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Battle Abilities

Description

Pokémon Abilities need to be implemented into the battle system to promote creativity and unique battle strategies.

Details

Some abilities do the same thing as other abilities, allowing these abilities to execute the same logic.

Abilities That Need Programmed

  • As One
    • Combines Unnerve and Chilling Neigh/Grim Neigh
  • Cheek Pouch
    • Restores additional HP when a Berry is consumed.
  • Emergency Exit
    • Switches out when HP falls below 50%.
  • Gluttony
    • Encourages the early use of a held Berry.
  • Gulp Missile
    • Returns with a catch in its mouth after using Surf or Dive.
  • Harvest
    • May create another Berry after one is used.
  • Keen Eye
    • Prevents other Pokémon from lowering accuracy.
  • Klutz
    • The Pokémon can't use any held items.
  • Levitate
    • Gives immunity to Ground type moves.
  • Magnet Pull
    • Prevents Steel-type Pokémon from escaping.
  • Multitype
    • Changes type to match the held Plate.
  • Neutralizing Gas
    • Neutralizes abilities of all Pokémon in battle.
  • No Guard
    • Ensures attacks by or against the Pokémon land.
  • Propeller Tail
    • Ignores moves and abilities that draw in moves.
  • Ripen
    • Doubles the effect of berries.
  • RKS System
    • Changes type depending on held item.
  • Sheer Force
    • Removes added effects to increase move damage.
  • Slow Start
    • Temporarily halves Attack and Speed.
  • Stakeout
    • Deals double damage to Pokémon switching in.
  • Stalwart
    • Ignores moves and abilities that draw in moves.
  • Sticky Hold
    • Protects the Pokémon from item theft.
  • Storm Drain
    • Draws in all Water-type moves to up Sp. Attack.
  • Suction Cups
    • Negates all moves that force switching out.
  • Unaware
    • Ignores any stat changes in the Pokémon.
  • Unburden
    • Raises Speed if a held item is used.
  • Unnerve
    • Makes the foe nervous and unable to eat Berries.
  • Wimp Out
    • Switches out when HP drops below half.

