for the purpose of all damage calculations, and it can only use attacks in its own movepool. A pokémon impersonated in this way must later be used in battle if it hasn't been sent out yet. For example, take a 3vs3 battle where a player's first pokémon has just been knocked out. They choose to send out their zorua with illusion next. However, in the thread they post that they're sending out their growlithe. If zorua is later knocked out, Growlithe must be the pokémon chosen to replace it.

As soon as the illusion pokémon is struck by a damaging attack, the effect ends and the referee begins referring to it by its actual characteristics. If the pokémon it was impersonating had already been sent out but was later recalled and has taken damage, this is not reflected in the stats of the pokémon with illusion--its actual health and energy will be displayed. If the trainer has no unfainted pokémon that aren't already on the field when a pokémon with illusion is sent out, the ability has no effect at that time.

Additionally, a pokémon with this ability may spend an action to cast an illusion on itself once the battle has begun, and this illusion does not need to be of one of its allies, or even of a pokémon at all: it can appear to be any living or inanimate thing its trainer can think of. However, the illusion is still broken if the pokémon is struck by a damaging attack.

Immunity: Since infancy, this pokémon has been exposed to a great variety of toxins and has over time developed a powerful resistance to almost all forms of poison. As a result, there is no pokémon attack in existence that can cause this pokémon to earn the "poisoned" or "severely poisoned" status.

Impostor: This pokémon is highly adept at quickly assessing and assuming its opponent's form. When sent into battle, a pokémon with this ability will immediately transform into its opponent. If more than one other pokémon is in battle, the one that it transforms into is random.

Infiltrator: This pokémon is particularly adept at slipping around barriers and thwarting even the strongest defense. A pokémon with this ability isn't affected by it's target's reflect, light screen, or safeguard barriers.

Inner Focus: As a result of stringent meditative training, this pokémon retains a sense of deep inner calm that bolsters it and prevents it from being daunted and shying away as a result of a surprising attack. Startling attacks have no effect on a pokémon with this ability. Effectively, this ability prevents "flinching."

Insomnia: For one reason or another, this pokémon finds it nearly impossible to fall asleep under normal circumstances, and absolutely impossible in the high-adrenaline context of battle.

Intimidate: This pokémon is daunting or ferocious in appearance and makes a frightening entrance, making opponents hesitate to attack it. When this pokémon is sent onto the field, all opposing pokémon, becoming intimidated, have their attack reduced by one level. Later in the battle, if this pokémon fails to live up to its scary appearance, its opponents may have their confidence restored and lose this drop in attack. Even with this attack reduction, a pokémon's attack may never be reduced by more than six levels. Pokémon sent into battle while a pokémon with intimidate is already on the field do not suffer this ability's effects.

Iron Barbs: This pokémon is studded with wicked iron spikes that are sure to injure any pokémon unwise enough to touch them. If another pokémon makes contact with a pokémon with this ability, it takes 2% recoil damage, even if the contact was not as a result of a damaging attack. This recoil is not prevented by the rock head ability.

Iron Fist: Long and intense practice with punching attacks has left this pokémon with an unnaturally tough fist. As a result, all punching attacks used by this pokémon have their base power increased by 20.

Justified: This pokémon sees battle as an opportunity to punish the unrighteous, and it's just itching to find some evidence that its opponent is an infidel who deserves the beating it will surely receive. A dark-type attack, clearly a sign of untrustworthiness and alignment with evil, is just the confirmation it needs. As a result, if a pokémon with this ability is struck by a dark-type attack, its attack will rise by one level as it eagerly redoubles its efforts to bring its foe to justice.

Keen Eye: This pokémon has particularly sharp, clear vision, and is able to quickly overcome attempts to blind it. This pokémon's accuracy may not be reduced by any means.

Klutz: This pokémon is terribly clumsy and just can't handle having to deal with complex gear or strange changes to their physical stature, however helpful they might be. As a result, a pokémon with this ability will not be able to utilize any of the ordinary effects of the item it is holding, and nor will they be able to utilize it with fling.

Leaf Guard: When exposed to strong sunlight (that is, when sunny day is considered to be in effect), this pokémon has the ability to regenerate its foliage, curing itself of any major status effects as infected plant matter is shed and new leaves, vines, etc. sprout to replace the damaged parts. This regenerative burst only takes place when intense sunlight is first brought onto the field, however; status effects caused after the sun has already brightened cannot be healed in the same manner unless the sunlight is allowed to fade and then brightened again. However, the power of the sun is so overwhelming that a pokémon with this ability won't be able to use rest while sunny day is considered in effect, either.

Levitate: This pokémon is considered to be inherently hovering (see the appropriate section of the rules for further details).

Light Metal: The metallic portions of this pokémon's body are made of a much less dense alloy than those on some individuals in its species. As a result, a pokémon with this ability weighs half as much as the average for its species. Its reduced weight also lends it slightly greater mobility, and it counts as having 20 points more base speed than the average individual of its species.

Lightningrod: A pokémon with this ability generally is tall or has some prominent feature that will draw lightning strikes, and it has adapted to use the energy conferred by such strikes to fuel their own attacks. These pokémon are always the ones to be struck by an electrical attack aimed in their general direction, allowing them to draw attacks away from partners or other pokémon in the area, and they are immune to all of their effects. However, as a result of electricity's attraction to them, an electric attack aimed even only in their general direction is likely to strike true. If a non-ground-type with this ability is struck by an electric-type attack, its special attack will also rise one level.

Limber: This pokémon's body is lithe and supple. It boasts an excellent control of its muscles, enabling it to to remain in command of them even after normally debilitating electric or toxic spore attacks, preventing this pokémon from ever being paralyzed.

Liquid Ooze: Within this pokémon's body their circulates a foul, poisonous liquid. Should any pokémon attempt to drink the blood of an opponent with this ability or otherwise drain health from it, they are certain to take up a bit of poison as well as blood. As a result, all HP or energy sapped from a pokémon with this ability will damage the user of the draining attack instead of healing them.

Magic Bounce: This pokémon emits a constant low-grade psychic aura that repels status- and mind-altering, non-damaging attacks, sending them straight back at its target. A pokémon with this ability behaves as though it has the effects of magic coat permanently and without expending any actions to reflect attacks. Attacks that have been bounced once already cannot be bounced again and so will strike through other magic bounce abilities or magic coat attacks.

Magic Guard: A veil of virtuous power surrounds and protects this pokémon, giving it total immunity to damage from all but the most straightforward of attacks. Thus a pokémon with this ability will take no damage from leech seed, weather damage, spikes, or indeed any effect that is not caused by a directly damaging attack used by the opponent.

Magma Armor: Instead of blood, this pokémon's veins are filled with superheated, viscous magma. This causes its body temperature to be incredibly high, so high that no ice will be able to freeze to its skin and preventing it from ever being frozen.

Magnet Pull: Pokémon with this ability have a powerful electromagnet in their bodies that can be turned on or off at will, allowing them to rein in any attempts of a steel-type pokémon to escape by trapping them in the magnetic field. Also, this ability may be used as a standard action to discover the location of a concealed steel-type enemy, as it will lead the user unerringly towards the largest area of metal in the vicinity, the steel-type pokémon, or an action may be taken to drag the steel-type pokémon towards the user through the power of magnetism. If, however, the user weighs less than the opponent it is trying to drag, it will end up being the one pulled to its opponent instead of the other way around.

Marvel Scale: This pokémon is covered with lustrous scales imbued with magical powers. When a pokémon with this ability suffers from a status condition excluding confusion or attraction, the danger to its life will activate the magical spell hidden within its scales. The scales produce a magical aura of tranquility and protection that, effectively, has the same effects as reflect but consumes 1% energy each action that it is in effect. Reflect may still be used while this ability is triggered, and the effects of the two screens will stack.

Minus: This pokémon's body is negatively charged. If it should be on the field at the same time as a pokémon with the Plus ability, the electrical potential between the two will excite and energize them, causing all special-type attacks used by either pokémon to have their base power multiplied by 1.5, regardless of type. This ability triggers immediately when the Minus pokémon is put on the field with the Plus pokémon, and turned off as suddenly when the Plus pokémon leaves the field for any reason.

Mold Breaker: This pokémon is ready to do absolutely whatever is necessary to land an attack on the opponent, resorting to extremely unconventional methods of fighting in order to squeeze some damage through. As a result, pokémon with this ability totally ignore any abilities that their opponents have and which would normally prevent the Mold Breaker Pokémon's attacks from getting through to deal damage. As a result, pokémon with Mold Breaker ignore Flame Body, Volt Absorb, Wonder Guard, Motor Drive, Water Absorb, and all similar abilities that would ordinarily cause its damage to be nullified, instead striking the foe for damage calculated as though those abilities didn't even exist.

Moody: This pokémon is highly prone to fits of temper and strange mood swings; in fact, its disposition seems in a constant state of flux and hardly related to its battle situation at all. At the end of each round, a pokémon with this ability will have a random one of its stats raised by two stages and another random stat lowered by another stage as its attitude towards the battle shifts. If a stat to be raised is already at its maximum +6 or a stat to be lowered is at -6, the raising or lowering simply doesn't happen; the stat to be raised or lowered is not reselected.

Motor Drive: This pokémon's muscular system is adapted so that, rather than being disrupted by alien bursts of electricity, it is able to harness them and use them to its advantage. As a result, if this pokémon is struck by an opponent's electric attack it will suffer neither damage nor any side-effects of the attack and instead increase its speed by one level as it utilizes the energy of the attack to fuel its movements.

Moxie: This plucky pokémon's confidence only increases with every success it has, and the better it does, the more it is inspired to try harder. Whenever a pokémon with this ability KO's an opponent, its attack rises by one level.

Multiscale: This pokémon has a layer of tough outer scales that initially protect it against damage, though they're useless once they've been breached. If a pokémon with this ability is at full health, attacks made against it have their damage halved.

Multitype: This otherworldly pokémon is aligned with every elemental type in existence such that it has no weaknesses, no resistances or immunities, and STAB on every attack it uses.

Mummy: This pokémon is enlivened by a hideous power, one that confers a curse on all who dare touch it. If a pokémon makes contact with a pokémon with this ability, all its current abilities are nullified and it gains this ability itself.

Natural Cure: Endowed with a powerful immune system, this pokémon can recover from normally debilitating status conditions easily if only given a small amount of time for rest. As a result, if these pokémon leave the field for any reason and then enter again later, they will return without whatever status afflictions might have troubled them upon their leaving. Alernatively, a pokémon with this ability may devote a full round to simply relaxing and allowing this ability to work, allowing them to recover from any status condition without the expenditure of energy (confusion and attraction excepted).

No Guard: This pokémon favors an all-out fighting style where defense is casually tossed aside in favor of total commitment to maximum damage. A pokémon with this ability will do absolutely everything necessary to make its attacks successful, being reckless to the point of insanity in its attempts to land a solid hit. As a result, all attacks used by this pokémon cannot miss regardless of all considerations--this pokémon will even strike flying, digging, or diving pokémon without fail. Such amazing ability comes at a price, however--such total disregard for defense leaves a pokémon with no guard pitifully open to attack itself such that all attacks used against it will never miss, either.

Normalize: This pokémon has the unique ability to shape absolutely all of its attacks out of normal-type energy rather than channeling the usual elemental types, while still managing to produce the same results. All of this pokémon's attacks, damaging or otherwise, become normal-type, and damaging attacks therefore all gain STAB. In addition, due to the removal of elemental attributes, attacks like thunder wave can be used to paralyze ground-types and attacks like dig strike fliers or levitators. However, do note that there is still absolutely no way to poison steel-types or poison-types or burn fire-types, etc.--those immunities go deeper than simple elemental resistances (for example, steel-types lack circulatory systems as we understand them, and poison cannot therefore spread throughout their bodies).

Oblivious: This pokémon is a bit dull and slow-witted, unable to catch on to the subtle hints put out by a pokémon using attract. As a result, they cannot be attracted. However, they may still be infatuated through an opposing pokémon's ability or through the secondary effect of an attack.

Overcoat: This pokémon has a tough outer covering that protects it from the elements and keeps it comfortable in all sorts of weather. A pokémon with this ability takes no damage from sandstorm, hail, or any other weather-equivalent, regardless of its typing.

Overgrow: This pokémon has a reserve of extra energy deep within itself that it cannot call upon except in times of greatest need. When severely wounded, this pokémon is able to call forth its hidden power and, glowing green with unbridled grass-type energy, make grass-type attacks that are 1.5x more powerful than normal. When a pokémon with this ability falls below 33% health, this ability activates, but if the pokémon should eventually rise above 33% at any time or for any reason, this ability falls out of effect.

Own Tempo: This pokémon marches to the beat of a different drummer, and with a quirky, distorted perception of the world is able to avoid the effects of confusion simply by not comprehending them as do normal pokémon.

Pickpocket: This pokémon is a master pickpocket and able to slip a tantalizing piece of loot away from a foe even while it's getting beaten to a pulp. If a pokémon with this ability isn't holding an item when another pokémon makes contact with it, it will steal that pokémon's item, if any. The item is returned to its owner at the end of battle as per usual etiquette and much to the pickpocket pokémon's dismay.

Pickup: This pokémon is resourceful and quick to make use of whatever its opponent chooses to discard. If a pokémon with this ability isn't holding an item when an opponent uses a consumable item, it will dart in to grab the dropped item after the fact and begin holding it. When the time comes--immediately, if it already fulfills the conditions for the item's use--it will be able to squeeze another use out of its pilfered prize. Pokémon with this ability will also recover any items flung at them if they aren't holding anything at the time. Items acquired this way are lost at the end of battle.

Plus: This pokémon's body is positively charged. If it should be on the field at the same time as a pokémon with the Minus ability, the electrical potential between the two will excite and energize them, causing all special-type attacks used by either pokémon to have their base power multiplied by 1.5, regardless of type. This ability triggers immediately when the Plus pokémon is put on the field with the Minus pokémon, and turned off as suddenly when the Minus pokémon leaves the field for any reason.

Poison Heal: This pokémon is not only immune to poison but actually thrives off the nasty toxins that cause most living organisms harm. When this pokémon gains the poisoned or badly poisoned status, it regains 1% health per action for normal poison and 2%, non-increasing, for severe poison as it leeches bizarre nutrients out of the foul liquid circulating throughout its veins.

Poison Point: This pokémon's body is covered in numerous sharp spikes or has a horn(s) that secretes a deadly poison. When a pokémon uses a contact attack on a pokémon with this ability, it is possible that they might accidentally impale themselves on the poisonous spike or spikes, translating to a 30% chance of being poisoned upon making successful contact with pokémon of this ability.

Poison Touch: This pokémon can secrete poison from its pores, adding a toxic bite to its contact attacks. Whenever a pokémon with this ability uses a contact attack on another pokémon, there is a 20% chance that the victim will become poisoned.

Prankster: This pokémon delights in causing chaos and getting a laugh far more than it cares for actually damaging its foes. It's refined its tricksy, non-damaging attacks through constant practice and is able to pull them off at a blinding speed as a result. A pokémon with this ability performs all non-damaging attacks at a priority level one higher than usual. Thus, if a pokémon with this ability uses stun spore, it will have the same priority as quick attack; if it uses helping hand, it will always be able to use the attack before any other pokémon can even think of moving, with the exception of other, faster pokémon with the prankster ability.

Pressure: Pokémon with this ability are recognized as being unusually powerful or otherwise dangerous, making pokémon sent out into battle against them exceedingly nervous and causing them to use extra energy in order to force themselves to attack the pokémon with this ability. As a result, a pokémon uses 1.2x the normal amount of energy when attempting to use any attack that directly affects the pokémon with this ability.

Pure Power: This pokémon's power wells up from deep within, imbuing their every action with extra grace and energy. In battle, the base power of all this pokémon's offensive physical attacks, regardless of type, is multiplied by 1.2 but, as a result of the draining effects that constantly utilizing this power has on the body, all attacks used by this pokémon consume 1% more than the normal amount of energy.

Quick Feet: This pokémon, when moved to desperation, is quite capable of amazing footwork and considerably more speed than their normal lumbering gaits would suggest. When stressed by a major status condition, the base speed of pokémon with this ability is multiplied by 1.5. This boost is applied even through paralysis, although all the speed in the world won't save the pokémon with quick feet from being totally unable to move at times when "fully paralyzed."

Rain Dish: This pokémon is able to collect and absorb rainwater, causing it to gain 1% health and energy after every round during which it was raining.

Rattled: This pokémon is extremely nervous about being associated with the more unsavory elements of the pokémon world. It becomes skittish and hasty to get the battle over with if it decides that its opponent is particularly unpleasant. As a result, if a pokémon with this ability is struck by a bug-, dark-, or ghost-type move, its speed will rise by one level.

Reckless: This pokémon is exhilarated by danger and doesn't hesitate to sacrifice personal safety in favor of dealing more damage. As a result, it throws its best effort into the most risky attacks, and attacks that it uses that may cause recoil damage (including jump kick and hi jump kick) have their power increased by 1.2x.

Regenerator: This pokémon has powerful natural healing abilities and can quickly repair physical damage if given a bit of time to rest and replenish itself. If a pokémon with this ability is recalled and then later sent back into battle, it will have recovered 5% of its HP for each round that it spent in its pokéball.

Rivalry: This pokémon is intensely competitive and can't stand to be outdone by anybody--and certainly not one of its closest rivals! If in battle against a pokémon of the same gender, pokémon with this ability will be goaded into showing off a bit, performing more powerfully than they ordinarily would. As a result, the base power of all their damaging attacks is multiplied by 1.25 if the number of opponents of the same sex as the pokémon with rivalry is greater than or equal to the number of opponents of the opposite sex as the pokémon with rivalry. At the same time, pokémon with this ability have somewhat of a soft spot for pokémon of the opposite sex, and will be too distracted by them to fight as effectively when they're around. As a result, if the number of opponents of the opposite sex of the pokémon with rivalry is greater than the number of opponents of the same sex, the base power of all this pokémon's damaging attacks is multiplied by 0.75 instead. If all opponents are genderless, this ability has no effect on the pokémon's power.

Rock Head: This pokémon sports a naturally tough, helmetlike head that can absorb shock and stress without damage. As a result, pokémon with this ability will not take recoil damage from any attacks that would normally cause it, using their armored heads to absorb the force of their own attack when it is turned against them.

Rough Skin: Pokémon with this ability have exceptionally rough, pebbly skin that is so abrasive that even running a hand along it can lead to torn skin and bleeding palms. Any pokémon making a contact attack against a pokémon that has this ability, therefore, will take 2% recoil damage, even if the attack used is not directly damaging. This recoil is not prevented by the rock head ability. In addition, when this pokémon makes a contact attack against an opponent, the damage is increased by 1% for the effects of rough skin.

Run Away: To put it nicely, this pokémon is exceptionally skilled at retreating, so much so that it can even escape pokémon with Arena Trap, Shadow Tag, Magnet Pull, or similar abilities and leave the field if recalled. In addition, it has a greater chance of dodging attacks than a normal pokémon would if commanded to do so.

Sand Force: This pokémon has masterful control over the ground element, allowing it to pluck energy from the very air during a raging sandstorm and use it to power its earth-related attacks. If a pokémon with this ability uses a rock-, ground-, or steel-type attack during a sandstorm, that attack's power is multiplied by 1.3x.

Sand Rush: This pokémon can manipulate the power of a sandstorm to lend it speed, calling on the raging winds to blow at its back and propel it into battle at a spectacular velocity. So long as a sandstorm is raging, a pokémon with this ability has its base speed doubled.

Sand Stream: This pokémon wields an arcane power over the weather, bringing lashing winds and clouds of swirling sand with it wherever it goes. When released onto the field, this pokémon lets out a mighty roar, summoning a raging gale to it, which then picks up the sand or grit native to the arena and blows it around. A sandstorm is triggered when this pokémon is brought onto the field, and will continue indefinitely even after it leaves the field for any reason. However, the weather may be changed while this pokémon is on the field, and the sandstorm will not return after the other weather effect has ended unless the pokémon with Sand Stream is recalled and sent out again. This ability has no effect in areas where weather is normally banned completely, or where only sandstorm is excluded.

Sand Veil: Coming from a desert home, this pokémon is naturally adapted to not only ride out sandstorms, but to thrive in them, and has learned how to use the blowing sand to conceal its movements. Pokémon with this ability are not only immune to all effects of sandstorm, including the normal drop in accuracy while trapped within one, but can conceal themselves in the blowing sand so well that the opponent suffers a 10% accuracy reduction when attempting to strike it, in addition to whatever accuracy penalty it might suffer for being caught in the sandstorm to begin with.

Sap Sipper: This pokémon is herbivorous, and its swift metabolism allows it to quickly extract energy from the plants it eats, while its adaptations to consuming plantlife have left it immune to their best attempts at hindering it. Any grass-type attack used against this pokémon is no more than fodder for it to consume and convert to power for its future attacks. A pokémon with this ability is completely unaffected by grass-type attacks, and if struck by one, its attack will rise by one level.

Scrappy: This pokémon is so determined to fight that it won't let anything, not even creepy semisolidity, prevent them from putting up a fight. So tenacious is a pokémon with this ability that it can overcome all fears and physical limitations in order to actually damage ghost-types with normal- and fighting-type attacks. These pokémon still retain their immunities to ghost-type attacks, but offensively the ghost-type is treated as totally nonexistant, such that fighting-type attacks used on a sableye cause super effective damage, for example.

Serene Grace: A strange aura of potential surrounds this pokémon, an unnatural island of calm and peace. Pokémon with this ability are extremely lucky, and any secondary effects of any move that they use are twice as likely to take effect.

Shadow Tag: An eerie power keeps all opposing pokémon on the field with a pokémon of this ability from fleeing, constraining them to move about only within the confines of the arena.

Sheer Force: This pokémon has no care for subtlety or chancy gambits, preferring to brute force its way through battle. It doesn't waste time trying to add fancy extra effects to its attacks when it could just use that energy to pile on even more damage. If a pokémon with this ability uses an attack that would ordinarily have a side effect with a less-than-100% chance of occurring, that side effect will never occur but the attack's power is multiplied by 1.3x.

Shed Skin: This pokémon is accustomed to sluffing off old skin in order to grow, and it can by the same process slough off negative status conditions (excluding attraction and confusion). At the end of each round, there is a 30% chance that a pokémon with this ability will have succeeded in shedding whatever negative status condition(s) by which it might have been afflicted. In addition, a pokémon may be commanded to spend two actions actively working to shed its skin, which will cure all non-confusion, non-attraction status conditions at a cost of 5% energy.

Shell Armor: This pokémon has a thick, resilient shell that covers all of its weak spots. An opposing pokémon will not be able to deal extra damage no matter where it strikes a pokémon with this ability. Effectively, this prevents "critical hits."

Shield Dust: A thick cloud of choking powder surrounds this pokémon, one that dampens elemental energies and prevents the added side effects of all offensive moves from affecting the pokémon thus protected.

Simple: This pokémon is not one for complexity or nuance, but when it comes to straightforward emotions and simple commands, it's ready to give 100%. As a result, this pokémon gets double the benefit from all the stat boosts that it earns--but at the same time is twice as susceptible to stat reductions! Thus a pokémon with simple that used dragon dance would get +2 attack and +2 speed, but it would get -2 attack from the intimidate ability rather than the usual -1 attack.

Sniper: This pokémon has worked extensively on its aim so that it can consistently hit an opponent's weak point for more damage than if it had simply struck it by accident. When a pokémon with this ability scores a critical hit against a foe, it gains an automatic damage bonus of 10% regardless of the base power of the attack it was using.

Skill Link: Considerable practice and refinement of technique has allowed this pokémon to become unusually skilled in the use of "chain" attacks that require firing several volleys of weak projectiles or attacks. As a result, this pokémon will always hit with the maximum number of these attacks possible to realize their full damage potential.

Slow Start: This pokémon is uncommonly sluggish and lethargic upon entering battle, as it takes a while for its body to react to the situation and gear up properly for the fight. As a result, this pokémon's base speed and the base power of its physical attacks are halved for the first five actions in which it is present on the battlefield as it slowly warms up to its situation. However, after these five actions, the true power of this pokémon becomes apparent and all its physical attacks have their base power increased by 10.

Snow Cloak: Well adapted to a harsh, wintry environment, this pokémon is able to hide itself to great effect in the chaos of blowing snow or falling hail, camouflaging itself cunningly amidst the snow and ice. Opponents attempting to attack a pokémon with this ability while a hailstorm is in play have their accuracy reduced by 10% in addition to any other reductions in accuracy they might suffer as a result of the weather.

Snow Warning: This pokémon wields an arcane power over the weather, bringing cloudy skies and pelting hail with it wherever it goes. Hail is triggered when this pokémon is brought onto the field, and it will continue indefinitely even after the pokémon leaves the field for any reason. However, the weather may be changed while this pokémon is on the field, and the hail will not return after the other weather effect has ended unless the pokémon with Snow Warning is recalled and sent out again. This ability has no effect indoors or in areas where weather is normally banned completely, or where only hail is excluded.

Solar Power: This pokémon's metabolism goes into overdrive when the sun is shining brightly (that is, when sunny day is considered to be in effect), and power floods its system as its photosystems kick energy production into high gear. This upwelling of strength is so extreme that it actually damages the pokémon with this ability by 1% per action that it remains exposed to the intense sun, but at the same time it increases the damage dealt by all this pokémon's special attacks by 3%.

Solid Rock: This pokémon's incredible armor is of a composition like no other, so incredibly tough and thick that almost nothing can get through it, not even the elemental powers that would ordinarily cause it harm. As a result, rather than taking 1.5x damage from a super effective attack, it takes just 1.3x more damage, while it takes only about 1.6x as much damage from attacks that would normally trouble it twice as much as normal.

Soundproof: This pokémon, whether through making a constant ruckus of its own or by intentionally blocking out all sound from its environment, is unable to hear and be affected by any attacks that require sound in order to work, with the exception of heal bell.

Speed Boost: This pokémon moves at a lightning pace, constantly accelerating to greater and greater speeds as it works up to its maximum velocity. As a result, its speed rises by one level at the end of each round. Regardless of these additional boosts as a result of the Speed Boost ability, this pokémon's speed may never rise more than six levels.

Stall: This pokémon is incredibly effective at doing absolutely everything but actually attacking the opponent. It spends an inordinate amount of time "assessing potential angles of attack" or "searching the tall grass for potentially deadly traps" when it could be actually damaging its foe. As a result, this pokémon always moves last within the priority bracket for the move it has been commanded to use, although if it uses mach punch or similar it will still move before pokémon acting in the normal move priority bracket, and so forth. However, with all that time it spends in hesitation the pokémon can't help but make some beneficial observations about its opponent, such that when it finally gets around to attacking the foe it is better able to pick up on their weak points, each of its attacks dealing an extra 1% untyped damage to their target as a result.

Static: This pokémon stores static electricity in its skin or fur, causing charge to constantly ripple across the surface of its body. If an opposing pokémon makes contact with a pokémon with this ability, they are liable to get a nasty shock when touching its charged coat, which has a 30% chance of resulting in paralysis.

Steadfast: This pokémon has an indomitable spirit, and it will persevere even in the face of extreme hardship. Temporary setbacks only strengthen its resolve to up its performance. As a result, if this pokémon is hit by an attack that causes it to flinch, its speed is raised one level as it throws its all into the battle, looking to overtake the opponent so that they will not be able to interrupt its attack again.

Stench: This pokémon exudes a powerful, foul smell. It is so repugnant that other pokémon in close proximity may be forced to spend time fighting off nausea. As a result, all contact attacks used by a pokémon with this ability have a 10% chance to make the target flinch. This flinch chance stacks with any flinch chance inherent in the attack itself, as well as any of the attack's other secondary effects.

Sticky Hold: When this pokémon grabs an enemy, item, or other object, its grip is made extremely strong by a foul, mucosoid excretion that coats its hands. It is therefore extremely difficult for an opponent (or ally) to escape the grasp of a pokémon with this ability and for any item to be wrenched out of the hands of a pokémon with this ability.

Storm Drain: Pokémon with this ability have such an affinity for water that it will always run directly towards them, no matter where it was originally aimed, and are also able to soak up water attacks and use them to restore their inner reserves. All water attacks launched by any pokémon will always strike a pokémon with this ability so long as it remains on the field, regardless of team alliances or original targets. Water attacks also have no effect on pokémon with this ability, and if struck by one, their special attack will rise by one level.

Sturdy: This pokémon is tough and built for endurance. It will not cave before overwhelming force. Pokémon with this ability cannot be knocked out by any attack that would have done more than 10% damage to them.

Suction Cups: This pokémon has numerous suction cups on its underside, allowing it to cling to almost any surface with an incredible grip. It is nigh-impossible to budge a pokémon with this ability through any means, although as a trade-off for this implacableness they are, naturally, extremely unmaneuverable.

Super Luck: Pokémon with this ability have a sinister power over probability, such that things always seem to go subtly their way. They manage lucky strikes more often than they normally would, with the result that all their attacks are made in a critical hit domain one higher than normal.

Swarm: This pokémon has a deep connection with a hive mind of some sort, although normally being captured and taken far from its home diminishes its connection with its fellow bugs. However, when in grave danger the pokémon will be able to reach deep inside itself and call on the power of the hive. When this pokémon falls below 33% health, its body glows an acid green color and the base power of its bug-type attacks are multiplied by 1.5 as they are backed up by the strength of the swarm. If the pokémon's HP should rise to back above 33% at any time or for any reason, this ability falls out of effect.

Swift Swim: This pokémon is unusually adept at swimming and otherwise moving through wet environments. Consequently, when an arena becomes drenched by the rain, such a pokémon enjoys ease of movement much greater than normal, causing their base speed to double for the duration of the rain. These pokémon also have their speed doubled when moving through water, whether or not it is raining.

Synchronize: This pokémon's abilities allow it to balance out its mental and physical state with that of an opponent. When stricken by poisoning, a burn, or paralysis, this pokémon will align its physical state with that of its opponent, conferring upon them the illusion that they are affected by the same status condition that they had inflicted on the pokémon with synchronize, at the same level of severity. This ability has no effect on pokémon who cause status conditions to which their type or species is immune (for example, a fire-type cannot be burned by this ability).

Tangled Feet: This pokémon has a wobbly, unsteady gait when it is dazed, causing it to avoid some attacks aimed at it to miss simply because this pokémon happens to stagger out of the way by accident as they attempt to remain upright. As a result, when pokémon with tangled feet are confused, attacks made against them have their accuracy reduced by 10%.

Technician: This pokémon prefers technique over power, and it has honed the performance of some of its ordinarily weaker moves down to an elegant art. As a result, for all attacks ordinarily base 60 power or less, the base power is multiplied by 1.5 in addition to all other multipliers. For example, if a scyther with technician were to use aerial ace, the attack's base power would be considered 90 instead of 60.

Telepathy: This pokémon establishes a telepathic link with its allies whenever it is sent into battle, allowing it to roughly anticipate their intentions. As a result, a pokémon with this ability will always be able to get out of the way of its allies' attacks, with the result that it will avoid all damaging attacks used by allies that might otherwise strike it.

Teravolt: This pokémon's natural generator provides it with the constant stream of energy necessary to lend its attacks overwhelming strength. Their power is enough to overcome even the toughest pokémon's defenses against them. If a pokémon with this ability uses an attack that another pokémon's ability would block or reduce the power of, the ability has no effect.

Thick Fat: This pokémon has an extensive layer of fat or blubber that provides it insulation against the elements. As a result, the damage dealt by ice- and fire-type attacks on pokémon with this ability is halved.

Tinted Lens: This pokémon has the ability to subtly alter the performance of its attacks such that they slip around foe's resistance to them unhindered, as they add a faint tint of some unrelated elemental energy to each attack they make. Thus, if the target of one of this pokémon's attack would ordinarily have resistance to that attack, they are considered to have one less level of resistance than normal. For example, if a pokémon were resistant to psychic-type attacks, a psychic attack made against it by a pokémon with tinted lens would do normal damage. This ability cannot overcome total immunities, however, nor can it add extra power to an attack that the foe would not ordinarily resist at least slightly.

Torrent: Pokémon with torrent have a deep, inner reserve of strength that they can only call upon in times of great need. When severely injured, these pokémon can unlock their hidden power, glowing blue with water energy that will allow them to produce unusually powerful water attacks. When a pokémon with this ability falls below 33% health, this ability activates, effectively raising the base power of all the water-type attacks this pokémon uses by 1.5x. If the pokémon's HP should rise to back above 33% at any time or for any reason, this ability falls out of effect.

Toxic Boost: Although not immune to poison's damaging effects, this pokémon has developed the ability to mobilize its body's full strength in response to being poisoned, letting it fight at full power for whatever time it has left. So long as a pokémon with this ability is poisoned, the power of all its damaging attacks is multiplied by 1.5x, but they cost 1.2x as much energy to use.

Turboblaze: This pokémon's natural furnace provides it with the constant stream of energy necessary to lend its attacks overwhelming strength. Their power is enough to overcome even the toughest pokémon's defenses against them. If a pokémon with this ability uses an attack that another pokémon's ability would block or reduce the power of, the ability has no effect.

Trace: Those pokémon that are extremely empathetic can use this ability to reach out with their minds and acquire, for the duration of the battle, the unique traits (ability) expressed by their opponent. This ability triggers when the pokémon with trace is first sent into battle but not after. If there are multiple pokémon on the field, the ability that this pokémon traces is random but will always come from an opponent rather than an ally.

Truant: This pokémon is lazy and would prefer to lounge around rather than attack. As a result, this pokémon will refuse to do anything for one action out of every round, and will instead simply lounge around, doing nothing. The owner of this pokémon may choose to let it "slack off" for any one of the three actions in a round, during which time it will do nothing but regain 5% energy. If the trainer provides commands for all three actions of a round, the truant pokémon will ignore one of them at random and slack off instead. Nevertheless, the pokémon with this ability are quite powerful when they actually do shift themselves to fight, and as a result cause an extra 2% damage with all their damaging attacks, regardless of type.

Unaware: This pokémon has a maddening habit of paying no attention to what its opponent is doing whatsoever. It is entirely uninterested in foes pumping themselves up to look more intimidating or curling up to protect their weak points. This pokémon will just keep motoring along without a care in the world for its opponent's displays. As a result, all stat increases on the opponent(s) are nullified when a pokémon with unaware comes onto the field, with the exception of speed--it's impossible to deny when another pokémon is able to run rings around you without breaking a sweat!

Unburden: This pokémon fights best when unencumbered, and special equipment would only bog it down in the heat of battle. As a result, if this pokémon is not holding an item, its base speed is doubled.

Unnerve: This pokémon is so unnerving--whether because it is terrifying, kind of gross, or unsettling in some other way--that pokémon fighting against it will find that they've completely lost their appetites. As a result, any pokémon in battle against a pokémon with this ability will not be able to consume berries or use swallow until it leaves the battlefield.

Victory Star: This pokémon's tenacity and unending thirst for victory inspire not only itself, but all its allies, to give the battle their all and make their every attack count. So long as a pokémon with this ability is on the battlefield, it and all its allies have their accuracy multiplied by 1.1x.

Vital Spirit: This pokémon has a deep love for battle and cannot rest when the prospect of further conflict is presented. This pokémon, therefore, cannot be put to sleep during battle, and it will be reluctant to chill or do nothing unless extremely tired, preferring instead to go all-out whenever possible.

Volt Absorb: Unlike most pokémon, those with this ability can actually harness the electrical energy in attacks made against them and use it to fuel their own strikes. Whenever struck by an opponent's electrical attack, this pokémon will automatically recapture the energy used to generate it, negating all damage and additional effects from the attack and replenishing their own energy by 1% for each 10 points of base power that the attack had, or 1% for non-damaging attacks. If there is a source of free electricity available on the battlefield, a pokémon with this ability may be commanded to spend an action absorbing electricity from this power source, resulting in a 5% energy gain.

Water Absorb: This pokémon has particularly porous skin, allowing it to soak up water in the environment at will or even absorb the water utilized by attacks made against it. Instead of taking damage when struck by an opponent's water-type attack, the pokémon with this ability regains 1% HP for each 10 points of base power attributed to the attack by which it was struck. For water-type attacks that cause no damage, 1% HP is regained, and no secondary effects of any water-type attacks will have any effect on a pokémon with water absorb. This pokémon may also, in an arena where standing water is available, take an action to soak up some of the surrounding liquid to regain 5% HP without the use of energy. However, if a pokémon with this ability should absorb tainted water for any reason, it will lose HP instead of gain it and has a 10-30% chance of becoming poisoned, depending upon the concentratin of chemicals in the water.

Water Veil: This pokémon always keeps its skin cool and moist, so that even when struck by a flame attack, any singed skin will be rehydrated quickly and burns will be prevented from developing. As a result, a pokémon with this ability cannot be burned.

Weak Armor: This pokémon's armor or outer covering is unfortuntately underdeveloped relative to some other members of its species and has a tendency to fracture and break off when exposed to stress. As a result, whenever a pokémon with this ability is struck by a damaging attack, its defense will drop by one level as a piece of its armor is shed. However, the reduced weight associated with this loss of armor also means that its speed rises by one level each time that a piece falls off.

White Smoke: By constantly burning fuel, this pokémon shrouds itself in a perpetual cloud of dense, pale smoke. This protective buffer does little to conceal the pokémon's position, but does manage to create a zone of comfort within which it will not be susceptible to stat reductions, quite similar to a perpetual mist attack. As a result, this pokémon is not affected by stat-reducing attacks used by the opponent, and attacks which have stat reductions as secondary effects will not have their extra effects trigger when used by an opponent against this pokémon.

Wonder Guard: This pokémon is protected by an unearthly power, its fragile body surrounded by an invisible wall of great force that will deflect all but the most powerful of attacks. This pokémon takes no damage and does not suffer secondary effects from any attack which is not super-effective against it, but at the same time is more susceptible to super-effective attacks, taking 2x damage from attacks to which it has one level of weakness and 4x the normal damage from attacks to which it has a double weakness.

Wonder Skin: This pokémon's very skin is imbued with a magical power that allows it to sometimes shrug off attacks that might otherwise alter its status. If a pokémon with this ability is targeted by an attack with no other effect than to cause a major status, there is a 50% chance that it will fail.

Zen Mode: While appearing uncontrollably aggressive to the untrained eye, this pokémon in fact is highly in tune with its strength and quick to change its tactics when it's clear that outright power won't be enough to win the battle if things are going poorly. If a pokémon with this ability is a darmanitan and falls below 50% health, it will transform into its "zen" form, a gray, egg-shaped form with none of its usual fiery character. While in this mode it is a fire- and psychic-type, all its special attacks will do 2% more damage, and it will take 1% less damage from all attacks. However, it will do 3% less damage with all its physical attacks, and its base speed is reduced to 55.
 
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The Official TCoD Attack Guide - A
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Absorb - 20 Grass 100%
Target: Single
Class: Projectile/Healing (indirect)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -30

The pokémon absorbs health from the opposing pokémon by tapping into their vitality and siphoning it off into themselves. The foe is temporarily surrounded by a brilliant green aura, a manifestation of their lifeforce, which is then drawn off into the user. This attack may affect either health or energy, as directed.

Acid - 40 Poison 100%
Target: Multiple
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -40

The pokémon spews out a caustic, seething liquid that can give its opponent a nasty skin burn as well as destroy some varieties of plantlife, though it does little actual damage.

Acid Armor - Poison 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: +Condition
Contest Score: +10, *

The pokémon sheathes itself in a layer of slimy mucus, protecting their skin from such afflictions as burns and corrosive attacks as well as making the foe unwilling to touch them, greatly increasing defense. This liquid coat allows vaporeon to blend in with water and members of the grimer family to blend in with sludge or poisonous pools.