Abilities That Have Been Programmed

  • Adaptability
    • Powers up moves of the same type.
  • Aerilate
    • Turns Normal-type moves into Flying-type moves.
  • Aftermath
    • Damages the attacker landing the finishing hit.
  • Air Lock
    • Eliminates the effects of weather.
  • Analytic
    • Boosts move power when the Pokémon moves last.
  • Anger Point
    • Maxes Attack after taking a critical hit.
  • Anticipation
    • Senses a foe's dangerous moves.
  • Arena Trap
    • Prevents the foe from fleeing.
  • Aroma Veil
    • Protects allies from attacks that limit their move choices.
  • Aura Break
    • Reduces power of Dark- and Fairy-type moves.
  • Bad Dreams
    • Reduces a sleeping foe's HP.
  • Battery
    • Raises power of teammates' Special moves.
  • Battle Armor
    • The Pokémon is protected against critical hits.
  • Beast Boost
    • The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.
  • Berserk
    • Raises Special Attack when HP drops below half.
  • Big Pecks
    • Protects the Pokémon from Defense-lowering attacks.
  • Blaze
    • Powers up Fire-type moves in a pinch.
  • Bulletproof
    • Protects the Pokémon from ball and bomb moves.
  • Chilling Neigh
    • Boosts Attack after knocking out a Pokémon.
  • Chlorophyll
    • Boosts the Pokémon's Speed in sunshine.
  • Clear Body
    • Prevents other Pokémon from lowering its stats.
  • Cloud Nine
    • Eliminates the effects of weather.
  • Color Change
    • Changes the Pokémon's type to the foe's move.
  • Comatose
    • The Pokémon is always asleep but can still attack.
  • Competitive
    • Raises Special Attack when the Pokémon's stats are lowered.
  • Compound Eyes
    • The Pokémon's accuracy is boosted.
  • Contrary
    • Makes stat changes have an opposite effect.
  • Corrosion
    • The Pokémon can poison Steel and Poison types.
  • Cotton Down
    • Lowers foe's Speed when hit.
  • Cursed Body
    • May disable a move used on the Pokémon.
  • Cute Charm
    • Contact with the Pokémon may cause infatuation.
  • Damp
    • Prevents the use of self-destructing moves.
  • Dancer
    • Copies the foe's Dance moves.
  • Dark Aura
    • Raises power of Dark type moves for all Pokémon in battle.
  • Dauntless Shield
    • Boosts Defense in battle.
  • Dazzling
    • Protects the Pokémon from high-priority moves.
  • Defeatist
    • Lowers stats when HP drops below half.
  • Defiant
    • When its stats are lowered its Attack increases.
  • Delta Stream
    • Creates strong winds when the ability activates.
  • Desolate Land
    • Turns the sunlight extremely harsh when the ability activates.
  • Disguise
    • Avoids damage for one turn.
  • Download
    • Adjusts power according to a foe's defenses.
  • Dragon's Maw
    • Signature ability of Regidrago. Powers up Dragon-type moves.
  • Drizzle
    • The Pokémon makes it rain when it enters a battle.
  • Drought
    • Turns the sunlight harsh when the Pokémon enters a battle.
  • Dry Skin
    • Reduces HP if it is hot. Water restores HP.
  • Early Bird
    • The Pokémon awakens quickly from sleep.
  • Effect Spore
    • Contact may poison or cause paralysis or sleep.
  • Electric Surge
    • The Pokémon creates an Electric Terrain when it enters a battle.
  • Fairy Aura
    • Raises power of Fairy type moves for all Pokémon in battle.
  • Filter
    • Reduces damage from super-effective attacks.
  • Flame Body
    • Contact with the Pokémon may burn the attacker.
  • Flare Boost
    • Powers up special attacks when burned.
  • Flash Fire
    • It powers up Fire-type moves if it's hit by one.
  • Flower Gift
    • Powers up party Pokémon when it is sunny.
  • Fluffy
    • Halves damage from contact moves, but doubles damage from Fire-type moves.
  • Forewarn
    • Determines what moves a foe has.
  • Frisk
    • The Pokémon can check a foe's held item.
  • Full Metal Body
    • Prevents other Pokémon from lowering its stats.
  • Fur Coat
    • Reduces damage from physical moves.
  • Gale Wings
    • Gives priority to Flying-type moves.
  • Galvanize
    • Normal-type moves become Electric-type moves and their power boosted.
  • Gooey
    • Contact with the Pokémon lowers the attacker's Speed stat.
  • Gorilla Tactics
    • Boosts the Pokémon's Attack stat but only allows the use of the first selected move.
  • Grass Pelt
    • Boosts the Defense stat in Grassy Terrain.
  • Grassy Surge
    • The Pokémon creates a Grassy Terrain when it enters a battle.
  • Grim Neigh
    • Boosts Special Attack after knocking out a Pokémon.
  • Guts
    • Boosts Attack if there is a status problem.
  • Heatproof
    • Weakens the power of Fire-type moves.
  • Heavy Metal
    • Doubles the Pokémon's weight.
  • Huge Power
    • Raises the Pokémon's Attack stat.
  • Hustle
    • Boosts the Attack stat, but lowers accuracy.
  • Hydration
    • Heals status problems if it is raining.
  • Hyper Cutter
    • Prevents other Pokémon from lowering Attack stat.
  • Ice Body
    • The Pokémon gradually regains HP in a hailstorm.
  • Ice Face
    • Avoids damage from Physical moves for one turn.
  • Ice Scales
    • Halves damage from Special moves.
  • Illusion
    • Enters battle disguised as the last Pokémon in the party.
  • Immunity
    • Prevents the Pokémon from getting poisoned.
  • Imposter
    • It transforms itself into the Pokémon it is facing.
  • Infiltrator
    • Passes through the foe's barrier and strikes.
  • Innards Out
    • Deals damage upon fainting.
  • Inner Focus
    • The Pokémon is protected from flinching.
  • Insomnia
    • Prevents the Pokémon from falling asleep.
  • Intimidate
    • Lowers the foe's Attack stat.
  • Intrepid Sword
    • Boosts Attack in battle.
  • Iron Barbs
    • Inflicts damage to the Pokémon on contact.
  • Iron Fist
    • Boosts the power of punching moves.
  • Justified
    • Raises Attack when hit by a Dark-type move.
  • Leaf Guard
    • Prevents problems with status in sunny weather.
  • Libero
    • Changes the Pokémon's type to its last used move.
  • Light Metal
    • Halves the Pokémon's weight.
  • Lightning Rod
    • Draws in all Electric-type moves to up Sp. Attack.
  • Limber
    • The Pokémon is protected from paralysis.
  • Liquid Ooze
    • Damages attackers using any draining move.
  • Liquid Voice
    • All sound-based moves become Water-type moves.
  • Long Reach
    • The Pokémon uses its moves without making contact with the target.
  • Magic Bounce
    • Reflects status- changing moves.
  • Magic Guard
    • Protects the Pokémon from indirect damage.
  • Magician
    • The Pokémon steals the held item of a Pokémon it hits with a move.
  • Magma Armor
    • Prevents the Pokémon from becoming frozen.
  • Marvel Scale
    • Ups Defense if there is a status problem.
  • Merciless
    • The Pokémon's attacks become critical hits if the target is poisoned.
  • Mega Launcher
    • Boosts the power of aura and pulse moves.
  • Mimicry
    • Changes type depending on the terrain.
  • Mirror Armor
    • Reflects any stat-lowering effects.