Acid Spray - 40 Poison 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special

The user sprays its target with a jet of incredibly powerful acid. Although not powerful enough to melt through a pokémon's skin, it causes painful, itchy inflammation that constantly distracts the afflicted pokémon, causing it to lower its mental defenses and so greatly reducing its special defense.

Acrobatics - Flying 55 100%
Target: Single
Class: Contact
Stat: Physical

The user leaps at its opponent, spinning around the target in a complicated series of leaps and aerial maneuvers to deliver a flurry of blows to its opponent. If it's not weighted down by a held item, a pokémon can perform much more complex and devastating techniques with this attack, effectively doubling its power.

Acupressure - Normal 100%
Target: Self
Class: Stat modifier (all)/Random
Contest Type: +Condition
Contest Score: +10, *

The pokémon applies pressure to one of the acupuncture points on its body, modifying the function of its internal systems and greatly increasing their outputs. Although quite powerful, the effects of this attack are difficult to control, and as a result the use of this attack will sharply raise a random one of the user's stats.

Aerial Ace - 60 Flying n/a
Target: Single
Class: Contact
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The pokémon hurtles towards its opponent at blinding speed and connects with a lightning-quick strike. Due to the velocity of this attack, it is almost impossible to dodge.

Aeroblast - 100 Flying 95%
Target: Single
Class: Projectile/Critical
Stat: Special
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The pokémon blasts a swirling cyclone of wind surrounding a vacuum core at the opponent. Initial damage is dealt by the swirling winds, but as the user releases their grasp on the vacuum, air rushes in and strikes the opponent with a harsh beam of concentrated wind. The slicing nature of this attack leads to a greater chance of a critical hit.

After You - Normal n/a
Target: Single
Class: Special

The user graciously does everything it can to facilitate the target's next attack, ensuring that it moves next regardless of speed or attack priority. Much though the target might wish for the user to just leave it alone and stop trying to help, it really can't do anything to avoid it.

Agility - Psychic 100%
Target: Self
Class: Stat modifier (speed)
Contest Type: First-Priority
Contest Score: +30

The user leaps into action, running at top speed in order to loosen up its muscles and pump itself up for later rounds of battle. The speed of the pokémon using agility increases dramatically, and it can more easily dodge attacks. Moves that strike quickly or hit multiple times have increased power when combined with agility; however, the burst of speed is only temporary and performing agility many timse in succession is extremely tiring. Agility can also be used to dodge attacks or cover ground more quickly rather than directly for the speed boost it grants.

Air Cutter - 55 Flying 95%
Target: Multiple
Class: Projectile/Critical
Stat: Special
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The pokémon gathers energy in its wings and flaps them rapidly to release several thin, sharp beams of wind. These compressed pockets of air can cut through the foe's defenses, resulting in an increased chance of scoring a critical hit.

Air Slash - 75 Flying 95%
Target: Single
Class: Projectile/Flinch
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user whips up a concentrated burst of wind that swipes viciously across the opponent's body, causing them to flich 30% of the time.

Ally Switch - Psychic n/a
Target: Single
Class: Special/Priority (1)

The user reaches out and latches onto the mind of one of its allies, pinpointing them no matter where they are, and performs a quick two-way matter transferrance to switch places with them.

Amnesia - Psychic 100%
Target: Self
Class: Stat modifier (special defense)
Contest Type: +Condition
Contest Score: +10, *

The pokemon dulls its mental faculties intentionally, actually forgetting one of its own attacks in the interest of making itself dense enough to not notice the effects of energy-based attacks on its body, thus greatly raising its special defense.

Ancientpower - 60 Rock 100%
Targert: Single
Class: Projectile/Stat modifier (all)
Stat: Physical
Contest Type: +Condition
Contest Score: +10, *

The pokemon summons ancient spirits lying trapped beneath the earth, bringing them back to the surface along with the rocks and earth that make up their tombs. A circle of stones glowing with blue and purple fire rise out of the earth and hover momentarily before converging on the opponent and slamming into them. There is a very small chance the pokemon will be endowed with the spirits' power, resulting in a slight increase in all stats.

Aqua Jet - 40 Water 100%
Target: Single
Class: Projectile/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user shoots forward, propelling itself at the opponent by using a high-powered blast of water to rocket them along. Although lacking in power, the speed this attack lends its user allows them to perform it at a higher priority than standard attacks.

Aqua Ring - Water 100%
Target: Self
Class: Healing (direct)
Contest Type: +Condition
Contest Score: +10, *

The user surrounds itself in a curtain of swirling water, keeping itself properly hydrated and refreshed at all times. This water also has minor healing properties, allowing the user to gain 1% health per action that they continue to feel the attack's effects.

Aqua Tail - 90 Water 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user swings their tail about to slam a wall of water into their opponents, following through to strike them with the tail itself and knock them away.

Arm Thrust - 15 Fighting 100%
Target: Single
Class: Contact/Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user looses a rapid-fire burst of straight-armed punches, striking the opponent several times and potentially shoving them back a considerable distance.

Aromatherapy - Grass 100%
Target: Multiple
Class: Healing--Status (all)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user releases a wonderful scent that soothes its own nerves and those of its teammates, stimulating the pokémon's natural healing processes and eliminating all status conditions.

Assist - Normal 100%
Target: Random
Class: Random
Contest Type: Random
Contset Score: 0 (+10/+20/+40/+80)

The pokémon recalls as best it can the techniques it has seen its teammates use during past battles and training sessions, then uses whichever strikes its fancy. In effect, the pokémon uses an attack selected at random from the movepools of the other pokémon in the trainer's active squad for the match.

Assurance - 50 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user pounces on the foe just when it is most vulnerable and reeling from another attack, making a vicious opportunistic strike. This attack's power is doubled if its target has already taken damage this action.

Astonish 30 Ghost 100%
Target: Single
Class: Contact or projectile/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user makes a swift, menacing motion that shocks and unsettles its foe. The attack itself is weak, and the surprise effect wears off quickly, so eventually this attack becomes an ineffective way to scare foes.

Attack Order - 90 Bug 100%
Target: Single
Class: Projectile/Critical
Stat: Physical
Contest Type: -Condition
Contest Score: +30, X

The user summons up a swarm of small, biting insets and commands them to attack the target. They fall upon their victim in a great cloud, stinging and biting with a will. There is almost no defending against them, increasing the chance that this attack will cause a critical hit.

Attract - Normal 100%
Target: Single of the opposite gender
Class: Status (attraction)
Contest Type: Intimidating
Contest Score: +20

The pokemon makes full use of its charm and tries to appeal to the opposite gender. This often causes the target to be more gentle with their attacks, or they may refuse to attack the user entirely. However, if the attracted pokemon senses its attractor is really just full of deceit, it becomes enraged and will not fall for such a trick so easily again.

Aura Sphere - 90 Fighting n/a
Target: Single
Class: Projectile
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user draws upon their aura, forming it into an orb of pure energy that they send rocketing at the target. It homes in on the opponent's energy signature, making it totally unavoidable.

Aurora Beam - 65 Ice 100%
Target: Single
Class: Projectile/Stat modifier (attack)
Stat: Special
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user shoots a cold beam of energy that flickers with rainbow colors towards the opponent, giving them an icy chill that may lower their metabolism, making them sluggish and their physical attacks slightly weaker.

Autotomize - Steel 100%
Target: Self
Class: Special/Stat modifier (speed)

The user painlessly sheds a part of an anatomy--a tail or other limb, or a non-critical part of its armor--to reduce its weight and increase its mobility. This gratly raises speed and cuts the user's weight in half. However, it may only be used once per battle.

Avalanche - 60 Ice 100%
Target: Single
Class: Contact/Special/Priority -4
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user stands still, summoning up all their icy power to create a swarm of ice-covered rocks that hover in the air around them. If the targeted foe should damage the user before this attack is complete, the user in their fury sends all the boulders crashing down in a snowy slide, effectively doubling this attack's base power; otherwise, they merely charge the foe, slamming them into the ground and pummeling them with freezing stones.
 
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The Official TCoD Attack Guide - B
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Barrage - 15 Normal 85%
Target: Single
Class: Projectile/Random Damage
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user fires a burst of spherical explosives at its target. This attack is not terribly accurate, so usually only some of the projectiles hit, and the explosions they generate are weak as well, although the damage can add up quickly if many of them manage to strike the target.

Barrier - Psychic 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: Calming
Contest Score: +10

The user generates a translucent wall of energy that greatly reduces the velocity of all solid objects that pass through it, thus greatly reducing the effectiveness of physical attacks used against the pokémon sheltering behind it. This barrier stays in place and cannot be moved, and it may be shattered by a particularly powerful physical strike.

Baton Pass - Normal 100%
Target: Next friendly pokémon to be sent out
Class: Stat modifier (any and all)
Contest Type: Intimidating
Contest Score: +20

The user glows a reddish color and freezes in place, before reverting to a ball of glowing red energy. The trainer's next pokémon is sent out into this ball of energy, absorbing the baton passer's stat changes and some other special conditions before the user is returned to their pokéball. In addition to simple stat modifiers, the effects of ingrain, leech seed, and mean look may be passed. This attak may only be used in 2vs2 or greater matches, and only if the user's trainer has at least one pokémon left that has not yet been revealed. In addition, the pokémon that used baton pass must eventually be sent out again. Thus, in a 2vs2 battle if an absol passes to a pelipper and the pelipper faints, the absol must be sent out again with the same amount of HP/energy left as when it used baton pass, and it may at that point no longer baton pass.

Beat Up - 10 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -0 (-1/2 of opponent's appeal points)

The user summons its teammates in the form of shadowy apparitions that gang up on the target and beat on it mercilessly, attacking from all sides. The base power of this attack is ten times the number of pokémon that the user's trainer has remaining.

Belly Drum - Normal 100%
Target: Self
Class: Stat modifier (attack)
Contest Type: +Condition
Contest Score: +10, *

The user pounds its chest in a show of power, harming itself (15% health loss) but creating a massive energy rush and boost in confidence that maxes out its physical attack power.

Bestow - Normal n/a
Target: Single
Class: Special

The user pushes its held item onto another pokémon, insisting that they accept it even if they don't particularly want it. Unless it's already holding an item, though, even the most uncouth pokémon will be too polite to refuse the gift in the end.

Bide - Normal 100%
Target: Single
Class: Contact/Priority 1
Stat: Physical
Contest Type: Calming
Contest Score: +10

The user braces itself for damage and stands firmly in one place, glowing a reddish color. Bide requires three consecutive actions to execute effectively. The energy associated with every damage-dealing attack the user endures is stored up throughout the round, then released at its end with twice the power in a massive wave of pure force.

Bind - 15 Normal 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user grabs the opponent with their claws or wraps them in some long appendage, squeezing tightly. When they first grab the foe, the opponent has little chance to break free, but as time goes by the chance gets greater, as the victim has had more time to struggle. Smaller foes are liable to slip out of a bind more easily, but at the same time they take more damage from the crushing power of the attack.

Bite - 60 Dark 100%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user sinks their teeth into the foe, dark energy dribbling from their jaws. The searing burn of the dark energy may be enough to cause the target to flinch.

Blast Burn - 150 Fire 90%
Target: Single
Class: Projectile
Stat: Special
Contst Type: UltraJam
Contest Score: +40, -40

The ultimate fire-type attack, it takes a while to charge and consumes a considerable amount of energy but has explosive effects. The user charges up and then releases a massive fireball that rockets towards its target and detonates explosively upon contact, flinging the opponent back a good distance in a burst of intense heat and fire.

Blaze Kick - 85 Fire 90%
Target: Single
Class: Contact/Status (burn)/Critical
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user's foot become engulfed in fire as they lash out with it at the opponent. Not only may this attack cause a burn, but it can be delivered quite precisely to the foe's weak point, increasing the chance for a critical hit as well.

Blizzard - 120 Ice 70%
Target: Multiple
Class: Projectile/Status (freeze)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user unleashes a blast of howling winter winds, laced with snow and ice, on the target(s). This attack is incredibly frigid and can quickly encrust the target with several inches of ice and snow, with the result that it has a high chance of freezing.

Block - Normal 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

If the target is attempting to run from something, such as the user, the user jumps in front of them as quickly as possible, blocking their progress. This can be used to intercept attacks such as double team, cutting them off and making them useless, or to prevent a pokémon from being switched out.

Blue Flare - Fire 130 85%
Target: Single
Class: Projectile/Status (burn)
Stat: Special

The user engulfs the target in beautiful blue fire. Although strange-looking, it still has a 20% chance to burn the target.

Body Slam - 85 Normal 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user either leaps onto the target or falls over on them. The heavier the user is in comparison to the target, the better the damage. In addition, the target may be crushed into the ground and rendered extremely achy, with effects identical to those of paralysis.

Bone Club - 65 Ground 85%
Target: Single
Class: Contact/Flinch (10%)
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user smacks the target with a bone.

Bolt Strike - Electric 130 85%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical

The user surrounds itself in an overwhelming aura of electricity, then slams into the foe with all its might. There is a 20% chance that residual electricity will leave the target paralyzed.

Bone Rush - 25 Ground 90%
Target: Single
Class: Contact/Random damage
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user charges at the target and repeatedly thwacks them with their bone in a quick flurry of strikes. Although each hit is relatively weak, the damage can add up quickly if a large number of swipes are successful. If the user has no bone to use, it may create one out of pure ground-type energy.

Bonemerang - 50 Ground 90%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user lobs their bone at the opponent, who is struck once as it goes spinning by their head, then again after it reverses and comes sailing back to the pokémon that threw it.

Bounce - 85 Flying 85%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Calming
Contest Score: +10

The user leaps high into the sky, then comes crashing down on the foe from above. The target, which is crushed into the ground by the attack, may find themselves made stiff and achy as a result of this attack, with effects identical to those of paralysis.

Brave Bird - 120 Flying 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user valiantly charges at the opponent, tucking their wings in close to their body to achieve maximum velocity while becoming shrouded in a blaze of intense flying-type energy. Although the strike that they deal the opponent is a very serious one, the user becomes damaged in the act of colliding with the foe and takes some recoil damage.

Brick Break - 75 Fighting 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user performs a three-punch combo, shattering any shields protecting the foe and dealing them moderate damage besides.

Brine - 65 Water 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Extra-Appealing
Contest Score: +20 (+20)

The user drenches the target with a wave of extremely salty water. The salt gets into whatever wounds they may have, stinging horribly, so more damaged opponents are more susceptible to this attack. If the target is below 50% health, this attack's base power is doubled.

Bubble - 20 Water 100%
Target: Multiple
Class: Projectile/Stat modifier (speed)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -20

The user fires a cloud of bubbles at the opponent. These bubbles burst with an explosion of water energy upon contact with the target, and that pokémon in addition may become encumbered within a thick layer of foam, with the result that their speed is slightly reduced.

Bubblebeam - 65 Water 100%
Target: Single
Class: Projectile/Stat modifier (speed)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user fires a concentrated stream of bubbles at the foe, covering them in a thick layer of foam that may become a hindrance, slightly lowering the target's speed.

Bug Bite - 60 Bug 100%
Target: Single
Class: Contact/Special
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 opponent's last appeal)

The user bites down on the opponent, aiming for any berry they might be holding. The power of this attack is effectively double against opponents that are holding a berry, and as the user eats the berry after stealing it, they gain the effects of the berry upon using this attack as well.

Bug Buzz - 90 Bug 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: -Condition
Contest Score: +30, X

The user vibrates their wings at top speed to generate a massively damaging sonic wave that washes over the target. The annoying hum generated by this attack also grates on the nerves and may cause the target's special defense to be slightly lowered into the bargain.

Bulldoze - Ground 60 100%
Target: All others
Class: Projectile/Stat modifier (speed)
Stat: Physical

The user gives a mighty stomp, unleashing a wave of ground energy into the soil beneath. A wave of seismic energy flows out in all directions, pushing a low ridge of disrupted earth before it, slamming into all pokémon in the area and knocking their legs out from under them. Affected pokémon will be left limping, effectively lowering their speed.

Bulk Up - Fighting 100%
Target: Self
Class: Stat modifier (attack and defense)
Contest Type: +Condition
Contest Score: +10, *

The user sends their metabolism into overdrive, adding several layers of muscle to their body to slightly increase not only their attack but also their defense. This causes the user to become noticeably larger and somewhat heavier as well, although repeated uses of this attack may reduce mobility.

Bullet Punch - 40 Steel 100%
Target: Single
Class: Contact/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user shoots forward at an incredible rate, lashing out with a steely fist with speed equivalent to that of a bullet. Although the damage dealt by this attack is actually quite minimal, it is fast enough that it can be performed before most other attacks.

Bullet Seed - 25 Grass 100%
Target: Single
Class: Projectile/Random damage
Stat: Physical
Contest Type: Vindictive
Contest Score: 0 (-1/2 opponent's last appeal)

The user fires several bursts of tiny seeds at the opponent. Although each volley is only capable of light damage, it can add up quickly if most of the bursts strike.
 
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The Official TCoD Attack Guide - C
A | B | C | D | E | F |G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Calm Mind - Psychic 100%
Target: Self
Class: Stat modifier (special attack, special defense)
Contest Type: Concentration
Contest Score: +20

The user retreats into their mind, meditating and blocking the world around them out of their thoughts. This not only serves to heighten their mental prowess but also reduces the effects of confusion and other mental abberations and makes the user less susceptible to attacks that would mess with its mental state.

Camouflage - Normal 100%
Target: Self
Class: Special
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user changes their chemical and biological makeup so that they blend in with their environment. Their types also change to suit their immediate surroundings. If in vegetation they become grass-type; in manmade terrain, they become normal-type; on or in a body of water, they become water-type; on or in lava or fire of some sort, they become fire-type; in an aerial arena, they become flying-type; in rough terrain, they become ground-type; and in a mountainous or subterranean arena they become rock-type.

Captivate - Normal 100%
Target: Single of the opposite gender
Class: Stat modifier (special attack)
Contest Type: Intimidating
Contest Score: +20

The user pulls out all the stops to make themselves as appealing to a target of the opposite gender as possible. This display distracts the target as they meditate on the many fine points of the user when they should instead be concentrating on their attacks.

Charge - Electric 100%
Target: Self
Class: Special/Stat modifier (special defense)
Contest Type: Type Fueled
Contest Score: +20 (+40)

The builds up as much energy as they can within their body in preparation for some great attack in the near future. This also creates an energy barrier that will defend them from invasive energy attacks to some extent, slightly raising their special defense. This causes the user to spark with electrical power and the next electric-type attack they use to double in power. Charge cannot be stacked and its effects dissipate after three actions if no electrical attack is used.

Charge Beam - 50 Electric 90%
Target: Single
Class: Projectile/Stat modifier (special attack)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user charges up a large amount of electricity before firing a coruscating beam of power at the foe. Although the beam itself is quite weak, the charging process is liable to improve the user's special attack slightly.

Charm - Normal 100%
Target: Single
Class: Stat modifier (attack)
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user acts very charming and cute, making the target more reluctant to attack them and greatly reducing their physical power. If the target catches on to the user's act, however, this attack loses all effectiveness.

Chatter - 60 Flying 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user blathers on incessantly at the top of its lungs, causing the foe intense annoyance and damaging them with moderately powerful sonic waves, overwhelming and confusing them without fail.

Chill - n/a
Target: Self
Class: Healing (energy)
Contest Type: Calming
Contest Score: +10

The user relaxes and settles down for a brief rest, recovering a small amount of energy in the process.

Chip Away - Normal 70 100%
Target: Single
Class: Contact/Special
Stat: Physical

The user patiently wears its foe down with a series of carefully-calculated blows that will eventually overwhelm any defense. This attack ignores all of the target's stat modifiers.

Circle Throw - Fighting 60 90%
Target: Single
Class: Contact/Priority (-6)
Stat: Physical

The user grabs its target and lifts them up, spinning them in a circle like a discus thrower before finally releasing them to sail away and crash back to earth. Even fairly heavy pokémon will fly far when hurled by this technique.