  • Misty Surge
    • The Pokémon creates a Misty Terrain when it enters a battle.
  • Mold Breaker
    • Moves can be used regardless of Abilities.
  • Moody
    • Raises one stat and lowers another.
  • Motor Drive
    • Raises Speed if hit by an Electric-type move.
  • Moxie
    • Boosts Attack after knocking out any Pokémon.
  • Mummy
    • Contact with this Pokémon spreads this Ability.
  • Multiscale
    • Reduces damage when HP is full.
  • Natural Cure
    • All status problems heal when it switches out.
  • Neuroforce
    • Powers up moves that are super effective.
  • Normalize
    • All the Pokémon's moves become the Normal type.
  • Oblivious
    • Prevents it from becoming infatuated.
  • Overcoat
    • Protects the Pokémon from weather damage.
  • Overgrow
    • Powers up Grass-type moves in a pinch.
  • Own Tempo
    • Prevents the Pokémon from becoming confused.
  • Parental Bond
    • Allows the Pokémon to attack twice.
  • Pastel Veil
    • Prevents the Pokémon and its allies from being poisoned.
  • Pickpocket
    • Steals an item when hit by another Pokémon.
  • Pixilate
    • Turns Normal-type moves into Fairy-type moves.
  • Poison Heal
    • Restores HP if the Pokémon is poisoned.
  • Poison Point
    • Contact with the Pokémon may poison the attacker.
  • Poison Touch
    • May poison targets when a Pokémon makes contact.
  • Prankster
    • Gives priority to a status move.
  • Perish Body
    • When hit by a move that makes direct contact, the Pokémon and the attacker will faint after three turns unless they switch out of battle.
  • Primordial Sea
    • Makes it rain heavily when the ability activates.
  • Prism Armor
    • Reduces damage from super-effective attacks.
  • Protean
    • Changes the Pokémon's type to its last used move.
  • Psychic Surge
    • The Pokémon creates a Psychic Terrain when it enters a battle.
  • Punk Rock
    • Boosts sound-based moves and halves damage from the same moves.
  • Pure Power
    • Raises the Pokémon's Attack stat.
  • Queenly Majesty
    • Prevents use of priority moves.
  • Quick Draw
    • Grants the user +1 priority at a 30% chance in the same priority bracket.
  • Quick Feet
    • Boosts Speed if there is a status problem.
  • Rain Dish
    • The Pokémon gradually regains HP in rain.
  • Rattled
    • Bug, Ghost or Dark type moves scare it and boost its Speed.
  • Reckless
    • Powers up moves that have recoil damage.
  • Refrigerate
    • Turns Normal-type moves into Ice-type moves.
  • Regenerator
    • Restores a little HP when withdrawn from battle.
  • Rivalry
    • Deals more damage to a Pokémon of same gender.
  • Rock Head
    • Protects the Pokémon from recoil damage.
  • Rough Skin
    • Inflicts damage to the attacker on contact.
  • Sand Force
    • Boosts certain moves' power in a sandstorm.
  • Sand Rush
    • Boosts the Pokémon's Speed in a sandstorm.
  • Sand Spit
    • Creates a sandstorm when hit by an attack.
  • Sand Stream
    • The Pokémon summons a sandstorm in battle.
  • Sand Veil
    • Boosts the Pokémon's evasion in a sandstorm.
  • Sap Sipper
    • Boosts Attack when hit by a Grass-type move.
  • Scrappy
    • Enables moves to hit Ghost-type Pokémon.
  • Screen Cleaner
    • Nullifies effects of Light Screen, Reflect, and Aurora Veil.
  • Serene Grace
    • Boosts the likelihood of added effects appearing.
  • Shadow Shield
    • Reduces damage when HP is full.
  • Shadow Tag
    • Prevents the foe from escaping.
  • Shed Skin
    • The Pokémon may heal its own status problems.
  • Shell Armor
    • The Pokémon is protected against critical hits.
  • Shield Dust
    • Blocks the added effects of attacks taken.
  • Simple
    • Doubles all stat changes.
  • Skill Link
    • Increases the frequency of multi-strike moves.
  • Slush Rush
    • Boosts the Pokémon's Speed stat in a hailstorm.
  • Sniper
    • Powers up moves if they become critical hits.
  • Snow Cloak
    • Raises evasion in a hailstorm.
  • Snow Warning
    • The Pokémon summons a hailstorm in battle.
  • Solar Power
    • In sunshine, Sp. Atk is boosted but HP decreases.
  • Solid Rock
    • Reduces damage from super-effective attacks.
  • Soundproof
    • Gives immunity to sound-based moves.
  • Speed Boost
    • Its Speed stat is gradually boosted.
  • Stamina
    • Raises Defense when attacked.
  • Static
    • Contact with the Pokémon may cause paralysis.
  • Stall
    • The Pokémon moves after all other Pokémon do.
  • Steadfast
    • Raises Speed each time the Pokémon flinches.
  • Steam Engine
    • Drastically raises Speed when hit by a Fire- or Water-type move.
  • Steelworker
    • Powers up Steel-type moves.
  • Stench
    • The stench may cause the target to flinch.
  • Strong Jaw
    • Boosts the power of biting moves.
  • Sturdy
    • It cannot be knocked out with one hit.
  • Super Luck
    • Heightens the critical-hit ratios of moves.
  • Surge Surfer
    • Doubles Speed during Electric Terrain.
  • Swarm
    • Powers up Bug-type moves in a pinch.
  • Sweet Veil
    • Prevents the Pokémon and allies from falling asleep.
  • Swift Swim
    • Boosts the Pokémon's Speed in rain.
  • Synchronize
    • Passes a burn, poison, or paralysis to the foe.
  • Tangled Feet
    • Raises evasion if the Pokémon is confused.
  • Tangling Hair
    • Contact with the Pokémon lowers the attacker's Speed stat.
  • Technician
    • Powers up the Pokémon's weaker moves.
  • Teravolt
    • Moves can be used regardless of Abilities.
  • Thick Fat
    • Ups resistance to Fire- and Ice-type moves.
  • Tinted Lens
    • Powers up “not very effective” moves.
  • Torrent
    • Powers up Water-type moves in a pinch.
  • Tough Claws
    • Boosts the power of contact moves.
  • Toxic Boost
    • Powers up physical attacks when poisoned.
  • Trace
    • The Pokémon copies a foe's Ability.
  • Transistor
    • Signature ability of Regieleki. Powers up Electric-type moves.
  • Triage
    • Gives priority to restorative moves.
  • Truant
    • Pokémon can't attack on consecutive turns.
  • Turboblaze
    • Moves can be used regardless of Abilities.
  • Unseen Fist
    • Contact moves can strike through Protect/Detect.
  • Victory Star
    • Boosts the accuracy of its allies and itself.
  • Vital Spirit
    • Prevents the Pokémon from falling asleep.
  • Volt Absorb
    • Restores HP if hit by an Electric-type move.
  • Wandering Spirit
    • Swaps abilities with opponents on contact.
  • Water Absorb
    • Restores HP if hit by a Water-type move.
  • Water Bubble
    • Halves damage from Fire-type moves, doubles power of Water-type moves used, and prevents burns.
  • Water Compaction
    • Sharply raises Defense when hit by a Water-type move.
  • Water Veil
    • Prevents the Pokémon from getting a burn.
  • Weak Armor
    • Physical attacks lower Defense and raise Speed.
  • White Smoke
    • Prevents other Pokémon from lowering its stats.
  • Wonder Guard
    • Only supereffective moves will hit.
  • Wonder Skin
    • Makes status-changing moves more likely to miss.