Clamp - 35 Water 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user grabs the opponent and then squeezes as hard as they can. Initially, there is little opportunity for the foe to escape this attack, but they may manage to work themselves free with time.

Clear Smog - Poison 50 n/a
Target: Single
Class: Projectile/Stat modifier (all)
Stat: Special

The user envelops its target in a cloud of whitish-gray smog that causes minor irritation and also mildly befuddles the target, causing it to forget both its woes and successes and effectively eliminating all of its stat changes. Once touched by even a small tendril of smog a pokémon will fall into a temporary confused stupor, making it very hard for pokémon to dodge this attack.

Close Combat - 120 Fighting 100%
Target: Single
Class: Contact/Stat modifier (defense, special defense)
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user engages the opponent close up, leaving them nowhere to run from the damaging physical assault. However, this attack is somewhat reckless, and in maneuvering in close to the opponent the user leaves themselves open to the foe's attacks, slightly lowering their defense and special defense.

Coil - Poison 100%
Target: Self
Class: Stat Modifier (attack, defense, accuracy)

The user coils in on itself into a defensive position that not only allows it to turn its body in order to track its foe's every move, but also leaves it poised to strike, thus raising its defense, attack, and accuracy.

Comet Punch - 18 Normal 85%
Target: Single
Class: Contact/Random damage
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user fires a barrage of straight-out knuckle punches at the opponent. Although individually each punch is quite weak, the damage can end up quickly if a large number of them connect.

Confuse Ray - Ghost 100%
Target: Single
Class: Projectile/Status (confusion)
Contest Type: Scrambling
Contest Score: +30

The user mystifies the target with a glittering beam of dancing lights. The target becomes distracted and confused, mesmerized by the beautiful illusion.

Confusion - 50 Psychic 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -30

The user concentrates, attacking the opponent's mind and causing damage by activating their pain receptors or picking them up and throwing them around a bit. As far as psychic attacks go, this one is fairly mild, although it may cause disorientation and confusion. In addition, confusion may be used to turn aside weak attacks or manipulate very small objects.

Constrict - 10 Normal 100%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user wraps the foe up with vines, tentacles, or similar, and squeezes as tightly as it can before letting go. This may cause the target's joints to stiffen and lock up, making them temporarily clumsy and slightly lowering their speed.

Conversion - Normal 100%
Target: Self
Class: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user rearranges their biological makeup to become any type chosen by their trainer. Usually the user will only be able to convert to a type that is familiar to the them, that is, any type of attack within their own movepool.

Conversion2 - Normal 100%
Target: Self
Class: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

Works in the same way as the first conversion, but the user will change its type to one matching an attack that it has observed some other pokémon in the match using before; thus, it does not have to be related to any attack within the user's movepool.

Copycat - Normal 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user observes and then performs the attack last used by any pokémon in the match.

Cosmic Power - Psychic N/A%
Target: Self
Class: Stat modifier (defense, special defense)
Contest Type: +Condition
Contest Score: +10, *

The user draws upon the energy of the heavenly bodies, shimmering with a dazzling white light as they reinforce not only their physical defenses but also their mental ones, slightly increasing both defense and special defense.

Cotton Guard - Grass 100%
Target: Self
Class: Stat modifier (defense)

The user cloaks itself in a dense layer of fluffy cotton, raising its defense by a full three levels.

Cotton Spore - Grass 100%
Target: Single
Class: Stat modifier (speed)
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user releases a large quantity of cotton spores that cling tenaciously to whatever they touch. As they stick to the target they impede motion, greatly reducing the hapless pokémon's speed while simultaneously making them very fluffy.

Counter - Varies Fighting 100%
Target: Single
Class: Contact/Projectile/Priority -4
Stat: Physical
Contest Type: Concentration
Contest Score: +20

The user gets into a defensive stance so as to resist the next physical attack a target opponent uses. If the attack is directly physical, like a punch, the user will catch it and lash out with a return strike twice as powerful while the opponent is off-balance. The damage the user takes as a result of the attack is also slightly reduced, although it takes more energy to counter more damaging attacks. If the physical aspect of the attack is a rock or something of the sort, the projectile is hurled back at the opponent with twice the velocity for, again, twice the damage.

Covet - 60 Normal 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user pleads with the target pokémon for it to give up whatever it might be holding. After the target gives in, the user grabs the item and smacks the opponent for minor damage before retreating. If the user of this technique is already holding an item, it may choose to switch its equipment for the pilfered item, or it may discard what it has stolen instead.

Crabhammer - 90 Water 90%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user strikes the foe with a large crab claw.

Cross Chop - 100 Fighting 80%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user lashes out with both hands at once, chopping down with each in a coordinated cross strike.

Cross Poison - 70 Poison 100%
Target: Single
Class: Contact/Status (poison)/Critical
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user uses a pair of poisoned appendages to execute a cross-slash attack. This attack can be aimed very precisely, resulting in an increased critical rate, and may also cause poisoning.

Crunch - 80 Dark 100%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user sinks their teeth into the foe, biting down viciously. Its teeth are imbued with dark energy that burns as it enters the foe's system. This can leave a large, ragged hole in the target's flesh, slightly lowering their defense as a result.

Crush Claw - 75 Normal 95%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user sinks their claws into the foe with shattering force, ripping through tough armor and thick flesh with ease. This attack can tear up the foe's flesh, possibly lowering their defense.

Crush Grip - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user seizes the opponent in a very tight hold. The more health the target has left and, consequently, the greater their struggles, the more the user tightens its hold, resulting in more damage to healthier foes.

Curse - Ghost 100% (if used by a ghost)
Target: Self and single target
Class: Special
Contest Type: Last-Priority
Contest Score: +30

The user, always a ghost-type, performs a dastardly ritual, sacrificing half their health to lay a horrible curse on the opponent. The target loses 1/10th of their health at the end of each round unless the curse is somehow shed. All damage from this attack is totally unaffected by damage caps.

Curse - Ghost 100% (used by a non-ghost)
Target: Self
Class: Stat modifier (attack, defense, speed)
Contest Type: Last Priority
Contest Score: +30

The user performs an arcane ritual, sacrificing a bit of their speed in exchange for slightly improved attack and defense.

Cut 50 Normal 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user slices into the target with something sharp.
 
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The Official TCoD Attack Guide - D
A | B | C | D | E | F |G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

Dark Pulse - 80 Dark 100%
Target: Single
Class: Projectile/Flinch (20%)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user concentrates all its vindictive thoughts before releasing them in a pulse of negative energy that washes over the opponent in a chilling, burning wave. Being immersed in pure nastiness by this attack may be enough to cause the target to flinch.

Dark Void - Dark 80%
Target: Multiple
Class: Status (sleep)
Contest Type: Deflating
Contest Score: +20

The user opens a gateway to the world of darkness, drowning the foes in nightmarish power and sending them rapidly into a deep, uneasy sleep.

Defend Order - Bug 100%
Target: Self
Class: Stat modifier (defense, special defense)
Contest Type: +Condition
Contest Score: +10, *

The user summons a cloud of tiny insects that form a living shield around its body, throwing themselves in the way of any and all attacks and slightly raising the user's defense and special defense.

Defense Curl - Normal 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: Concentration
Contest Score: +20

The user curls into a ball in order to protect their weakest points so that their defense is slightly raised.

Defog - Flying 100%
Target: Single
Class: Special/Stat modifier (accuracy)
Contest Type: Calming
Contest Score: +10

The user whips up a concentrated blast of wind that tears away all obstacles on its way to the opponent, shredding any clones they might have and scattering any obstructions near them, including but not limited to all forms of spikes, light screen, reflect, safeguard, and any lingering gases such as mist or haze.

Destiny Bond - Ghost 100%
Target: Single
Class: Special
Contest Type: Sacrificial
Contest Score: +80

The casts a spell over itself, glowing with a dark purple aura as it waits for its opponent to attack. If the user is knocked out by damage from an opponent's attack before the end of the round, this aura spreads out from the user, surrounding and entrapping the opponent, sapping their energy and knocking them out even as the user faints.

Detect - Fighting 100%
Target: Self
Class: Special/Priority 3
Contest Type: Concentration
Contest Score: +20

The user takes up a defensive stance, greatly heightening their senses and focusing totally on their opponents. Their chance of dodging attacks made against them for that action is vastly increased, but the energy expended to produce the uncanny alertness of detect is considerable. This move is likely to fail if used in succession, as the pokémon's stamina wears down quickly when attempting to make use of this attack.

Dig - 80 Ground 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Calming
Contest Score: +10

The user digs into the ground at an incredible rate, traveling at least five feet under the earth as they create a large tunnel. After that, they angle upwards again to burst from the ground just beneath their unsuspecting foe, bowling them over with a surprise strike. Alternatively, the user may be commanded not to resurface and instead to remain underground while performing other actions.

Disable - Normal 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

The uses focuses on the foe for a few seconds, invading their mind and locking out the last move that they successfully completed from their consciousness, rendering them unable to use it again for several actions. Alternatively, this attack may be used to physically disable the foe, leaving them frozen in place and unable to move for several seconds, although they are still capable of using attacks that require no physical movement.

Discharge - 80 Electric 100%
Target: All
Class: Projectile/Stat modifier (paralysis)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user gathers all the electricity it can muster, then releases it in all directions in an uncontrolled discharge. The wave of electricity sweeps erratically across the arena, endangering all pokémon on the field, and has the potential to cause paralysis for any that it strikes.

Dive - 80 Water 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Calming
Contest Score: +10

This move only works if there is standing water of at least three meters deep in the user's vicinity; sometimes more is needed, depending on how large the user is. The user will leap up and then quickly dive down in the water, then come shooting up from below to slam into their opponent in a burst of water. Alternatively, the pokémon may be commanded to stay underwater for an extended period of time while performing actions before resurfacing--although this is not recommended for species without gills!

Dizzy Punch - 70 Normal 100%
Target: Single
Class: Contact/Status (confusion)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user launches a punch that spins the target around rapidly, causing them to become dizzy, nauseous, and possibly outright confused.

Doom Desire - 140 Steel 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user makes a terrible wish to bring destruction down upon their foes. Sometime within the next three actions, their call is answered as beams of pure silver energy lance down from the heavens, annihilating everything in their path with the fury of pure steel-type power.

Double Hit - 35 Normal 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user lands one, then another solid smack on its opponent, attacking twice in one action.

Double Kick - 30 Fighting 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user strikes the foe with a fast one-two kick.

Double Team - Normal 100%
Target: Self
Class: Special
Contest Type: Concentration
Contest Score: +20

The user dashes around the battlefield at top speed, leaving behind numerous illusory clones that mimic the user's every move. This attack can either be used to create a ring of clones around the target to greatly increase the accuracy of the next attack it performs, as the target will have no idea from what direction the strike will come, or simply to create a crowd of body doubles to confuse the foe so that they might end up attacking a clone instead of its creator. If double team is used to improve accuracy, the clones will all disappear after the highly accurate strike is made; otherwise, they will disappear only in response to damage or some circumstance that allows foes to see through the illusion. A pokémon can control the number of clones that it creates, but producing more clones requires more energy, and the maximum number of clones it may produce is limited by its speed. A pokémon of average speed can produce around five clones at maximum.

Double-Edge - 120 Normal 100%
Target: Single
Class: Conctact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user glows white and charges into the opponent with extreme force. This attack is extremely strong but causes recoil damage.

Doubleslap - 15 Normal 85%
Target: Single
Class: Contact/Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user lets loose a barrage of rapid-fire slaps, pummelling them about the head and face.

Draco Meteor - 140 Dragon 90%
Target: Single
Class: Projectile/Stat modifier (special attack)
Stat: Special
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user lets out a long, low bellow, rearing up so that their snout points towards the heavens. After a slight delay, a swarm of meteors comes screaming down from the sky, each surrounded by a deadly curtain of green draconic flame. Although the effects of this attack are incredible to behold, the strain of producing it cause the user's special attack to be considerably reduced after using it until they are able to rest and regain their composure.

Dragon Claw - 80 Dragon 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user's talons become engulfed in dragon-type energy as they lash out at the foe with their claws, scoring deep gashes in their hide. Damage is dealt not only by the strike itself but by contact with the dragon energy leaping from the user's claws.

Dragon Dance - Dragon N/A%
Target: Self
Class: Stat modifier (speed, attack)
Contest Type: +Condition
Contest Score: +10, *

The user twists and coils through a mystical dance, summoning up dragon energy that courses through their body, improving their strength and mobility for a slight increase in attack and speed.

Dragon Pulse - 90 Dragon 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Extra-Appealing
Contest Score: +20 (+20)

The user blows out a great wave of dragon-type energy at its opponent.

Dragon Rage - 40 Dragon 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Order-Dependent
Contest Score: +10 (+10/+30/+50)

If in an area with liquid-like masses (such as lava or water) around, the user will spin quickly in a circle to create a raging twister composed of draconic energy and whatever liquid the attack is being made in. This twister then rages towards the opponent, picking them up and hurling them away if they are small or simply battering them otherwise. If no liquid is readily available, the user will instead breathe out a streamer of draconic flame, culminating in a concentrated fireball that explodes upon contact with the foe, searing them with dragon-type energy.

Dragon Rush - 100 Dragon 75%
Target: Single
Class: Contact/Flinch (20%)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user surrounds their body in a swath of raging draconic flame and then charges straight into the target in a vicious rush. This attack is so damaging that it may cause the target to flinch with pain and shock.

Dragon Tail - Dragon 60 90%
Target: Single
Class: Contact/Priority (-6)
Stat: Physical

The user attacks with a low and slow but powerful sweep of its tail that picks up the target and hurls it far across the arena.

Dragonbreath - 60 Dragon 100%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user opens its mouth and releases a burst of green-blue dragon energy. The noxious chemical makeup of this attack may cause those who are unlucky enough to inhale it to become paralyzed, and it also leaves minor chemical burns on the skin.

Drain Punch - 75 Fighting 100%
Target: Single
Class: Contact/Healing (indirect)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user surrounds its fist in a swirling aura of fighting energy, then launches a quick punch. Although the foe is most damaged by the strike, the fighting aura also saps off some of their health, transferring it to the user such that they gain health equal to half the damage they managed to inflict.

Dream Eater - 100 Psychic 100%
Target: Single
Class: Projectile/Healing (indirect)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -20

This move can only be used successfully if the target is asleep. The user will concentrate and, as its eyes glow pink, it will start consuming the opponent's dream, causing the target considerable discomfort. The user can be commanded to attack either energy or health with this attack and will restore half as much of either as is drained from the opponent.

Drill Peck - 80 Flying 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The leaps into the air before diving at the opponent, spinning as it goes to deliver a drilling blow to its target.

Drill Run - Ground 80 95%
Target: Single
Class: Contact/Critical
Stat: Phsyical

The user runs at its target then leaps into the air, spinning at high speed as it rams into its opponent with a horn, beak, or extended claws. The penetrating nature of this attack makes it more prone to bypass the target's defenses than most, increasing the chance that it will score a critical hit.

Dual Chop - Dragon 40 90%
Target: Single
Class: Contact
Stat: Physical

The user lashes out with both hands, slashing twice with its claws in one action.

Dynamicpunch - 100 Fighting 50%
Target: Single
Class: Contact/Status (confusion)
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user pulls its fist back as it begins to glow, then launches an incredible punch at the opponent. The punch lands in an explosion of dazzling power, leaving the target dazed, dizzied, and confused (not to mention seriously bruised). However, the punch is a rather slow one and relatively easy to avoid.
 
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The Official TCoD Attack Guide - E
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Earth Power - 90 Ground 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user lets out a great roar, summoning up all the energy in the land around them and causing it to erupt in a burning sheet from beneath the feet of its foe. The pure power of the earth may overwhelm the target and leave them dazed, resulting in a slight reduction in special defense.

Earthquake - 100 Ground 100%
Target: All
Class: Projectile
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user stomps on or hits the ground to make it start shaking like crazy. The ground shakes violently for a few seconds, and with repeated usage of this move the arena will become increasingly damaged as cracks spread out across the ground and pieces of terrain are toppled. Pokémon caught in an earthquake attack are thrown off their feet and slammed repeatedly into the ground as it bounces beneath them, and the damage dealt therefore depends on the hardness of the ground. In a sandy arena, the sand will absorb most of the shockwaves and also not make for a terribly hard landing for those pokémon caught in an earthquake; in a solid rock arena, on the other hand, earthquake would be much more powerful.

Echoed Voice - Normal 40 100%
Target: Single
Class: Projectile/Special
Stat: Special

The pokémon bellows a powerful yell at an opponent. If an ally repeats this attack before the echoes of the previous one die away, the power of the two attacks combines, effectively doubling the base power of the move over the last time an ally used it up to a maximum base power of 200. The doubling takes place so long as an ally used this attack either earlier in this action or during the last action.

Egg Bomb - 100 Normal 75%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user chucks a glowing ball of energy at the opponent. Upon impact, the ball will explode, dealing decent damage and possibly knocking the foe back.

Electro Ball - Varies Electric 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user hurls a crackling sphere of ball lightning at its opponent. Faster foes can typically dodge the worst of the attack, so this move's damage is based on the user's ability to outspeed its opponent, according to the following table:

Up to 2× the target's speed: 60
Up to 3× the target's speed: 80
Up to 4× the target's speed: 120
More than 4× the target's speed: 150

Electroweb - Electric 55 95%
Target: Multiple
Class: Projectile/Stat modifier (speed)
Stat: Special

The user drapes a net of electrified silk over a wide area, hopelessly entangling any pokémon unlucky enough to be caught within and lowering their speed.

Embargo - Dark 100%
Target: Single
Class: Special
Contest Type: Deflating
Contest Score: +20

Using its dark-type powers of persuasion, the user tricks an opponent into a sinister pact in which that opponent agrees not to make use of any of its special attributes in battle. As a result, the effects of all the pokémon's items and body modifications are nullified for the next five actions.

Ember - 40 Fire 100%
Target: Single
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user blows out a stream of small, glowing embers that do minimal damage. They also have a slight chance of burning the foe upon contact.

Encore - Normal 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user claps its hands (or whatever it has that passes for hands) for a foe, cheering and praising it for the last move it performed while demanding an encore. The opponent will then repeat the applauded move 3 times out of pride, flattered that the user found its performance so appealing and well-done. If the target realizes that it has been deceived, however, it will break off the chain of repeated attacks early and not be susceptible to encore again.

Endeavor - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user turns all the health they have lost in the current battle into fuel for a fast, tackle-like move. The more health the user has lost, the more they are motivated to try harder and deal more damage to the foe. If they are extremely weak, though, they may not have enough strength to use this move.

Endure - Normal 100%
Target: Self
Class: Special/Priority 3
Contest Type: Concentration
Contest Score: +20

The user braces itself and focuses solely on surviving the next attack no matter what. While using this, the user glows a blueish color. If struck by a move while endure is being performed, the user will consume a fair amount of energy to hang on and survive the attack, taking reduced damage (and never falling below 1% HP). Enduring multiple attacks becomes increasingly difficult, and the move may eventually fail. In addition, endure does not allow for the survival of non-attack damage from environmental conditions such as sandstorm, status effects such as burn, and similar.

Energy Ball - 80 Grass 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user collects all the power of the natural world around it and concentrates it into a green-glowing orb of pure power, then shoots it at the enemy. This attack may overwhelm and daze its target, resulting in slightly reduced special defense.

Entrainment - Normal 100%
Target: Single
Class: Special

The user tangles its fate up with that of its target, subsuming the other pokémon's ability with its own. All of the target's inherent abilities are nullified and replaced with whatever inherent abilities the user has.

Eruption - 150 Fire 100%
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: Order Dependent
Contest Score: +10 (+10/+30/+50)

The user glows a ruddy reddish color before blasting a massive torrent of lava and rock into the air, which then showers back down over foes. The more health that that user has, the more powerful the attack, as it takes considerable fortitude to be able to be able to create the largest of eruptions.

Explosion - 250 Normal 100%
Target: All
Class: Projectile
Stat: Physical
Contest Type: Sacrificial
Contest Score: +80

The user glows for a few seconds and then explodes with massive force. The explosion does heavy damage to all pokémon on the field, but those closest to the user suffer the most. The user is instantly KO'd.

Extrasensory - 80 Psychic 100%
Target: Single
Class: Projectile/Flinch (10%)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, +30

The pokémon uses psychic power to sense an opponent's mental weaknesses and then attacks them, causing excruciating pain and disorientation. This attack is so invasive that it may cause the target to flinch involuntarily.

Extremespeed - 80 Normal 100%
Target: Single
Class: Contact/Priority 2
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user takes off with a sudden, extreme burst of speed. This move is impossible to react to in nearly all cases, though the victim does have enough time to turn their face or bring up their hands to block. The user charges into the victim at high speed for good damage. This attack has a fairly high rate of energy consumption.
 
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The Official TCoD Attack Guide - F
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Facade - 70 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user drops the brave facade it has constructed to deal with the pain of some major status infliction and releases its pent-up rage upon its opponent, brutally pummeling them and subjecting them to all kinds of torment.

Faint Attack - 60 Dark n/a
Target: Single
Class: Contact
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user cloaks itself in dark energy, effectively vanishing from sight, and maneuvers itself to strike the opponent from behind. The user reappears just after hitting the opponent. As it is impossible to see the user coming, this attack is extremely difficult to avoid.

Fake Out - 40 Normal 100%
Target: Single
Class: Projectile/Flinch (100% first use)/Priority 3
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user rushes at the opponent and fakes an attack, which can startle the target into forgetting its command for that action. Opponents are unlikely to be startled by such a tactic again, making effective repeated usage of this attack nigh-impossible.

Fake Tears - Dark 100%
Target: Single
Class: Stat modifier (special defense)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user pretends to cry, encouraging feelings of sympathy in the target that leave it unprepared for the user's future attacks and considerably lowering the target's special defense as a result.

False Swipe - 40 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user fakes a scratch or slash, which may put the opponent off momentarily. The attack itself does very little damage and takes little energy to perform, but the opponent may be distracted or shocked enough by the attack to lose its concentration.

Featherdance - Flying 100%
Target: Single
Class: Stat modifier (attack)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user performs an intricate dance, sending a swirl of downy feathers at its target that soothe the opponent and lull it into complacency, greatly lowering its attack.

Feint - 30 Normal 100%
Target: Single
Class: Contact/Special/Priority 2
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user performs a clever feint, pretending to attack the opponent and causing them to throw up their defenses. In truth, however, the initial attack is only a trick, and as soon as the opponent releases its defenses again the user leaps in for a quick hit-and-run strike. If the target is attempting to use protect or detect, the feint user will shock them right out of their attack, leaving them defenseless and open to further damage from the feint user's allies, if any.

Fiery Dance - Fire 80 100%
Target: Single
Class: Special/Stat modifier (special attack)
Stat: Special

The user sets fire to swirling around itself and then engages in a complex dance designed to bring it more closely in sync with its fiery abilities--while periodically hurling fireballs at its target, of course. There is a 50% chance that this attack will raise the user's special attack.

Final Gambit - Fighting Varies 100%
Target: Single
Class: Contact

The user throws its all into one final blow, sacrificing itself to deal as much damage to its opponent as it can. It throws itself at its target and keeps fighting for as long as its strength holds out, ultimately dealing damage equal to its remaining HP to its target before fainting. This attack is affected by damage caps.

Fire Blast 120 Fire 85%
Target: Single
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user releases a large and powerful blast of fire in the shape of the kanji for fire (火). The blast keeps moving until it hits something and has a high chance of burning the opponent.

Fire Fang - 65 Fire 100%
Target: Single
Class: Contact/Status (burn)/Flinch (10%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

Fire gushes around the user's jaws as it viciously bites down on the opponent, instantly cauterizing whatever injury it causes. The awful heat of this attack may leave a burn, and the intense pain is enough that even the most stoic of pokémon may flinch in response to it.

Fire Pledge - Fire 50 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user calls on its power over fire energy and invokes an ancient spell. Used alone, this simply conjures a column of fire to strike one target. If grass pledge was used earlier this action, however, this attack uses its residual energy as fuel and expands into a great swath of flame that envelops Multiple, damaging them and burning them without fail. If water pledge was used earlier this action, the attack expands to a wall of scalding steam, which eddies in patterns of arcane power, casting a spell of ill fortune over Multiple. As a result, for the next four rounds attacks made against the pokémon struck by the combined pledge are treated as though their user had the serene grace ability.

Fire Punch 75 Fire 100%
Target: Single
Class: Contact/Status (burn)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user's fist is engulfed in a ball of flame as it punches the opponent. This attack may leave behind a nasty burn where it strikes.

Fire Spin 15 Fire 70%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user creates a twister of fire that swirls around the opponent, raging on for a few actions before burning itself out. If the attack completely surrounds the target, they become trapped in its raging coils and suffer 1% fire-type damage at the end of each action during which they are unable to escape.

Fissure Varies Ground 30%
Target: single
Class: Projectile/OHKO
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user slowly tears open a huge crack in the ground with seismic activity. The walls of the chasm opened slide around as if attempting to swallow the opponent. Due to the slow nature of this attack, the opponent can escape impending doom, but if caught, the opponent takes extreme damage if they are not outright KO'd and gets trapped in the hole left behind.

Flail - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Order Dependent
Contest Score: +10 (+10/+30/+50)

This close-range attack is normally used in moments of desperation as the user flails around to get itself out of a sticky situation. The base power of this move increases as the user's health decreases and they become more desperate.

Flame Burst - 70 Fire 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user lobs a concentrated ball of flame at an opponent, which explodes on contact. Any pokémon within two meters of the target--typically any allies--take 3% typeless damage as a result of the resulting shockwave and flying debris.

Flame Charge - 50 Fire 100%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical

The user races at the opponent, working up to its top speed and wreathing its body in flames before charging straight into its foe. Afterwards, the pokémon is left nicely limbered up, which effectively raises its speed.

Flame Wheel - 60 Fire 100%
Target: Single
Class: Contact/Status (burn)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

Flames burst from the user's skin or fur, surrounding it in a spinning curtain of fire as it leaps forward and tackles the opponent. This attack will automatically unfreeze the user and may burn its target.

Flamethrower - 95 Fire 100%
Target: Single
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user turns a powerful stream of flames on the opponent, potentially burning it with the searing atack.

Flare Blitz - 120 Fire 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user surrounds itself in leaping flames and makes a reckless dash at the opponent, throwing itself bodily into the target and bearing them to the ground. Although this attack causes very heavy damage to the target, its reckless nature also means that the user is likely to get hurt in the process of performing it and take recoil damage.

Flash - Normal 100%
Target: Multiple
Class: Stat modifier (accuracy)
Contest Type: Distracting
Contest Score: +30

The user emits a brilliant flash of light, momentarily blinding anything that sees it and lowering their vision-based accuracy.

Flash Cannon - 80 Steel 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special Attack
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user fires off a powerful burst of pure steel-type energy in the form of a glittering silver stream. This attack is dazzling and difficult to look directly into, and if it is successful it has the potential to daze the opponent, causing a slight reduction in their special defense.

Flatter - Dark 100%
Target: Single
Class: Status (confusion)/Stat modifier (special attack)
Contest Type: Intimidating
Contest Score: +30

The user attempts to flatter the opponent, praising them to high heaven. This initially startles them, leaving them slightly confused, but will also boost their confidence in their own abilities and significantly raise their special attack.

Fling - Varies Dark 100%
Target: Single
Class: Projecitle/Special
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user hurls whatever it may be holding at the foe. The severity of damage dealt this way depends upon what exactly is thrown as per the following list:

130 power: Iron Ball
100 power: Hard Stone
90 power: DeepSeaTooth, Draco Plate, Dread Plate, Earth Plate, Fist Plate, Flame Plate, Grip Claw, Icicle Plate, Insect Plate, Iron Plate, Meadow Plate, Mind Plate, Sky Plate, Splash Plate, Spooky Plate, Stone Plate, Thick Club, Toxic Plate, Zap Plate
80 power: Dawn Stone, Dusk Stone, Electrizer, Magmarizer, Oval Stone, Protector, Quick Claw, Razor Claw, Shiny Stone, Sticky Barb
70 power: Dragon Fang, Poison Barb (also poisons the target)
60 power: Damp Rock, Heat Rock, Rugged Helmet, Stick
50 power: Dubious Disc, Sharp Beak
40 power: Icy Rock, Lucky Punch, Eviolite
30 power: Amulet Coin, Black Belt, Black Sludge, BlackGlasses, Charcoal, DeepSeaScale, Dragon Scale, Everstone, Exp. Share, Fire Stone, Flame Orb (also burns the target), King's Rock (also causes the target to flinch), Leaf Stone, Life Orb, Light Ball (also paralyzes the target), Light Clay, Lucky Egg, Magnet, Metal Coat, Metronome, Miracle Seed, Moon Stone, Mystic Water, NeverMeltIce, Razor Fang (also causes the target to flinch), Scope Lens, Shell Bell, Smoke Ball, Sun Stone, Thunderstone, Toxic Orb (badly poisons the target), TwistedSpoon, Up-Grade, Water Stone, Rechargeable Battery, Escape Button, Absorb Bulb, Float Stone, Binding Band
10 power: All Berries (all berries activate and cause their effect for the target), Big Root, BrightPowder, Choice Band, Choice Scarf, Choice Specs, Destiny Knot, Expert Belt, Focus Band, Focus Sash, Full Incense, Lagging Tail, Lax Incense, Leftovers, Luck Incense, Mental Herb, Metal Powder, Muscle Band, Power Herb, Quick Powder, Reaper Cloth, Shed Shell, Silk Scarf, SilverPowder, Smooth Rock, Soft Sand, Soothe Bell, Wave Incense, White Herb, Wide Lens, Wise Glasses, Zoom Lens, Balloon, Red Card, Aiming Mark

Fly - 90 Flying 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Calming
Contest Score: +10

Not necessarily used as a straight-out attack. The user may fly into the air as a defense to lower the accuracy of attacks coming from the ground and remain there, making aerial strikes against the opponent. This increases the energy cost of all attacks, as it is taxing to remain aloft, but may deal increased damage as a result of the extra momentum caused by working with gravity to drop down on the opponent. When used as a straight-up attack, the user leaps into the air and then dives, striking the foe from above with the force of a missile.

Focus Blast - 120 Fighting 70%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user unleashes a huge wave of fighting-type energy that bodily picks up the opponent and hurls them away while simultaneously searing their skin with the power of pure energy. If the target's hide is sufficiently damaged, its special defense may be slightly lowered.

Focus Energy - Normal 100%
Target: Self
Class: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user concentrates and boosts its readiness for battle. This lowers the effect of moves that affect the mind (confusion, charm, etc.) and also helps to dispel illusions. Unless the focus is broken, the attacker, being more intensely aware of the battle, has a better chance of finding a foe's weak point and scoring a critical hit. The user's attacks are effectively made at two critical hit domains higher than usual after the use of this attack.

Focus Punch - 150 Fighting 100%
Target: Single
Class: Contact/Priority (-3)
Stat: Physical
Contest Type: Last-Priority
Contest Score: +30

This is the ultimate ultimate fighting attack. The user spends significant time and energy charging up the attack, then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack, and slams into the foe with unparalleled force. However, if the focus of the user is broken for some reason before the punch strikes, the damage is significantly lowered or prevented altogether.

Follow Me - Normal 100%
Target: Multiple
Class: Special/Priority 3
Contest Type: Crowd Distraction
Contest Score: +30

The user taunts the opponent and does everything they can to shift the center of attention to themselves, coaxing all targets to attack the it instead of any other viable targets on the field.

Force Palm - 60 Fighting 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user slams the opponent with an open-handed strike. If the user manages to strike the target in the region of their head, they may be so addled as to experience severe difficulty moving and, ultimately, paralysis.

Foresight - Normal 100%
Target: Multiple
Class: Special
Contest Type: -Condition
Contest Score: +30, X

The user emits a bright red beam of light from its eyes and sweeps the arena with it. All pokémon struck by this beam are stripped of their abilities of manipulating illusions and phasing as their energy signature is identified, leaving them on equal footing with the user of foresight. Illusions, regardless of power, will shatter instantly and cannot be restored, while ghosts will be locked into the real world and solidified, totally visible and vulnerable to normal- and fighting-type attacks. The effects of foresight fade six actions after its use.

Foul Play - 95 Dark 100%
Target: Single
Class: Contact/Special
Stat: Physical (opponent's)

The user provokes its opponent to attack, then skillfully dodges and trips them up. The more vicious the target's attack, the harder they fall, and as a result this attack's damage is calculated using the attack stat of the target rather than the user.

Freeze Shock - Ice 140 90%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Physical

The user meticulously crafts a wicked shard of ice infused with considerable electrical energy, then hurls it into the opponent. There is a 30% chance that residual electricity will cause the target to become paralyzed.

Frenzy Plant - 150 Grass 90%
Target: Single
Class: Projectile
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

The ultimate grass-type attack, it takes a long time to charge and uses considerable energy but has explosive effects. The user pours natural energy into the plants surrounding them, bringing them to life (or, in arenas where there is no vegetation, causing living plants to grow). The animated foliage will then attack the target, wrapping around it and squeezing it or lashing it with branches and thorns, dealing a great deal of damage.

Frost Breath - Ice 40 90%
Target: Single
Class: Projectile/Critical
Stat: Special

The user breathes out a cone of piercing cold so fierce that it cuts through all defenses without fail, always scoring a critical hit.

Frustration - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Favorite
Contest Score: +10 (+10)

The user beats on the opponent with a series of physical attacks. If the user is feeling frustrated or depressed, the attack is more powerful as it vent its negative emotions on the hapless opponent. The attack will normally leave the user feeling better, having purged its bad mood.

Fury Attack - 15 Normal 85%
Target: Single
Class: Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user unleashes a flurry of sharp jabs at the opponent with its beak or some other sharp appendage. Although each attack is weak, the damage can add up quickly if most of the jabs connect.

Fury Cutter - 20 Bug 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Chain
Contest Score: +30

The user slashes the opponent with an appendage charged with bug-type energy. If this attack is successful many actions in a row, the user becomes more confident and bold in its strikes and this attack's base power increases.

Fury Swipes - 18 Normal 80%
Target: Single
Class: Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The attacker swipes frantically at the opponent, pummeling them with light blows. Although each attack is weak, the damage can add up quickly if most of the swipes connect.

Fusion Bolt - Electric 100 100%
Target: Single
Class: Projectile
Stat: Physical

The user swathes itself in a dense cloud of frenetic blue electricity and zooms straight into the opponent. Although the majority of the damage from this attack is caused by the high-speed impact, the wall of electricity is so powerful that it will actually repel the target on contact, and the user and its target to not actually touch as a result. If an ally called forth this attack's sister technique, fusion flare, earlier this action, the user will wrap itself with the residual fire energy in addition to electricity and this attack's base power is doubled.

Fusion Flare - Fire 100 100%
Target: Single
Class: Projectile
Stat: Special

The user releases a swirling torrent of fire using an ancient technique now nearly forgotten. If an ally called forth its sister technique, fusion bolt, earlier this action, the user will add the residual electric energy to its flames and this attack's base power is doubled.

Future Sight - 100 Psychic 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user’s eyes glow as it looks into the future and finds the best possible time to attack. The user decides on a suitable moment and hurls a burst of psychic energy towards that future point and trained on the exact spot the target will be occupying at that time. The trainer has no control over when future sight will strike, but rest assured that it will be in the next two or three actions. When the attack finally goes off, the victim will be struck with a tremendous ball of brilliant psychic energy that is extremely difficult to avoid, due to the user's having selected the point when they are most defenseless to let the attack take effect.
 
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The Official TCoD Attack Guide - G
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Gastro Acid - Poison 100%
Target: Single
Class: Projectile/Special
Contest Type: Deflating
Contest Score: +20

The user vomits up a gout of intestinal juices that cover the opponent in a stinging layer of slime. This goo dampens its natural powers and neutralizes its ability until it can somehow manage to get the gastro acid off.

Gear Grind - Steel 50 85%
Target: Single
Class: Contact
Stat: Physical

The user catches the target between the teeth of two of its gears and spins one, then the other, to make two attacks against the opponent in one action.

Giga Drain - 75 Grass 100%
Target: Single
Class: Projectile/Healing (indirect)
Stat: Special
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user taps into its opponent's lifeforce and siphons some of it away, causing it to manifest as a green aura surrounding the target that is drawn off into the user to heal roughly half of what was taken. This attack may be used to attack either health or energy.

Giga Impact - 150 Normal 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: UltraJam
Contest Score: +40, -40

The user gathers all the energy it can and sprints towards the opponent at top speed, surrounded by a blazing curtain of spinning, seething orange energy. It hurls itself into the target and bears them to the ground, inflicting massive damage. However, the move itself requires a great deal of energy to use effectively.

Glaciate - Ice 65 95%
Target: Multiple
Class: Projectile/Stat modifier (speed)
Stat: Special

The user blows a chill, frost-laden wind at its foes. Ice swiftly accumulates on the limbs of pokémon struck by this attack, reducing their speed.

Glare - Normal 90%
Target: Single
Class: Projectile/Status (paralysis)
Contest Type: Pure Points
Contest Score: +10, -30

The user locks gazes with the target and stares it down, intimidating it until it is literally frozen with fright and effectively paralyzed.

Grass Knot - Varies Grass 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -40

The user stimulates the vegetation beneath the target's feet to attempt to tangle up its limbs and trip it up, or alternatively swipes at the opponent's legs with a sturdy length of vine or other vegetation. The bigger they are, the harder they fall, so heavier pokémon take more damage from this attack, as detailed below:

Target weighs less than 10 kg: 20 power
Target weighs 10.1 kg–25 kg: 40 power
Target weighs 25.1 kg–50 kg: 60 power
Target weighs 50.1 kg–100 kg: 80 power
Target weighs 100.1 kg–200 kg: 100 power
Target weighs more than 200.1 kg: 120 power

Grass Pledge - Grass 50 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user calls on its power over plant energy and invokes an ancient spell. Used alone, this simply conjures a column of greenery to strike one target. If fire pledge was used earlier this action, however, this attack uses its residual energy as fuel and expands into a great swath of flame that envelops Multiple, damaging them and burning them without fail. If water pledge was used earlier this action, it transforms the terrain around the opponents into a sucking marsh, damaging Multiple and reducing their speed by three levels for the next four rounds.

Grasswhistle - Grass 55%
Target: Multiple
Class: Projectile/Status (sleep)
Contest Type: Pure Points
Contest Score: +10, -30

The user fashions a leaf into a makeshift whistle and blows out a soothing, carrying tune that lulls the target to sleep.

Gravity - Psychic 100%
Target: All
Class: Special
Contest Type: Deflating
Contest Score: +20

The user greatly increases the pull of gravity within the bounds of the arena, making all attempts at flight or levitation incredibly energy-costly if not outright impossible. All pokémon that can hover or fly will be forcibly brought back to earth and kept there until gravity's effects end after five actions, and attacks that require leaping or temporary flight or levitation will be incredibly difficult to perform. Not only that, but the strain of moving around under high-gravity conditions causes pokémon to become sluggish and clumsy, with the result that it is far more difficult to dodge incoming attacks. In effect, that means that all pokémon within a field of high gravity behave as though their accuracy has been raised by two levels.

Growl - Normal 100%
Target: Multiple
Class: Stat modifier (attack)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user snarls fiercely, baring its teeth and intimidating the opponent. This causes it to become more cautious than normal around the user, slightly reducing its attack power.

Growth - Normal 100%
Target: Self
Class: Stat modifier (attack, special attack)
Contest Type: +Condition
Contest Score: +10, *

The user experiences a sudden growth spurt, becoming noticeably larger and also slightly amplifying the power of its offensive abilities. If sunny day is considered in effect, the growth spurt is much more pronounced, and both attack and special attack are greatly increased instead.