Unsupported Abilities

Ability Description Reason
Ball Fetch Retrieves a Poké Ball from a failed throw. Absolute does not use Poké Balls in battle.
Battle Bond Transform into Ash-Greninja after causing opponent to faint. Forme changes are optional, permanent evolutions outside of battle.
Curious Medicine Resets all stat changes upon entering battlefield. Absolute uses a 1v1 battle format, rendering this Ability useless.
Flower Veil Prevents lowering of ally Grass-type Pokémon's stats. Absolute uses a 1v1 battle format, rendering this Ability useless.
Forecast Castform transforms with the weather. Forme changes are optional, permanent evolutions outside of battle.
Friend Guard Reduces damage done to allies. Absolute uses a 1v1 battle format, rendering this Ability useless.
Healer May heal an ally's status conditions. Absolute uses a 1v1 battle format, rendering this Ability useless.
Honey Gather The Pokémon may gather Honey from somewhere. Canonically, this ability has no effect inside of battle.
Hunger Switch Changes forms each turn. Forme changes are optional, permanent evolutions outside of battle.
Illuminate Raises the likelihood of meeting wild Pokémon. Canonically, this ability has no effect inside of battle.
Minus Powers up allied Pokémon with the Plus or Minus Ability. Absolute uses a 1v1 battle format, rendering this Ability useless.
Pickup Grants a chance to pick-up items outside of battle. Canonically, this ability has no effect inside of battle.
Plus Powers up allied Pokémon with the Plus or Minus Ability. Absolute uses a 1v1 battle format, rendering this Ability useless.
Power Construct Changes the Pokémon's forme under certain HP thresholds. Forme changes are optional, permanent evolutions outside of battle.
Power of Alchemy Replaces this ability with the ability of an Ally when it faints in battle. Absolute uses a 1v1 battle format, rendering this Ability useless.
Power Spot Just being next to the Pokémon powers up moves. Increases the power of allied Pokémon.
Pressure The Pokémon raises the foe's PP usage. The current battle system does not use PP.
Receiver Inherits an ally's ability when it faints. Absolute uses a 1v1 battle format, rendering this Ability useless.
Run Away Enables a sure getaway from wild Pokémon. Wild battles in Absolute will already guarantee a 100% flee success rate.
Schooling Changes Wishiwashi to School Form. Forme changes are optional, permanent evolutions outside of battle.
Shields Down Various effects depending on the Pok*eacute;mon's active forme. Forme changes are optional, permanent evolutions outside of battle.
Soul-Heart Raises Special Attack when an ally faints. Absolute uses a 1v1 battle format, rendering this Ability useless.
Stance Change Changes form depending on moves used. Forme changes are optional, permanent evolutions outside of battle.
Steely Spirit Powers up ally Pokémon's Steel-type moves. Absolute uses a 1v1 battle format, rendering this Ability useless.
Symbiosis The Pokémon can pass an item to an ally. Absolute uses a 1v1 battle format, rendering this Ability useless.
Telepathy Anticipates an ally's attack and dodges it. Absolute uses a 1v1 battle format, rendering this Ability useless.
Zen Mode Changes form when HP drops below half. Forme changes are optional, permanent evolutions outside of battle.

Battle Moves

Description

All of the following moves are intended to be supported in the battle system.

Details

  • Many of these are generic and will use logic that's already implemented, and thus won't need special logic programmed.
  • Moves that do require dedicated logic should be implemented via their own sub-class (located in [ROOT]/battles/classes/moves) and should be based off of the .move_template.php file.

Basic Moves (no effect)