Grudge - Ghost 100%
Target: Single
Class: Special
Contest Type: Order Dependent
Contest Score: +10 (+10/+30/+50)

The user braces itself, surrounding itself with a dark aura. If an opponent manages to KO the user during this round, then the ghostly power of this attack enters its body and infects them with a strong aversion to using any of the moves it had utilized that round, preventing it from using them for the remainder of the battle.

Guard Split - Psychic 100%
Target: Single
Class: Special

The user balances its mental state against that of a single target, evening out their caution and guardedness. This causes the defense and special defense boosts of the user and its target to be averaged.

Guard Swap - Psychic 100%
Target: Single
Class: Special/Stat modifier (defense, special defense)
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user taps into its foe's mental state, copying its readiness for attack and ability to endure pain while at the same time imposing the same attributes of its own mind onto the target. This causes the user and the target to effectively swap all stat boosts affecting defense or special defense.

Guillotine - Normal 30%
Target: Single
Class: Contact/OHKO
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user clamps down onto the opponent with the deepest part of of its pincers (where there is the most strength) for incredible damage. It is easy for the opponent, however, to escape, due to the fact that it is difficult for the attacker to get its opponent into the correct position for the best effect.

Gunk Shot - 120 Poison 70%
Target: Single
Class: Projectile/Status (poison)
Status: Physical
Contest Type: Pure Points
Contest Score: +40

The user forms a ball of semisolid goop and hurls it mightily at the foe, knocking it away with the power of the nasty strike and smearing it with potent toxins that may cause it to become poisoned.

Gust - 40 Flying 100%
Target: Single
Class: Proejectile
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user beats up a small twister and launches it at the opponent. This attack may pick up and toss around small or otherwise light opponents and also has the potential to blow away spikes or gas lingering in its path.

Gyro Ball - Varies Steel 100%
Target: Single
Class: Contact/Special
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user curls itself into a ball and coats itself in a layer of resilient metal energy, then rolls into its opponent, bowling them over. Slower pokémon are better able to control their rolling, and can get in maximum damage against faster foes who are more likely to underestimate their maneuverability. If the user is slower than the opponent, the base power of this attack is equal to the absolute value of the difference in base speeds between the user and the target opponent, up to 150 base power. Otherwise, its base power is 25.
 
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The Official TCoD Attack Guide - H
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Hail – Ice 100%
Target: All
Class: Weather
Contest Type: Pure Points
Contest Score: +10, -30

The user focuses its energy, becoming enshrouded in a chilly blue aura. After a few moments, the aura forms a beam that shoots up into the sky, conjuring up thick, dark clouds even as the temperature of the field drops perceptibly. Hailstones shortly begin to rain down, dealing minor damage to all non-ice-types. Under these conditions, solarbeam's power is reduced and it takes more energy to charge, blizzard's accuracy is raised to 100%, and moonlight and sunny day have their max recovery potential lowered to 33%. All non-ice-type pokémon also take a small amount of damage per action if they are exposed to the hailstones.

Hammer Arm - 100 Fighting 90%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical
Contest Type: Last-Priority
Contest Score: +30

The user mightily slams its arm down atop its foe, crushing them into the ground with the strength of the blow. This attack is cumbersome to perform, however, and causes the user to experience impaired movement for a short time afterwards, resulting in a slight lowering of its speed.

Harden – Normal 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: Concentration
Contest Score: +20

The user either crouches as low as it possibly can and tightens its muscles to increase the hardness of its skin or exudes a quick-drying substance that covers its body and reinforces its natural armor, slightly increasing its defense.

Haze – Ice 100%
Target: Multiple
Class: Stat modifier (all)
Contest Type: -Condition
Contest Score: +30, X

The Pokémon spews a thick, dark fog from its mouth that quickly fills the field with clammy, choking haze. Haze dissipates slowly if not blown away, and upon its creation its clammy, creeping tendrils will cast a strange numbing effect over all caught within it, negating status changes both positive and negative while also significantly lowering visibility until it disperses.

Head Charge - Normal 120 100%
Target: Single
Class: Contact
Stat: Physical

The user charges headfirst into the user, trusting to its fluffy guard-hair to soak up most of the impact. Not even the most intense hairdo can totally mitigate the recoil from such a powerful attack, though, and the user still takes 1/4 the damage it dealt as a result.

Head Smash - 150 Rock 80%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user bounds towards the opponent and brings its rocky head slamming down upon them, knocking them to the ground in a pained daze. Despite any natural armor on the user's head, the sheer force of the blow is enough to cause it considerable pain and it takes double the normal amount of recoil from the use of this attack.

Headbutt – 70 Normal 100%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user dashes forward with its head lowered and slams itself headfirst into the opponent. This move may cause the user to become dazed, depending on how hard its target is and how soft its head is. At the same time, however, the strike may be sufficient to wind the opponent, causing it to flinch.

Heal Bell – Normal 100%
Target: Multiple
Class: Healing (status)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user creates a bell of pure energy that shortly begins to toll, the sweet sound entrancing all who listen and casting over them a spell that heals them of all major status anomalies.

Heal Block - Psychic 100%
Target: Multiple
Class: Special
Contest Type: Deflating
Contest Score: +20

The user puts a psychic freeze on the physical state of its opponents, preventing their natural healing processes from being able to restore them to fighting form. This attack prevents the target(s) from regaining HP in through the use of any move, item, ability, or body modification for the next five actions.

Heal Order - Bug 100%
Target: Self
Class: Healing (direct)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user summons up a cloud of drone insects that surround it in a whirling curtain, sacrificing themselves to add their energy to the user's lifeforce. This attack restores up to 50% of the user's health, but at the cost of a considerable amount of energy.

Heal Pulse - Psychic n/a
Target: Single
Class: Healing (direct)

The user provides life energy to its target in a concentrated burst, healing them by up to 50%.

Healing Wish - Pyshic 100%
Target: Self
Class: Healing (direct)/Healing--Status (all)/Special
Contest Type: Sacrificial
Contset Score: +80

The user puts all its remaining energy into making a desperate bid to Jirachi for aide, sacrificing itself in order to aid its ally. The user faints, and when the replacement pokémon is sent out it is temporarily surrounded by a pulsing red aura as the wish is granted and all its injuries are washed away. This attack heals all major status afflictions and completely restores the health of the next ally sent onto the battlefield.

Heart Stamp - Psychic 60 100%
Target: Single
Class: Contact/Flinch
Stat: Physical

The user puts on a cute act in order to lull the foe into a sense of complacency, then strikes them while they're vulnerable with a psychic-energy-assisted blow. The target may be so stunned by the user's sudden change in attitude that it is forced to stop and collect its thoughts, resulting in a 30% chance that the target may flinch.

Heart Swap - Psychic 100%
Target: Single
Class: Special/Stat Modifier (all)
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user joins with one target opponent in a sympathetic link, letting all the opponent's emotions and thoughts flow into it while at the same time projecting all its feelings onto the opponent. As a result, all stat modifications are exchanged between the two pokémon.

Heat Crash - Fire Varies 100%
Target: Single
Class: Contact
Stat: Physical

The user envelops itself in flames and tackles the target to the ground. The heavier it is, the more the target suffers from the crushing, according to the following rules:

Up to 2× the target's weight: 40 power
Up to 3× the target's weight: 60 power
Up to 4× the target's weight: 80 power
Up to 5× the target's weight: 100 power
More than 5× the target's weight: 120 power

Heat Wave – 100 Fire 90%
Target: Multiple
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

Flames explode from the user's body and swirl outward to scorch the opponent and anything else near the user. This attack may inflict burns on the target pokémon. In addition, a large amount of energy goes into the success of this move.

Heavy Slam - Varies Steel 100%
Target: Single
Class: Contact/Special
Stat: Physical

The user hurls itself atop the opponent, crushing it beneath the weight of its armor. The heavier the user is relative to its opponent, the more damage the attack deals, according to the following chart:

Up to 2× the target's weight: 40 power
Up to 3× the target's weight: 60 power
Up to 4× the target's weight: 80 power
Up to 5× the target's weight: 100 power
More than 5× the target's weight: 120 power

Helping Hand – Normal 100%
Target: Single
Class: Special/Priority 5
Contest Type: Intimidating
Contest Score: +20

This attack is only useful in doubles or greater matches. The user wildly cheers one of its allies on, boosting the target's confidence and, consequently, the effectiveness of whatever move it chooses to use.

Hex - Ghost 50 100%
Target: Single
Class: Projectile
Stat: Special

The user casts a foul hex on the target. If they have already been made susceptible to misfortune by acquiring a status ailment, the base power of this attack is doubled.

Hidden Power - 70 Varies 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Chain
Contest Score: +30

The user draws on the energy buried deep within itself, unlocking a power only it can wield. As the user charges up, orbs of multicolored energy dance in the air around it and an eerie aura surrounds its body. It then releases the attack and sends a swirling stream of energy orbs rocketing into the foe. This attack's type depends upon the pokémon using it and is decided randomly when the attack is first used (all subsequent usages will produce a hidden power of the same type).

Hi Jump Kick – 130 Fighting 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user leaps as high into the air as it can and extends one of its legs. Using the force of gravity to give the attack as much momentum and power as possible, the user comes crashing down on the opponent. However, should the move miss, the user will instead slam into the ground with shattering force, incurring recoil damage.

Hone Claws - Dark 100%
Target: Self
Class: Stat modifier (attack and accuracy)

The user sharpens is claws or blades, not only making them capable of dealing more damage but also making them more precise instruments, thus raising both the user's accuracy and attack stats.

Horn Attack – 65 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user rushes at the opponent and stabs it fiercely with a horn or some other sharp appendage.

Horn Drill – Normal 30%
Target: Single
Class: Contact/OHKO
Stat: Physical
Contest Type: vindictive
Contest Score: +20, -10 (-40)

The user rams straight into the opponent, attempting to gore them with a spinning horn or some other sharp appendage. This attack will cause severe injury if it should strike successfully, but it is notoriously difficult to aim.

Horn Leech - Grass 75 100%
Target: Single
Class: Contact/Healing (indirect)
Stat: Physical

The user suffuses its horns with life energy and stabs them into the opponent, leeching off its health until it is dislodged. The user regains health equal to half the damage dealt by this attack.

Howl – Normal 100%
Target: Self
Class: Stat modifier (attack)
Contest Type: +Condition
Contest Score: +10, *

The user raises its head to the sky and lets loose a wild howl. This serves to bolster its self-confidence and slightly raise its attacking power.

Hurricane - Flying 120 70%
Target: Single
Class: Special/Status (confusion)
Stat: Special

The user blows up an immense cyclone of wind that lifts the target off the ground and spins it around wildly before finally letting it drop. There is a 30% chance that the target will be disoriented up to the point of confusion after being released from this attack. Additionally, this attack is wider and thus easier to aim when powered by storm winds and, conversely, more difficult to aim on clear, still days. Thus, this attack's accuracy is increased to 100% in rain and reduced to 50% in strong sunlight. Finally, the hurricane summoned is so tall that it can easily hit airborne pokémon.

Hydro Cannon – 150 Water 90%
Target: Single
Class: Projectile
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

The user shoots out extremely strong torrents or water from its cannons (blastoise only) or mouth (any other pokémon), knocking the opponent back and totally deluging them in a prolonged, intense blast of liquid. However, this move consumes an incredible amount of energy in very little time.

Hydro Pump – 120 Water 80%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The pokémon shoots a thick, powerful blast of water at the opponent force roughly equivalent to that of a fire hose.

Hyper Beam – 150 Normal 90%
Target: Single
Class: Projectile
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

When charging this attack, the user forms a ball of orange-yellow light. Once the ball grows to roughly the size of a basketball, it turns into a brilliant beam of energy that tears across the arena to strike its target with a huge amount of force. However, this move consumes an incredible amount of energy in very little time.

Hyper Fang - 80 Normal 90%
Target: Single
Class: Contact/Flinch (10%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user bites down on the opponent, viciously driving their huge teeth into the foe's body. This attack is so painful that it has a ten percent chance of causing flinching.

Hyper Voice – 90 Normal 100%
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user takes a deep breath, opens its mouth wide, and emits the loudest scream possible. This scream generates massive sound waves that pummel the opponent, also possibly shattering or knocking away nearby terrain with sheer volume.

Hypnosis – Psychic 60%
Target: Single
Class: Projectile/Status (sleep)
Contest Type: Pure Points
Contest Score: +10, -30

The user's eyes glow an eerie red as it tries to lock its gaze with the opponent. If it succeeds, the user broadcasts psychic waves that enter the target's brain and interferes with its function, causing the target to slide inexorably into sleep.
 
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The Official TCoD Attack Guide - I
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Ice Ball – 30 Ice 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user curls itself into a ball and encrusts its body in an outer layer of chilly ice. It then rolls forward, slowly, and plows into the opponent before rolling away again and circling around to gain more speed. This attack may be repeated up to five times, with the user picking up speed and increasing the toughness of its icy shell each time. For each time this attack successfully strikes in succession after the first, its base power is doubled, and if defense curl was used on the action before this attack began, its base power begins at 60 instead of 30.

Ice Beam – 95 Ice 100%
Target: Single
Class: Projectile/Status (freeze)
Stat: Special
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user opens its mouth as a ball of blue energy forms inside it. Once the attack is fully charged, the ball erupts into a beam of blue-white energy that slams into the opponent and instantly covers them with a thin crust of ice. This attack also has a chance to cause severe freezing by encasing some part of the target's body in a thicker layer of ice; however, it is rare that they will be totally engulfed and unable to move at all.

Ice Burn - Ice 140 90%
Target: Single
Class: Projectile/Status (burn)
Stat: Special

The user expends considerable energy to lower the temperature in the air around its target to well below freezing, then unleashes an ice-laden wind that lacerates them and has a 30% chance to leave them afflicted by frostbite, which is functionally equivalent to a burn.

Ice Fang - 65 Ice 100%
Target: Single
Class: Contact/Status (freeze)/Flinch (10%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user bites viciously down on the opponent, their teeth chilled to subzero temperatures and letting off a mist of condensation before sinking into the foe's flesh. This attack is very penetrating and may cause the opponent to flinch and create a localized numbing effect around the area bitten as a result of the searing cold, causing partial freezing.

Ice Punch – 75 Ice 100%
Target: Single
Class: Contact/Status (freeze)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user pulls back its fist as frost begins to form on its knuckles, then lets loose with a solid punch that may leave a slick of ice where it strikes.

Ice Shard - 40 Ice 100%
Target: Single
Class: Projectile/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user spits a sharp, jagged piece of ice at the opponent for mild damage. This attack is so quick that it can often be performed before all other attacks.

Icicle Crash - Ice 85 90%
Target: Single
Class: Projectile/Flinch
Stat: Physical

The user hurls an immense icicle at the target. The sharp cold accompanying the blow may be enough to momentarily stun the target, with the result that this attack has a 30% chance to make the target flinch.

Icicle Spear - 25 Ice 100%
Target: Single
Class: Projectile/Random
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-40)

The user fashions a set of unnaturally sharp and hard icicles and launches them at the opponent. The number of icicles lobbed in this fashion is random, and though each one does little damage individually, it can add up quickly if most of them hit successfully.

Icy Wind – 55 Ice 95%
Target: Multiple
Class: Projectile/Stat modifier (speed)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, +30

The user opens its mouth and exhales a weak gust of frigid air to attack the opponent with bitter cold. The user is slowed either by sluggishness in response to a sudden drop in metabolism or by a thin layer of frost that forms on its joints.

Imprison - Psychic 100%
Target: Multiple
Class: Special
Contest Type: -Condition
Contest Score: +30, X

The user casts a binding spell on the moves that it has used thus far in battle, locking them down and preventing all opponents from using them for the next three rounds.

Incinerate - Fire 30 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user roasts the foe with a relatively weak, slow-burning fire that utterly destroys any berry it may be holding.

Inferno - Fire 100 50%
Target: Single
Class: Projectile/Status (burn)
Stat: Special

The user envelops the target in an all-consuming flame that is sure to leave it severely burned. It takes time to get the fire properly stoked, however, making it relatively easy for the target to escape this attack without taking damage.

Ingrain – Grass 100%
Target: Self
Class: Healing (indirect)
Contest Type: Calming
Contest Score: +10

A multitude of roots sprout from the user's body and plunge into the earth. Though the pokémon will draw the energy and nutrients it needs to recover a bit of health each round from the ground, it will also find it extremely difficult to move as long as the vines continue to anchor it. In addition, using ingrain in tainted soil or other unsavory substrates will cause the user to be harmed rather than helped by what it absorbs.

Iron Defense – Steel 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: Calming
Contest Score: +10

The user secretes a thin layer of metal that spreads out across its body, providing a malleable layer of protection that allows unencumbered movement under normal conditions but will turn temporarily hard as steel in response to sharp impacts. This effectively causes a significant increase in defense.

Iron Head - 80 Steel 100%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user's pate shimmers as a thin coating of metal covers it. It then lowers its head and rams straight into the opponent, bowling them over with a powerful headbutt. This blow is enough to cause foes to occasionally flinch with pain.

Iron Tail – 100 Steel 75%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user's tail glows a brilliant white as the muscles within it tense and a thin sheet of metal seeps out to cover it. Then the Pokémon jumps into the air, turns around, and slams its tail into the target. This move may break open the target's skin, resulting in a slight decrease in defense
 
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The Official TCoD Attack Guide - J
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Judgment - 100 Normal 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Random
Contest Score: 0 (+10/+20/+40/+80)

The user calls upon the mighty Arceus to judge their opponent and, upon finding them unworthy, the great beast will strike it down. Shafts of piercing radiance shoot down from on high, impaling the target on their shining beams of energy and causing severe damage. This attack is considered to always have STAB.

Jump Kick - 100 Fighting 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user makes a running jump in order to plant a flying kick on the opponent's face. If the user misses it will sail through the air for a time before crashing into the ground and taking recoil damage as a result.
 
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The Official TCoD Attack Guide - K
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Karate Chop - 50 (Fighting) 100%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user focuses for a moment to stiffen the muscles in its hands, hardening them until they can smash through rock, before lashing out with a quick chop. This attack, as with most of the fighting-type, causes major damage on harder materials. Its shattering nature also has a chance of totally bypassing the foe's defenses for a critical hit.

Kinesis - Psychic 80%
Target: Single
Class: Stat modifier (accuracy)
Contest Type: Crowd Distraction
Contest Score: +30

Using psychic abilities, the user warps the opponent's visual processing centers, throwing off their aim and depth perception. This attack fades as the target becomes accustomed to the changes in its vision and begins to correct for their presence.

Knock Off - 20 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user swipes at whatever the target may be holding or wearing, knocking it away and causing the target to lose whatever benefits might be associated with its possession. If the target isn't holding anything, this attack is merely a mild swipe charged with dark-type energy.
 
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The Official TCoD Attack Guide - L
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Last Resort - 140 Normal 100%
Target: Single
Class: Contact/Special
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user, when in dire straits, reveals its ace in the hole, an awesome attack that can only be utilized when its health is low. With pure determination, they throw their all into attacking the opponent, causing massive damage. This attack may only be used if the user is below 33% health.

Lava Plume - 80 Fire 100%
Target: Multiple
Class: Projectile/Status (burn)
Stat: Special
Contest Type: First-Action Bonus
Contest Type: +20 (+20)

The user rips a great fissure in the earth, allowing a huge plume of magma to shoot up from beneath the target(s) and sending them flying into the air if they are small and light or simply drenching them in searing liquid rock, possibly covering them with nasty burns.

Leaf Blade – 90 Grass 100%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

If the user already possesses leaves, these grow to an incredible length, strength, and sharpness and are used to slash the foe. If the user does not have leaves, one of their sharp appendages instead becomes charged with grass energy and is used to rip into the opponent. The cutting nature of this attack offers an increased chance at causing a critical hit.