  • 10,000,000 Volt Thunderbolt (Special)
  • Accelerock (Physical)
  • Acid Downpour (Physical)
  • Aerial Ace (Physical)
  • Aeroblast (Special)
  • Air Cutter (Special)
  • All-Out Pummeling (Physical)
  • Aqua Jet (Physical)
  • Aqua Tail (Physical)
  • Arm Thrust (Physical)
  • Attack Order (Physical)
  • Aura Sphere (Special)
  • Barrage (Physical)
  • Black Hole Eclipse (Physical)
  • Blaze Kick (Physical)
  • Bloom Doom (Physical)
  • Bone Rush (Physical)
  • Bonemerang (Physical)
  • Breakneck Blitz (Physical)
  • Brutal Swing (Physical)
  • Bullet Punch (Physical)
  • Bullet Seed (Physical)
  • Catastropika (Physical)
  • Comet Punch (Physical)
  • Continental Crush (Physical)
  • Corkscrew Crash (Physical)
  • Crabhammer (Physical)
  • Cross Chop (Physical)
  • Cross Poison (Physical)
  • Cut (Physical)
  • Dazzling Gleam (Special)
  • Devastating Drake (Physical)
  • Disarming Voice (Special)
  • Double Hit (Physical)
  • Double Iron Bash (Physical)
  • Double Kick (Physical)
  • Double Slap (Physical)
  • Dragon Claw (Physical)
  • Dragon Hammer (Physical)
  • Dragon Pulse (Special)
  • Drill Peck (Physical)
  • Drill Run (Physical)
  • Dual Chop (Physical)
  • Egg Bomb (Physical)
  • Extreme Speed (Physical)
  • Fairy Wind (Special)
  • Feint Attack (Physical)
  • Focus Energy (Status)
  • Frost Breath (Special)
  • Fury Attack (Physical)
  • Fury Swipes (Physical)
  • Gear Grind (Physical)
  • Gigavolt Havoc (Physical)
  • High Horsepower (Physical)
  • Horn Attack (Physical)
  • Hydro Pump (Special)
  • Hydro Vortex (Physical)
  • Hyper Voice (Special)
  • Ice Shard (Physical)
  • Icicle Spear (Physical)
  • Inferno Overdrive (Physical)
  • Karate Chop (Physical)
  • Land’s Wrath (Physical)
  • Laser Focus (Status)
  • Leaf Blade (Physical)
  • Leafage (Physical)
  • Let’s Snuggle Forever (Physical)
  • Mach Punch (Physical)
  • Magical Leaf (Special)
  • Magnet Bomb (Physical)
  • Malicious Moonsault (Physical)
  • Mega Kick (Physical)
  • Mega Punch (Physical)
  • Megahorn (Physical)
  • Never-Ending Nightmare (Physical)
  • Night Slash (Physical)
  • Oceanic Operetta (Special)
  • Origin Pulse (Special)
  • Peck (Physical)
  • Pin Missile (Physical)
  • Poison Tail (Physical)
  • Pound (Physical)
  • Power Gem (Special)
  • Power Whip (Physical)
  • Precipice Blades (Physical)
  • Psycho Cut (Physical)
  • Pulverizing Pancake (Physical)
  • Quick Attack (Physical)
  • Razor Leaf (Physical)
  • Rock Blast (Physical)
  • Rock Throw (Physical)
  • Savage Spin-Out (Physical)
  • Scratch (Physical)
  • Seed Bomb (Physical)
  • Shadow Claw (Physical)
  • Shadow Punch (Physical)
  • Shadow Sneak (Physical)
  • Shattered Psyche (Physical)
  • Shock Wave (Special)
  • Sinister Arrow Raid (Physical)
  • Slam (Physical)
  • Slash (Physical)
  • Smart Strike (Physical)
  • Soul-Stealing 7-Star Strike (Physical)
  • Spacial Rend (Special)
  • Spike Cannon (Physical)
  • Stone Edge (Physical)
  • Storm Throw (Physical)
  • Strength (Physical)
  • Subzero Slammer (Physical)
  • Supersonic Skystrike (Physical)
  • Swift (Special)
  • Tackle (Physical)
  • Tail Slap (Physical)
  • Tectonic Rage (Physical)
  • Twinkle Tackle (Physical)
  • Vacuum Wave (Special)
  • Vine Whip (Physical)
  • Vise Grip (Physical)
  • Vital Throw (Physical)
  • Water Gun (Special)
  • Wing Attack (Physical)
  • X-Scissor (Physical)
  • Zippy Zap (Physical)

OHKO Moves

  • Fissure (Physical)
  • Guillotine (Physical)
  • Horn Drill (Physical)
  • Sheer Cold (Special)