Leaf Storm - 140 Grass 90%
Target: Single
Class: Projectile/Stat modifier (special attack)
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user surrounds the foe in a whirlwind of pure grass-type energy and blowing leaves, pummeling them with natural power. This attack is very draining to use, however, and as a result the user's special attack decreases sharply after its use until the user is able to rest and regain its strength.

Leaf Tornado - Grass 65 90%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special

The user surrounds its target in a whirlwind of blowing leaves and grass energy. There is a 50% chance that the target will be so dazzled by the brilliance of the energy-infused tornado that its accuracy will be reduced.

Leech Life – 20 Bug 100%
Target: Single
Class: Contact/Healing (indirect)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user latches onto the opponent and bites through their flesh. The attacker then drains a small bit of health from the victim, half of which is added to the its own health. This attack takes more effort (or energy) if the victim in question has tough, rocky or rock-like skin.

Leech Seed – Grass 90%
Target: Single
Class: Projectile/Healing (indirect)
Contest Type: Pure Points
Contest Score: +20, -20

The user launches a small seed at their opponent. If it strikes, the seed will immediately begin to sprout, tangling the target in its burgeoning tendrils and sinking thin roots into their skin to suck away their health. This health is then converted into a form that can be easily transfered to the user, causing a 1% health loss for the target each action and subsequent health gain for the user. As the plant grows larger its tendrils may begin to severely impair movement, but they can usually be cut or burned away with little difficulty.

Leer – Normal 100%
Target: Multiple
Class: Projectile/Stat modifier (defense)
Contest Type: Crowd Distraction
Contest Score: +30

The user sneers menacingly at the opponent. This startles the target and causes it to temporarily let down their guard, reducing defense slightly. Note that eye contact is needed for this move to succeed.

Lick – 20 Ghost 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user extends its tongue and gives its opponent a huge, slimy lick. Chemical agents in the user's saliva cause this attack to have a chance at paralyzing the foe.

Light Screen – Psychic 100%
Target: Multiple
Class: Special
Contest Type: Calming
Contest Score: +10

The user focuses and creates a brilliant wall of light held in place by psychic energy. This screen scatters and disperses energy attacks made from the outside but allows those within to use such attacks without hindrance, thus greatly reducing the damage from special attacks sustained by the protected pokémon. It takes considerable concentration to keep the light screen up, so if the user is startled or otherwise distracted the screen may fizzle before it would ordinarily fade away.

Lock-On – Normal 100%
Target: Single
Class: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user locks on to the opponent's energy signature, tracking them unerringly so that its next strike is almost certain to hit.

Lovely Kiss - 75%
Target: Single
Class: Contact/Status (Sleep)
Contest Type: Pure Points
Contest Score: +10, -30

The user puckers up, secreting a narcotic over their lips, then runs over and gives the target a light kiss on the cheek. By the time the target recovers from shock, the compound will have done its work, and they will shortly fall asleep.

Low Kick – Varies Fighting 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user runs in and deals a strong kick in an attempt to sweep the target's legs out from under it and send it crashing to the ground. The power of this move varies by the weight of the opponent: the heavier the opponent, the more damage the move deals, especially if the opponent indeed falls, according to the following list:

The target weighs less than 10 kg: 20 power
The target weighs 10.1 kg–25 kg: 40 power
The target weighs 25.1 kg–50 kg: 60 power
The target weighs 50.1 kg–100 kg: 80 power
The target weighs 100.1 kg–200 kg: 100 power
The target weighs more than 200.1 kg: 120 power

Low Sweep - 60 Fighting 100%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical

The user lashes out at its opponent's legs or underbelly, scoring a blow that leaves its target hobbling or ginger with pain. This effectively lowers the stricken pokémon's speed.

Lucky Chant - Psychic 100%
Target: Multiple
Class: Special
Contest Type: Calming
Contest Score: +10

The user sets up a lilting, tuneless chant, armoring itself and any number of its allies in pure luck such that even the most damaging moves will fail to strike their weakest points. Effectively, this prevents critical hits from being made against all affected pokémon for five actions.

Lunar Dance - Psychic 100%
Target: Self
Class: Special
Contest Type: UltraJam
Contest Score: +40, -40

The user throws everything it has into a wild dance, spinning off the remainder of its health and energy to hang as a glittering mist in the air. The user then faints and, when the next pokémon is sent out into the shimmering mist, its health and energy are completely restored.

Luster Purge - 70 Psychic 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -30

The user glows and sparkles with an intense light born of psychic energy, which streams out towards the opponent and sears it with concentrated energy. This attack is so caustic that it has a fifty percent chance of eroding the foe's special defenses.
 
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The Official TCoD Attack Guide - M
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Mach Punch 40 Fighting 100%
Target: Single
Class: Contact/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user dashes forward at blinding speed to deliver a light punch. This attack can be performed much more quickly than most.

Magic Coat - Psychic 100%
Target: Self
Class: Special/Priority 4
Stat: Special
Contest Type: Calming
Contest Score: +10

The user shimmers with a mirror coating that causes all status effects used against it to bounce off and rebound on the opposing pokémon. This move also deflects negative stat changes such as those caused by scary face and similar moves, leech seed, whirlwind, roar, disable, spite, spikes, foresight, encore, torment, taunt, odor sleuth, miracle eye, embargo, heal block, toxic spikes, defog, stealth rock, and mean look/spider web. This attack does not protect against stat changes or status effects occurring as an added effect for an attack (i.e. the speed drop from icy wind or the poison from sludge).

Magic Room - Psychic 100%
Target: All
Class: Special/Priority -7

The user distorts reality within the confines of the arena, imbuing the air with an ambient psychic aura that acts to disable all non-biological forms of technology for five actions. For as long as this attack's effects are in play, all pokémon's held items will be disabled. This move may be cancelled early by another pokémon using magic room before the five actions are up.

Magical Leaf - 60 Grass n/a
Target: Single
Class: Projectile
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user summons a cloud of energy-charged leaves and sends them whistling towards the opponent. They are not thrown with the same intensity as razor leaf, but as they home in on the target's energy signature they are incredibly difficult to dodge.

Magma Storm - 120 Fire 75%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user creates a seismic catastrophe, splitting open the earth to unleash a swirling blitz of magma, noxious gases, and fragments of rock upon the opponent. The initial damage dealt by this attack is great, but it lingers on for several actions after its use, trapping the target in a swirling curtain of fire and dealing them 2% damage per action until the attack ends or they manage to escape.

Magnet Bomb - 60 Steel 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user hurls a heavy chunk of magnetic metal at the opponent, striking them for blunt-force damage and encumbering them if they are steel-type, as the metallic ball will adhere strongly to their metal skin.

Magnet Rise - Electric 100%
Target: Self
Class: Special
Contest Type: Calming
Contest Score: +10

The user manipulates the earth's magnetic field until it manages to rise into the air, floating about a meter above the ground. This effectively gives them the ability Levitate for several actions in addition to their original ability.

Magnitude - Varies Ground 100%
Target: All
Class: Projectile
Stat: Physical
Contest Final-Action Bonus
Contest Score: +20 (+40)

The user stomps down on the ground and creates a tremor of random intensity, ranging anywhere from pathetically weak to overwhelmingly strong. Most of the time the intensity lands at a fair middle ground.

Mean Look - Normal 100%
Target: Single
Class: Projectile/Special
Contest Type: Intimidating
Contest Score: +30

The user glares at the foe in a sinister way, preventing them from switching, baton passing, or going intangible (as with faint attack or teleport) for a short time. This attack may also startle the target and cause it to become nervous, disrupting its concentration.

Meditate - Psychic 100%
Target: Self
Class: Stat modifier (attack)
Contest Type: +Condition
Contest Score: +10, *

The user focuses its mind in order to better control the muscles of its body, slightly increasing its attack power.

Me First - Varies Normal 100%
Target: Single
Class: Special
Contest Type: First-Priority
Contest Score: +30

This attack is only effective if the user is faster than the opponent. If the target moves to make a damaging attack against the user, the user puts on an incredible burst of speed and instead copies the foe's move and uses it against the target at 1.5x the power. If the opponent fails to use a damaging attack against the user or the user is slower than the opponent, this attack fails.

Mega Drain - 40 Grass 100%
Target: Single
Class: Projectile/Healing (indirect)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The siphons off the opponent's lifeforce, causing them to temporarily be surrounded by a green aura that melts back into the user as energy is transferred. This attack can be used to drain either health or energy according to command.

Mega Kick 120 Normal 75%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user fires a single extremely powerful kick straight at the enemy, doing considerable damage if it manages to connect.

Mega Punch 80 Normal 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user fires an extremely powerful punch straight at the enemy, causing considerable damage if it manages to connect.

Megahorn 120 Bug 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The User's horn glows with power before the user rams it into the opponent with overwhelming force.

Memento - Dark 100%
Target: Single
Class: Stat modifier (special attack, attack)
Contest Type: Sacrificial
Contest Score: +80

The user sacrifices all its remaining health and energy to cast a dark pall over the opponent, leaving the enemy pokémon in a state where it no longer has the power to battle effectively. This attack reduces the target's attack and special attack to their minimum levels and makes the pokémon sluggish as well.

Metal Claw - 50 Steel 95%
Target: Single
Class: Contact/Stat modifier (attack)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The User's claw glows with shining steel energy as a thin layer of metal encases it before they use it to rip into the opponent with considerable force. Residual traces of the metal coating may remain after the performance of this attack, slightly raising the user's attack.

Metal Burst - Steel 100%
Target: Single
Class: Special
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user returns any attack thrown at it with twice the fury as it strikes back with a burst of searing metal. If the user is faster than all opponents or no damaging attacks strike it, this move fails.

Metal Sound - Steel 85%
Target: Single
Class: Projectile/Stat modifier (special defense)
Contest Type: Pure Points
Contest Score: +10, -30

The user rasps the metallic portions of its body together to create a noise so horrible that it makes concentration and mental defense imopossible, greatly lowering the target's resistance to special attacks for a short time after the attack is performed.

Meteor Mash - 100 Steel 85%
Target: Single
Class: Contact/Stat modifier (attack)
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user's body glows with intense energy as it builds up for one great, metallic punch that has behind it the force of a meteorite strike.

Metronome - Varies Normal 100%
Target: Random
Class: Random
Contest Type: Chain
Contest Score: +30

The user waggles its fingers back and forth, teasing the threads of reality and summoning a random and totally unpredictable move that could either hurt or help either pokémon.

Milk Drink - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user squirts milk into a container made of energy and then drinks the stored milk to replenish health. It takes a great amount of energy to produce milk more than once every few rounds.

Mimic - Varies Normal 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user mimics the move another pokémon has used during the battle. The user retains use of the learned move for the duration of the battle, and no further moves may be mimicked in this manner. In addition, the use of a mimicked move costs slightly more energy than it ordinarily would, as the user is unskilled with the attack.

Mind Reader - Normal 100%
Target: Single
Class: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user studies the opponent carefully and is able to predict what they will do and where they will be for their next action. The next attack used after a mind reader is nearly a guaranteed hit.

Miracle Eye - Psychic 100%
Target: Single
Class: Special
Contest Type: Pure Points
Contest Score: +20, -30

The user peers into the target's soul with an all-seeing power, brushing aside all veils of darkness and dispelling all illusions. This destroys any and all illusions created by the target, locks ghosts into a solid form, and allows the target to be struck by psychic-type attacks made by the user even if the target is dark-type.

Minimize - Normal 100%
Target: Single
Class: Stat modifier (minimize)
Contest Type: Concentration
Contest Score: +20

The user reduces its size temporarily in order to make it more difficult for other pokémon to attack it, thus greatly raising its evasion. The user's physical attacks become weaker as a result, but its special attacks remain at the same power. It also takes more damage from contact moves while it remains small.

Mirror Coat Varies Psychic 100%
Target: Single
Class: Contact/Projectile/Priority -4
Contest Type: Calming
Contest Score: +10

The user covers itself in a shimmering coat of rainbow force that absorbs all energy that passes through it before returning it at double strength in the form of a concentrated beam. This effect counters the first special-type attack made against the user on the action it is performed.

Mirror Move - Varies Flying 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user studies and emulates the last move used by the opponent, repeating it for a single action.

Mirror Shot - 65 Steel 85%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user banks a beam of light off one of the reflective surfaces of its body, searing into the opponent's eyes with a harsh brilliance and possibly lowering the target's accuracy.

Mist - Ice 100%
Target: Multiple
Class: Special
Contest Type: Calming
Contest Score: +10

The user cloaks the field in a heavy mist, greatly reducing visibility for all caught within the attack. The mystical nature of the mist also prevents stat modifying moves from taking effect as long as a pokémon remains within it (unlike haze, which removes all stat modifiers when it comes into effect).

Mist Ball 70 Psychic 100%
Target: Single
Class: Projectile/Stat modifier (special attack)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user gathers psychically charged down into a misty ball of energy and fluff, then hurls it at the foe. The mist ball bursts upon contact with the opponent, showering them with enchanted down that lowers their will to fight.

Moonlight - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Random
Contest Score: 0 (+10/+20/+40/+80)

The user utilizes available moonlight and synthesizes it into health. It takes a fair amount of energy to synthesize a large amount of health, and the effectiveness of this attack is dependent upon the amount of natural light available in the arena, which may be altered by specific weather conditions.

Morning Sun - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Random
Contest Score: 0 (+10/+20/+40/+80)

The user utilizes available sunlight and synthesizes it into health. It takes a fair amount of energy to synthesize a large amount of health, and the effectiveness of this attack is dependent on the amount of natural light available in the arena, which may be altered by specific weather conditions.

Mud Bomb - 65 Ground 85%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user fashions a ball of thick, heavy mud, then tosses it at the opponent. It explodes upon contact, knocking them backward with a shock wave of ground-type power and spraying bits of mud in all directions. If the mud gets into the target's eyes, their accuracy is slightly reduced.

Mud Shot 55 Ground 100%
Target: Single
Class: Projectile/Stat modifier (speed)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user blasts a large stream of mud at the opponent, temporarily covering them in heavy goop and impeding them until they get out of it. May also blind if it covers the eyes.

Mud Sport - Ground 100%
Target: Multiple
Class: Special
Contest Type: Pure Points
Contest Score: +40

The user rolls around in the mud and smears any that is available all over itself and its allies, covering them in an thick coat of muck that greatly decreases the effectiveness of electric attacks used against them.

Mud-Slap - 20 Ground 100%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user slaps a small amount of mud into the eyes of the opponent, temporarily blinding it.

Muddy Water - 95 Water 85%
Target: Multiple
Class: Projectile/Stat modifier (accuracy)
Stat: Special
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user sends a wave of murky water right at the opponent, dousing them and making it very hard for it to see for a short time if grime gets into its eyes. This attack can only be used when there is a significant body of water present.
 
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The Official TCoD Attack Guide - N
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Nasty Plot - Dark 100%
Target: Self
Class: Stat modifier (special attack)
Contest Type: +Condition
Contest Score: +10, *

The user schemes industriously, coming up with the most efficient way to attack its opponent and raising its special attack considerably in the process.

Natural Gift - Varies Varies 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The pokémon uses its natural abilities to their fullest extent, capitalizing on the attributes that makes it unique and the powers that only it possesses. The type and base power of this attack is determined by the user's signature move:

If the pokémon has no signature move, the attack is a power 90 normal-type attack that cannot miss.

The type of natural gift is dependent on the type of the user's signature move; natural gift's type is whatever sits one to the right of its signature move's type on the following list:

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

Thus, a steel-typed signature move would cause a ghost-type natural gift, whereas a fire-type signature move would cause a normal-type natural gift.

The base power and effects of the move vary based on the maximum base damage percent that could be caused by the signature move:

20+% : 40 BP, 30% chance of flinch
15-19% : 60 BP, high crit ratio
10-14% : 95 BP
6%-10% : 80 BP, 10% chance of raising all stats slightly
5-% : 110 BP

If the signature move deals no damage whatsoever, then Natural Gift has 0 BP and has the effect "Select any two of paralysis, poison, confusion, sleep, and burn. Both the user and the target opponent gain these status conditions."

The performance of natural gift is similar to that of secret power--the user concentrates their natural power into a beam of pure energy that has the attack's appropriate attributes.

Nature Power - Varies Varies 100%
Target: Varies
Class: Projectile/Status/Stat Modifier
Contest Type: Scrambling
Contest Score: +20

The user sharpens its natural senses, becoming more in tune with its surroundings. This allows it to utilize the raw materials of the arena in ways that it would not have before, enabling it to use attacks with which it might not normally be familiar. In an area of rocky terrain, for example, the user might be able to command the rocks as never before; in a cave, they might be able to shape the darkness into a usable projectile.

Nature power, after its use, takes on the characteristics and effects of one of several different attacks. These attacks, with regard to terrain, are as follows:

Grass (short, domesticated): Stun Spore
Grass (tall, wild): Razor Leaf
Sand: Earthquake
Rocky Ground: Rock Slide
Shallow Water (pond or shallower): Bubblebeam
Deep Water (lake or deeper): Surf
Underwater: Hydro Pump
Cave: Shadow Ball
Inside Buildings, Other: Swift

The terrain is assessed as being the area directly surrounding the user, as it is assumed that the natural features used to fuel it will be found in the immediate vicinity of the user.

Needle Arm - 60 Grass 100%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user smacks the opponent with its spiny arm, scratching them up and possibly causing them to flinch with pain.

Night Daze - Dark 85 95%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special

The user fires a night-black beam of pure darkness at the target, enveloping them for a moment in pitch-black night. There is a 40% chance that the target will be left dazzled and blinking when returned to normal light, in which case its accuracy will be lowered.

Night Shade - Varies Ghost 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Type-Aligned
Contest Score: +20, -10 (-40)

The user emits burning streams of ghostly energy from its eyes. The base power of this attack is equal to ten times the number of experience points the user has, to a maximum of 100 power. This attack's damage is not affected by type weaknesses or resistances, stat boosts or drops, or any other factors save total immunity--this attack does not affect normal-types.

Night Slash - 70 Dark 100%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user cloaks itself in darkness and creeps up on the opponent, leaping from the shadows to deal them a powerful slash. The unpredictability of this attack makes it difficulty to guard against and increases the chance that it will cause a critical hit.

Nightmare - Ghost 100%
Target: Single
Class: Projectile
Contest Type: Pure Points
Contest Score: +10, -30

The user inflicts the opponent with a ghastly nightmare that lasts as long as it remains asleep. The foe takes considerable mental damage for each action it remains under the influence of nightmare, although the attack dissipates the instant they awaken.
 
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The Official TCoD Attack Guide - O
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Octazooka 65 Water 85%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Stat: Special
Contest Type: Interruption
Contest Score: +20, -10

The user blasts a ball of inky water at the opponent. It explodes upon contact, blinding the target and covering it in thick black ink.

Odor Sleuth - Normal 100%
Target: Single
Class: Special
Contest Type: -Condition
Contest Score: +30, X

The user sniffs out the opposing pokemon, identifying it even through double teams, smokescreens, and so forth. This attack renders illusions moot, as the user will always be able to tell where the real opponent is, locks ghosts into corporeality for several actions, and also prevents moves like faint attack from having effect.

Ominous Wind - 60 Ghost 100%
Target: Single
Class: Projectile/Stat modifier (all)
Stat: Special
Contest Type: +Condition
Contest Score: +10, *

The user summons an eerie wind that blows through the arena, carrying with it the power of angry and vengeful spirits. Although these spirits attack the opponent mercilessly, they are friendly towards the user and may grant it some of their power, possibly resulting in a slight increase to all stats.

Outrage - 120 Dragon 100%
Target: Random
Class: Contact/Status (confusion)
Stat: Physical
Contest Type: UltraJam
Contest Score: +40, -40

The user flies into a draconic rage, its eyes glowing a flat orange color as flame explodes out from its body, and madly unleashes its anger on anyone and anything in the vicinity. The attack is extremely potent and powerful but uncontrollable. Extreme caution is warranted, and repeated usage of this unstable attack is liable to addle the pokémon attempting to control it.