Physical Moves

  • Acrobatics
    • Effect: Has double power if the user has no held item.
  • Anchor Shot
    • Effect: Traps the target.
  • Assurance
    • Effect: Power is doubled if the target has already received damage this turn.
  • Astonish
    • Effect: Has a n chance to make the target flinch.
  • Avalanche
    • Effect: Inflicts double damage if the user takes damage before attacking this turn.
  • Beak Blast
    • Effect: Inflicts a burn on any Pokémon that makes contact before the attack.
  • Beat Up
    • Effect: Hits once for every conscious Pokémon the trainer has.
  • Bide
    • Effect: User waits for two turns, then hits back for twice the damage it took.
  • Bind
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Bite
    • Effect: Has a n chance to make the target flinch.
  • Body Slam
    • Effect: Has a n chance to paralyze the target.
  • Bolt Strike
    • Effect: Has a n chance to paralyze the target.
  • Bone Club
    • Effect: Has a n chance to make the target flinch.
  • Bounce
    • Effect: User bounces high into the air, dodging all attacks, and hits next turn.
  • Brave Bird
    • Effect: User receives 1/3 the damage inflicted in recoil.
  • Brick Break
    • Effect: Destroys Reflect and Light Screen.
  • Bug Bite
    • Effect: If target has a berry, inflicts double damage and uses the berry.
  • Bulldoze
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Chip Away
    • Effect: Ignores the target's stat modifiers.
  • Circle Throw
    • Effect: Ends wild battles. Forces trainers to switch Pokémon.
  • Clamp
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Close Combat
    • Effect: Lowers the user's Defense and Special Defense by one stage after inflicting damage.
  • Constrict
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Counter
    • Effect: Inflicts twice the damage the user received from the last physical hit it took.
  • Covet
    • Effect: Takes the target's item.
  • Crunch
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Crush Claw
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Crush Grip
    • Effect: Power increases against targets with more HP remaining, up to a maximum of 121 power.
  • Darkest Lariat
    • Effect: Ignores the target's stat modifiers.
  • Diamond Storm
    • Effect: Has a n chance to raise the user's Defense by two stages for each target hit.
  • Dig
    • Effect: User digs underground, dodging all attacks, and hits next turn.
  • Dive
    • Effect: User dives underwater, dodging all attacks, and hits next turn.
  • Dizzy Punch
    • Effect: Has a n chance to confuse the target.
  • Double-Edge
    • Effect: User receives 1/3 the damage inflicted in recoil.
  • Dragon Ascent
    • Effect: Lowers the user's Defense and Special Defense by one stage after inflicting damage.
  • Dragon Rush
    • Effect: Has a n chance to make the target flinch.
  • Dragon Tail
    • Effect: Ends wild battles. Forces trainers to switch Pokémon.
  • Drain Punch
    • Effect: Drains half the damage inflicted to heal the user.
  • Dynamic Punch
    • Effect: Has a n chance to confuse the target.
  • Earthquake
    • Effect: Inflicts regular damage and can hit Dig users.
  • Endeavor
    • Effect: Lowers the target's HP to equal the user's.
  • Explosion
    • Effect: User faints.
  • Facade
    • Effect: Power doubles if user is burned, paralyzed, or poisoned.
  • Fake Out
    • Effect: Can only be used as the first move after the user enters battle. Causes the target to flinch.
  • False Swipe
    • Effect: Cannot lower the target's HP below 1.
  • Feint
    • Effect: Hits through Protect and Detect.
  • Fell Stinger
    • Effect: Raises the user's Attack by two stages if it KOs the target.
  • Fire Fang
    • Effect: Has a n chance to burn the target and a n chance to make the target flinch.
  • Fire Lash
    • Effect: Lowers the target's Defense by one stage after inflicting damage.
  • Fire Punch
    • Effect: Has a n chance to burn the target.
  • First Impression
    • Effect: Can only be used as the first move after the user enters battle.
  • Flail
    • Effect: Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Flame Charge
    • Effect: Inflicts regular damage. Raises the user's Speed by one stage.
  • Flame Wheel
    • Effect: Has a n chance to burn the target. Lets frozen Pokémon thaw themselves.
  • Flare Blitz
    • Effect: User takes 1/3 the damage inflicted in recoil. Has a n chance to burn the target.
  • Fling
    • Effect: Throws held item at the target; power depends on the item.
  • Floaty Fall
    • Effect: Has a n chance to make the target flinch.
  • Fly
    • Effect: User flies high into the air, dodging all attacks, and hits next turn.
  • Flying Press
    • Effect: Deals both fighting and flying-type damage.
  • Focus Punch
    • Effect: If the user takes damage before attacking, the attack is canceled.
  • Force Palm
    • Effect: Has a n chance to paralyze the target.
  • Foul Play
    • Effect: Calculates damage with the target's attacking stat.
  • Freeze Shock
    • Effect: Requires a turn to charge before attacking. Has a n chance to paralyze the target.
  • Frustration
    • Effect: Power increases as happiness decreases, up to a maximum of 102.
  • Fury Cutter
    • Effect: Power doubles every turn this move is used in succession after the first, maxing out after five turns.
  • Fusion Bolt
    • Effect: With Fusion Flare, inflicts double damage.
  • Giga Impact
    • Effect: User foregoes its next turn to recharge.
  • Gunk Shot
    • Effect: Has a n chance to poison the target.
  • Gyro Ball
    • Effect: Power raises when the user has lower Speed, up to a maximum of 150.
  • Hammer Arm
    • Effect: Lowers user's Speed by one stage.
  • Head Charge
    • Effect: User receives 1/4 the damage it inflicts in recoil.
  • Head Smash
    • Effect: User receives 1/2 the damage inflicted in recoil.
  • Headbutt
    • Effect: Has a n chance to make the target flinch.
  • Heart Stamp
    • Effect: Has a n chance to make the target flinch.
  • Heat Crash
    • Effect: Power is higher when the user weighs more than the target, up to a maximum of 120.
  • Heavy Slam
    • Effect: Power is higher when the user weighs more than the target, up to a maximum of 120.
  • High Jump Kick
    • Effect: If the user misses, it takes half the damage it would have inflicted in recoil.
  • Hold Back
    • Effect: Cannot lower the target's HP below 1.
  • Horn Leech
    • Effect: Drains half the damage inflicted to heal the user.
  • Hyper Fang
    • Effect: Has a n chance to make the target flinch.
  • Hyperspace Fury
    • Effect: Ignores and destroys protection effects.
  • Ice Ball
    • Effect: Power doubles every turn this move is used in succession after the first, resetting after five turns.
  • Ice Fang
    • Effect: Has a n chance to freeze the target and a n chance to make the target flinch.
  • Ice Hammer
    • Effect: Lowers user's Speed by one stage.
  • Ice Punch
    • Effect: Has a n chance to freeze the target.
  • Icicle Crash
    • Effect: Has a n chance to make the target flinch.
  • Iron Head
    • Effect: Has a n chance to make the target flinch.
  • Iron Tail
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Jump Kick
    • Effect: If the user misses, it takes half of it's maximum HP in damage.
  • Knock Off
    • Effect: Target drops its held item.
  • Last Resort
    • Effect: Can only be used after all of the user's other moves have been used.
  • Leech Life
    • Effect: Drains half the damage inflicted to heal the user.
  • Lick
    • Effect: Has a n chance to paralyze the target.
  • Liquidation
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Low Kick
    • Effect: Inflicts more damage to heavier targets, with a maximum of 120 power.
  • Low Sweep