Overheat - 140 Fire 90%
Target: Single
Class: Projectile/Stat modifier (special attack)
Stat: Special
Contest Type: Risky
Contest Score: +60

The user heats its body to an extreme temperature, then unleashes a huge curtain of white-hot fire at the opponent, engulfing them with searing energy. Although potent, this attack is very draining and considerably lowers the special attack power of the pokémon that unleashes it until it is able to rest and recover its composure.
 
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The Official TCoD Attack Guide - P
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Pain Split - Normal 100%
Target: Single
Class: Special
Contest Type: Pure Points
Contest Score: +10, -40

The user forms a sympathetic bond with the enemy, and the two pokémon's mental and physical states get balanced against one another, equalizing their health. However, a high difference in health causes a great deal of energy expenditure. For each 1% of HP gained from the split, the user must expend 1% of energy.

Pay Day - 40 Normal 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Crowd Fueled
Contest Score: 0 (+10/+20/+30/+40/+50/+60)

The user pelts the opponent with handfuls of shiny coins that fountain from thin air. For each time this attack is used in battle, the user's trainer gains $1 in additional prizes at the battle's end; however, the amount earned this way may not exceed $5.

Payback - 50 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

If the target opponent has already acted during this action, the user pays it back in full with a bitter, dark energy-laced attack that is twice as powerful as it would be otherwise.

Peck - 35 Flying 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The jabs the opponent with a sharp beak.

Perish Song - Normal 100%
Target: Single
Class: Special
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user sings a dastardly song that twists fate and brings about the doom of all who hear it. After the next three rounds, all affected pokémon faint, regardless of their health or energy.

Petal Dance - 120 Grass 100%
Target: Random
Class: Contact/Status (confusion)
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

The user swaths themselves in a cloud of swirling flowers and grass energy and starts a wild dance that sends them careening at random around the arena over several actions. The violence of the spinning makes the user dizzy and confused after the attack is over.

Pluck - 60 Flying 100%
Target: Single
Class: Contact
Contest Type: Vindictive
Contest Score: +20, -10 (-40)

The user reaches over and either stabs the opponent with their beak or, if the opponent is holding a berry, ripping it forcibly out of their grasp. The power of this attack is effectively double against opponents that are holding a berry, and as the user eats the berry after stealing it, they gain the effects of the berry upon using this attack as well.

Pin Missile - 14 Bug 85%
Target: Single
Class: Projectile/Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user fires several volleys of tiny pins at the opponent.

Poison Fang - 50 Poison 100%
Target: Single
Class: Contact/Status (severe poison)
Stat: Physical
Contest Type: -Condition
Contest Score: +30, X

The user bites down on the foe and injects them with potent venom. This attack has a good chance of causing prolonged, severe poisoning.

Poison Gas - Poison 80%
Target: Single
Class: Projectile/Status (poison)
Contest Type: -Condition
Contest Score: +30, X

The user releases a cloud of purple gas that enshrouds and poisons the opponent. The cloud is easily blown away and is slow moving, making it fairly easy to dodge.

Poison Jab - 80 Poison 100%
Target: Single
Class: Contact/Status (poison)
Contest Type: -Condition
Contest Score: +30, X

The user stabs the opponent with an envenomed appendage, attempting to inject the target with poison.

Poison Sting - 15 Poison 100%
Target: Single
Class: Projectile/Status (poison)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user fires many small, poison-tipped pins at the opponent.

Poison Tail - 50 Poison 100%
Target: Single
Class: Contact/Status (poison)/Critical
Stat: Physical
Contest Type: -Condition
Contest Score: +30, X

The user stabs the opponent with a stinger, attempting to inject it with poison. The piercing nature of this attack gives it the capability to bypass most defenses, increasing the chance of causing a critical hit.

Poisonpowder - Poison 75%
Target: Single
Class: Status (poison)
Contest Type: -Condition
Contest Score: +30, X

The user releases a cloud of toxic spores that choke the opponent and poison it.

Pound - 40 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user slams the opponent with a solid blow from one of its hands, its tail, or some other appendage.

Powder Snow - 40 Ice 100%
Target: Multiple
Class: Projectile/Status (freeze)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user generates a small flurry of snow and blows it at the opponent. It may cause mild freezing.

Power Gem - 70 Rock 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user fires off a beam of pure rock-type energy, which gleams and sparkles with the luster of a gemstone.

Power Split - Psychic 100%
Target: Single
Class: Special

The user balances its mental state against that of a single target, evening out their aggression and cunning. This causes the attack and special attack boosts of the user and its target to be averaged.

Power Swap - Psychic 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user builds a mental link between itself and the opponent, exchanging the target's aggression and drive to battle with its own. This causes the attack and special attack boosts or reductions active on each pokémon to be switched.

Power Trick - Psychic 100%
Target: Self
Class: Special
Contest Type: +Condition
Contest Score: +10, *

The user turns their mental eye inward, dramatically altering their physical output and the functioning of their bodies. As a result, their base attack and defense are switched, such that ordinarily clumsy, burly pokémon suddenly become powerful fighters buck lack in defense, whereas frail, aggressive pokémon suddenly gain a much more sturdy constitution.

Power Whip - 120 Grass 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user slams the opponent with a thick, muscular vine. Alternatively, it may ensnare the opponent in said vine and attempt to crush them or pick them up and throw them around. This attack may also be used to grab and manipulate very heavy objects from a distance.

Present Varies Normal 90%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Chain
Contest Score: +30

The user throws several box-shaped energy constructs at the opponent. These projectiles may do either minor damage, medium damage, huge damage, or even heal the opponent upon striking. Which of these effects present causes in any given case is totally random, however.

Protect - Normal 100%
Target: Self
Class: Special/Priority 3
Contest Type: Calming
Contest Score: +10

The user sets up a transparent energy shield in front of them that deflects the next attacks of its opponents. The shield disappears after that action. Successive use of protect may fail, and it costs a considerable amount of energy to produce a good protect, especially against a very powerful attack.

Psybeam - 65 Psychic 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user fires a beam of multicolored psychic energy at the foe. If it strikes the target in the head, it is likely to cause bedazzlement and confusion.

Psyshock - 80 Psychic 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user unleashes a psychokinetic blast that picks the target up and hurls it bodily away. Although still powered by special attack, this attack's damage is calculated based on the target's defense rather than its special defense.

Psystrike - Psychic 100 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user calls on its telekinetic powers to pick its opponent up and slam them back to earth. Although the force that can be achieved with this attack depends on the user's psychic aptitude, it has very physical results. Damage is thus calculated based on the user's special attack and the target's physical defense.

Psych Up - Normal 100%
Target: Single
Class: Stat modifier (all)
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user links minds with an opponent, copying its physical and mental state exactly in order to emulate any of its stat boosts or reductions.

Psychic - 90 Psychic 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user encases the foe in Psychic power and then throws and slams them about. Alternatively, the user may attempt to break into the opponent's mind and induce pain directly by stimulating the appropriate centers in their brain; mental intrusion is likely to result in a decrease in their resistance to subsequent breaches and cause a slight drop in special defense. Finally, this attack may be used to lift and manipulate fairly heavy objects at a distance, as well as manipulate or turn aside fairly powerful attacks.

Psycho Boost - 140 Psychic 90%
Target: Single
Class: Projectile/Stat Modifier (special attack)
Stat: Special
Contest Type: Risky
Contest Score: +60

The user calls up all their psychic power to create a massive blast of pure energy that deals excellent damage but unfortunately leaves the user very drained upon dissipating, resulting in a temporary large decrease in their special attack capabilities.

Psycho Cut - 70 Psychic 100%
Target: Single
Class: Projectile/Critical
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user charges their arm with psychic energy, then swipe at the air, sending a blade of cutting psychic power hurtling through the air at the target. Due to the cutting nature of this attack, it has an increased chance to cause a critical hit.

Psycho Shift - Psychic 90%
Target: Single
Class: Special
Contest Type: -Condition
Contest Score: +30, X

The user forms a psychic link with the opponent and forces all its physical ailments onto the target, healing itself while in the process transferring any major status afflictions to the opponent. If the user has an ailment to which the target is immune, it will still be healed, but the opponent will not be afflicted.

Psywave - Varies Psychic 80%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user sends an oscillating wave of psychic energy in all directions, distorting reality and causing disorientation and nausea in any pokémon it strikes. The power of this move varies depending upon where in its cycle the opponent is caught. Generally, pokémon of with more experience will be able to produce waves of greater amplitude, but by nature the attack is quite unpredictable. Its base power is either equal to, half, or 1.5x the number of experience points the user has multiplied by 10, up to an unmodified base power of 100, and this attack's damage is not affected by weakness, resistance, stat boosts, or other modifiers.

Punishment - 60 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user punishes the foe for all its hard work boosting its stats by, releasing its anger at such tactics in a dark energy-fueled frenzy. This attack's base power is increased by 15 points for each positive stat level gained by the opponent, up to a maximum 200 base power.

Pursuit - 40 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user follows the opposing pokémon and grabs them with its teeth or an appendage charged with dark energy. The harder the opponent struggles to escape this attack, the more damage it deals.
 
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The Official TCoD Attack Guide - Q
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Quash - Dark 100%
Target: Single
Class: Special

The user looms over its opponent, using dark energy to make itself all the more intimidating and making clear in no uncertain terms just what will happen to it if it even thinks of trying to attack. The target, thoroughly cowed, will be too nervous to do anything but attack last in this action, regardless of normal speed or attack priority.

Quick Attack - 40 Normal 100%
Target: Single
Class: Contact/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user puts on an amazing burst of speed and rams into the opponent for light damage. This attack can also be used to dart away from incoming attacks or cover ground more quickly.

Quick Guard - Fighting n/a
Target: Single
Class: Special/Priority (3)

The user extends a thin bubble of fighting energy over itself and its allies, providing a defense against any swiftly-executed attacks that come later. Although it will rebound fast-moving attacks, slower, more deliberate and constant attacks will break through it. This attack protects all allies from all high-priority attacks for the duration of the action.

Quiver Dance - Bug 100%
Target: Single
Class: Stat modifier (special attack, special defense, speed)

The user performs an intricate dance that calls on the power of the hive mind to lend it strength. Upon completion of the dance, the user's special attack, special defense, and speed will all have risen.
 
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The Official TCoD Attack Guide - R
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Rage - 20 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Chain
Contest Score: +30

The user flies into a towering, irrational rage and strikes wildly at its foe. The enraged pokémon will only become more so with each damaging attack performed against it while in its rampaging state, and as a result the base power of this attack rises by ten for each damaging attack suffered by the user when this attack is used consecutively. The user will calm down if this attack is not used repeatedly, and any base power gains will be lost.

Rage Powder - Bug 100%
Target: Self
Class: Special/Priority 3

The user coats itself in a dusting of rage-inducing spores that so afflict its opponents that they will ignore their orders and turn any single-target attacks that would have hit one of the user's allies on the user instead. The spores slough off after one action.

Rain Dance - Water 90%
Target: All
Class: Weather
Contest Type: Crowd Fueled
Contest Score: 0 (+10 x crowd favorite)

The user performs an intricate dance, summoning rainclouds to the arena and starting a downpour. The rain boosts water attacks by 1.25x, increases thunder's accuracy to 100%, increases the energy necessary to charge solarbeam and reduces its power, and reduces the maximum health gain from morning sun and moonlight to 33%. It also cuts the power of fire-type attacks to 2/3 their normal damage.

Rapid Spin - 20 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Concentration
Contest Score: +20

The user spins rapidly and rams into the opponent. The speed of the spin can be so great sometimes that it can deflect incoming attacks, and it can also be used to scatter such attacks as spikes or leech seed or escape from sticky situations.

Razor Leaf 55 Grass 95%
Target: Multiple
Class: Projectile/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user fires a flurry of high-velocity, razor sharp leaves that can cut through many things at the opponent, possibly causing a critical hit.

Razor Shell - Water 75 95%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical

The user slices the target with the edge of a sharpened seashell. There is a 50% chance that the user will permanently damage the target's armor, lowering its defense.

Razor Wind - 80 Normal 100%
Target: Multiple
Class: Projectile/Critical
Stat: Special
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user whips up a twister imbued with normal-type energy that forms numerous small, thin blades that swirl through the core of the attack. Most of the attack's damage is caused by these "razors," but it may also pick up and throw around smaller foes.

Recover - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user glows brightly as it heals itself much more rapidly than it would by using rest. This attack heals large amounts of health as well as eliminating cuts and other wounds. However, it will not cure status effects. Although it restores a lot of health, this move requires a great deal of energy.

Recycle - Normal 100%
Target: Self
Class: Special
Contest Type: Chain
Contest Score: +30

Streamers of white light swirl around the user as it forces its energy outward, either using it to recharge a spent item or creating a copy of an item it has used earlier in this battle. This attack fails if the user is already holding something.

Reflect - Psychic 100%
Target: Multiple
Class: Special
Contest Type: Calming
Contest Score: +10

The user sets up a dome of shining golden energy. The dome may reflect beam attacks that strike it at a certain angle and greatly reduce the momentum of any physical object passing through it, thus greatly reducing the damage dealt to those who shelter behind it by physical attacks. The reflect shield will fade after several actions and requires a small energy investment for each action it remains in order to keep it active.

Reflect Type - Normal n/a
Target: Single
Class: Special

The user concentrates on its target's energy signature, letting it slowly leak over into its own. In a matter of second, this replaces all the user's types with all the target's types.

Refresh - Normal 100%
Target: Self
Class: Healing (status)
Contest Type: +Condition
Contest Score: +10, *

The user glows brightly as their body's natural healing processes are heightened, purging them of major status effects.

Relic Song 75 Normal 100%
Target: Multiple
Class: Projectile/Status (sleep)
Stat: Special

The user sings a bright, soothing melody passed down through generations of Meloetta. There is a 10% chance that one of this attack's targets will be so soothed by the calming melody that they will drift off to sleep. If the user of this attack is Meloetta, it will change forme upon completing this attack.

Rest - Psychic 100%
Target: Self
Class: Healing (direct, status)
Contest Type: Concentration
Contest Score: +20

The user glows with a light blue aura as it sends itself into a deep, trance-like state. While in this state it will stimulate its natural healing process to eliminate any status effects as well as regain a little health each action that it is 'asleep.' Rest will only heal status effects when it is first used; any status effect that is taken on by the user after rest is begun will stay in effect. The intense healing process created by this attack requires a great deal of energy to sustain.

Retaliate - Normal 70 100%
Target: Single
Class: Contact
Stat: Physical

The user fights back against the opponent with all its might. If an ally fainted earlier in this action or in the last action, the pokémon will be inspired to get payback and fight all the harder, effectively doubling this move's base power.

Return - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Favorite
Contest Score: +10 (+10)

The user is energized by its state of well-being and love for its trainer. If the user is happy and doing well in battle, the attack will be more powerful.

Revenge 60 Fighting 100%
Target: Single
Class: Contact/Priority -4
Stat: Physical
Contest Type: Last-Priority
Contest Score: +30

The user waits for the foe to attack, then strikes back with twice the power if it was hit with a damaging move.

Reversal - Varies Fighting 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

Generally used only in the direst of situations. The user channels its desperation and weakness into an unusually powerful strike, trying to turn the tables on its foe. This attack's base power therefore increases as their HP decreases:

Below 5% health remaining: 200 power
Between 5% and 10% health remaining: 150 power
Between 11% and 20% health remaining: 100 power
Between 21% and 35% health remaining: 80 power
Between 36% and 70% health remaining: 40 power
More than 70% health remaining: 20 power

Roar - Normal 100%
Target: Multiple
Class: Special
Contest Type: Scrambling
Contest Score: +30

The user roars loudly and distracts the opponent(s) from their next attack. Its effectiveness depends upon whether the opponent has reason to fear the user or not and how startled they are by the sudden noise.

Roar of Time - 150 Dragon 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

The user lets out a mind-bending scream that makes time itself waver, assaulting the opponent with a torrent of emotions and images as past, future and present fluctuate uncontrollably around it and the ancient power of dragons, brought up from the depths of time, pummels its body mercilessly. This attack requires considerable energy and concentration to perform.

Rock Blast - 25 Rock 90%
Target: Single
Class: Projectile/Random damage
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user hurls several rocks at the opponent in quick succession.

Rock Climb - 90 Normal 85%
Target: Single
Class: Contact/Status (confusion)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user makes good on its natural climbing ability to scale a nearby tree, rock wall, or other tall object, then drops on its foe from above to attack. If the opponent is sufficiently surprised by the attack from an unexpected direction, it may become confused.

Rock Polish - Rock 100%
Target: Self
Class: Stat modifier (speed)
Contest Type: First-Priority
Contest Score: +30

The user grinds its body down, reducing sharp edges and rough areas that would cause friction. This greatly increases its mobility and causes a sharp increase in speed.

Rock Slide 75 Rock 90%
Target: Multiple
Class: Projectile/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

Depending on the arena and the situation, the user strikes the ground or a wall to dislodge several rocks that tumble down and crush the opponent. If there are no rocks readily available at the surface, the user may call up a slide of boulders from under the earth if there are any available, though this uses a considerable amount of energy.

Rock Smash - 40 Fighting 100%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Condition Fueled
Contest Score: 0 (+10/+30/+50/+70)

The user strikes the foe with a focused chop or punch, dealing damage depending on how hard and immobile the target is. The harder the target, the more effective the attack. This attack will also shatter shells or stony hides, resulting in slightly lowered defense.

Rock Throw - 50 Rock 90%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user picks up a rock and throws it at the target. If no rocks are available, another large, heavy object may be substituted, but this attack may change types as a result.

Rock Tomb - 50 Rock 80%
Target: Single
Class: Projectile/Stat modifier (speed)
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user stomps on the earth, making the ground around the target rise up and collapse over the foe, trapping it beneath dirt and rubble. The opponent suffers slightly reduced speed as a result of the injuries incurred by being crushed through use of this attack, and may in addition have difficulty escaping from its rocky prison.

Rock Wrecker - 150 Rock 90%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: UltraJam
Contest Score: +40, -40

The user blasts a rapid-fire succession of boulders from the cannons in its arms, pummeling them and dealing extreme damage. This attack takes a great deal of energy to use, however.

Role Play - Psychic 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The pokémon selects an opponent and tries to get into the mindset--literally--of their selected character. Using its psychic powers, the pokémon behaves in a manner identical to its foe, adopting its mentality and battle style to the letter. The change is so profound that the attack will even copy the foe's special ability, overwriting the user's own, but unfortunately the user will act quite strangely until it is commanded to revert back to its normal self.

Rolling Kick - 60 Fighting 85%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user spins about rapidly, lashing out with its feet and dealing the opponent a high-velocity kick. The startling nature of this attack may cause flinching.

Rollout - 30 Rock 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user curls up into a tight ball and spins at a rapid pace, moving forward to bowl over the target. This move can be used in succession for a more powerful strike each time, as the user will pick up speed as it goes along, up until the point where rollout misses. If defense curl is used on the action before this move is used, its base power starts at 60 instead of 30.

Roost - Flying 100%
Target: Self
Class: Healing (direct)/Special
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user finds someplace to perch and rest for a spell, neglecting to fly about as it relaxes and restores health. However, this leaves it vulnerable to such scourges as ground-type attacks, as it is not able to fly again until the end of the action after roost is used. As a result, the user effectively loses all flying-type characteristics until the end of its next action--thus it is are no longer weak to electricity, ice, or rocks, but can now be struck by ground-type attacks. The user's secondary type, if any, is unaltered, so a charizard using roost would take 1.5x damage from an earthquake.

Round - Normal 60 100%
Target: Multiple
Class: Projectile/Special
Stat: Special

The user sings a commanding, reverberating song that inspires friends and lays foes low. If one pokémon begins singing a round, all other pokémon that have been commanded to do so in the same action will immediately join in, regardless of normal speed priority. If at least one other pokémon joins the round, the increase in volume serves to double the power of the attack for all users. After the round has ended, the rest of the turn proceeds according to normal speed priority.
 
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