    • Effect: Lowers the target's Speed by one stage.
  • Lunge
    • Effect: Lowers the target's Attack by one stage after inflicting damage.
  • Magnitude
    • Effect: Power varies randomly from 10 to 150.
  • Metal Burst
    • Effect: Strikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
  • Metal Claw
    • Effect: Has a n chance to raise the user's Attack by one stage.
  • Meteor Mash
    • Effect: Has a n chance to raise the user's Attack by one stage.
  • Multi-Attack
    • Effect: If the user is holding a appropriate plate or drive, the damage inflicted will match it.
  • Natural Gift
    • Effect: Power and type depend on the held berry.
  • Needle Arm
    • Effect: Has a n chance to make the target flinch.
  • Nuzzle
    • Effect: Has a n chance to paralyze the target.
  • Outrage
    • Effect: Hits every turn for 2-3 turns, then confuses the user.
  • Pay Day
    • Effect: Scatters money on the ground worth five times the user's level.
  • Payback
    • Effect: Power is doubled if the target has already moved this turn.
  • Petal Blizzard
    • Effect: Inflicts regular damage.
  • Phantom Force
    • Effect: User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
  • Plasma Fists
    • Effect: After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn.
  • Play Rough
    • Effect: Has a n chance to lower the target's Attack by one stage.
  • Pluck
    • Effect: If target has a berry, inflicts double damage and uses the berry.
  • Poison Fang
    • Effect: Has a n chance to badly poison the target.
  • Poison Jab
    • Effect: Has a n chance to poison the target.
  • Poison Sting
    • Effect: Has a n chance to poison the target.
  • Power Trip
    • Effect: Power is higher the more the user's stats have been raised, to a maximum of 31×.
  • Power-Up Punch
    • Effect: Raises the user's Attack by one stage after inflicting damage.
  • Present
    • Effect: Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
  • Psychic Fangs
    • Effect: Destroys Reflect and Light Screen.
  • Punishment
    • Effect: Power increases against targets with more raised stats, up to a maximum of 200.
  • Pursuit
    • Effect: Has double power against, and can hit, Pokémon attempting to switch out.
  • Rage
    • Effect: If the user is hit after using this move, its Attack rises by one stage.
  • Rapid Spin
    • Effect: Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
  • Razor Shell
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Retaliate
    • Effect: Has double power if a friendly Pokémon fainted last turn.
  • Return
    • Effect: Power increases with happiness, up to a maximum of 102.
  • Revenge
    • Effect: Inflicts double damage if the user takes damage before attacking this turn.
  • Reversal
    • Effect: Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Rock Climb
    • Effect: Has a n chance to confuse the target.
  • Rock Slide
    • Effect: Has a n chance to make the target flinch.
  • Rock Smash
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Rock Tomb
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Rock Wrecker
    • Effect: User foregoes its next turn to recharge.
  • Rolling Kick
    • Effect: Has a n chance to make the target flinch.
  • Rollout
    • Effect: Power doubles every turn this move is used in succession after the first, resetting after five turns.
  • Sacred Fire
    • Effect: Has a n chance to burn the target. Lets frozen Pokémon thaw themselves.
  • Sacred Sword
    • Effect: Ignores the target's stat modifiers.
  • Sand Tomb
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Sappy Seed
    • Effect: Seeds the target after inflicting damage.
  • Searing Sunraze Smash
    • Effect: Cannot be disrupted by abilities.
  • Secret Power
    • Effect: Has a n chance to inflict a status effect which depends upon the terrain.
  • Seismic Toss
    • Effect: Inflicts damage equal to the user's level.
  • Self-Destruct
    • Effect: User faints.
  • Shadow Bone
    • Effect: Has a n chance to lower the target's Defense by one stage.
  • Shadow Force
    • Effect: User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
  • Sizzly Slide
    • Effect: Has a n chance to burn the target.
  • Skull Bash
    • Effect: Raises the user's Defense by one stage. User charges for one turn before attacking.
  • Sky Attack
    • Effect: User charges for one turn before attacking. Has a n chance to make the target flinch.
  • Sky Drop
    • Effect: Carries the target high into the air, dodging all attacks against either, and drops it next turn.
  • Sky Uppercut
    • Effect: Inflicts regular damage and can hit Bounce and Fly users.
  • Smack Down
    • Effect: Removes any immunity to Ground damage.
  • Smelling Salts
    • Effect: If the target is paralyzed, inflicts double damage and cures the paralysis.
  • Solar Blade
    • Effect: Requires a turn to charge before attacking.
  • Spark
    • Effect: Has a n chance to paralyze the target.
  • Spectral Thief
    • Effect: Steals the target's stat increases, then inflicts damage.
  • Spirit Shackle
    • Effect: Traps the target.
  • Splintered Stormshards
    • Effect: Inflicts damage and removes any terrain present on the battlefield.
  • Steamroller
    • Effect: Has a n chance to make the target flinch.
  • Steel Wing
    • Effect: Has a n chance to raise the user's Defense by one stage.
  • Stomp
    • Effect: Has a n chance to make the target flinch.
  • Stomping Tantrum
    • Effect: Has double power if the user's last move failed.
  • Struggle
    • Effect: User takes 1/4 its max HP in recoil.
  • Submission
    • Effect: User receives 1/4 the damage it inflicts in recoil.
  • Sucker Punch
    • Effect: Only works if the target is about to use a damaging move.
  • Sunsteel Strike
    • Effect: Cannot be disrupted by abilities.
  • Super Fang
    • Effect: Inflicts damage equal to half the target's HP.
  • Superpower
    • Effect: Lowers the user's Attack and Defense by one stage after inflicting damage.
  • Take Down
    • Effect: User receives 1/4 the damage it inflicts in recoil.
  • Thief
    • Effect: Takes the target's item.
  • Thousand Arrows
    • Effect: Grounds the target, and hits even Flying-type or levitating Pokémon.
  • Thousand Waves
    • Effect: Prevents the target from leaving battle.
  • Thrash
    • Effect: Hits every turn for 2-3 turns, then confuses the user.
  • Throat Chop
    • Effect: Prevents the target from using sound-based moves for two turns.
  • Thunder Fang
    • Effect: Has a n chance to paralyze the target and a n chance to make the target flinch.
  • Thunder Punch
    • Effect: Has a n chance to paralyze the target.
  • Triple Kick
    • Effect: Hits three times, increasing power by 100% with each successful hit.
  • Trop Kick
    • Effect: Lowers the target's Attack by one stage after inflicting damage.
  • Twineedle
    • Effect: Hits twice in the same turn. Has a n chance to poison the target.
  • U-turn
    • Effect: User must switch out after attacking.
  • V-create
    • Effect: Lowers the user's Defense, Special Defense, and Speed by one stage each.
  • Veevee Volley
    • Effect: Power increases with happiness, up to a maximum of 102.
  • Volt Tackle
    • Effect: User takes 1/3 the damage inflicted in recoil. Has a n chance to paralyze the target.
  • Wake-Up Slap
    • Effect: If the target is asleep, has double power and wakes it up.
  • Waterfall
    • Effect: Has a n chance to make the target flinch.
  • Wild Charge
    • Effect: User receives 1/4 the damage it inflicts in recoil.
  • Wood Hammer
    • Effect: User receives 1/3 the damage inflicted in recoil.
  • Wrap
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Zen Headbutt
    • Effect: Has a n chance to make the target flinch.
  • Zing Zap
    • Effect: Has a n chance to make the target flinch.

Special Moves

  • Absorb
    • Effect: Drains half the damage inflicted to heal the user.
  • Acid
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Acid Spray
    • Effect: Lowers the target's Special Defense by two stages.
  • Air Slash
    • Effect: Has a n chance to make the target flinch.
  • Ancient Power
    • Effect: Has a n chance to raise all of the user's stats by one stage.
  • Aurora Beam
    • Effect: Has a n chance to lower the target's Attack by one stage.
  • Baddy Bad
    • Effect: Sets Reflect on the user's side of the field after inflicting damage.
  • Belch
    • Effect: Can only be used after the user has eaten a berry.
  • Blast Burn
    • Effect: User foregoes its next turn to recharge.
  • Blizzard
    • Effect: Has a n chance to freeze the target.
  • Blue Flare
    • Effect: Has a n chance to burn the target.
  • Boomburst
    • Effect: Inflicts regular damage.
  • Bouncy Bubble
    • Effect: Drains half the damage inflicted to heal the user.
  • Brine
    • Effect: Has double power against Pokémon that have less than half their max HP remaining.
  • Bubble
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Bubble Beam
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Bug Buzz
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Burn Up
    • Effect: Removes the user's fire type after inflicting damage.
  • Buzzy Buzz
    • Effect: Has a n chance to paralyze the target.
  • Charge Beam
    • Effect: Has a n chance to raise the user's Special Attack by one stage.
  • Chatter
    • Effect: Has a higher chance to confuse the target when the recorded sound is louder.
  • Clanging Scales
    • Effect: Lowers the user's Defense by one stage after inflicting damage.
  • Clangorous Soulblaze
    • Effect: Inflicts damage to all opposing Pokémon and increases the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each.
  • Clear Smog
    • Effect: Removes all of the target's stat modifiers.
  • Confusion
    • Effect: Has a n chance to confuse the target.
  • Core Enforcer
    • Effect: Nullifies the target's ability if it moves earlier.
  • Dark Pulse
    • Effect: Has a n chance to make the target flinch.
  • Discharge
    • Effect: Has a n chance to paralyze the target.
  • Doom Desire
    • Effect: Hits the target two turns later.
  • Draco Meteor
    • Effect: Lowers the user's Special Attack by two stages after inflicting damage.
  • Dragon Breath
    • Effect: Has a n chance to paralyze the target.
  • Dragon Rage
    • Effect: Inflicts 40 points of damage.
  • Draining Kiss
    • Effect: Drains 75% of the damage inflicted to heal the user.
  • Dream Eater
    • Effect: Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
  • Earth Power
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Echoed Voice
    • Effect: Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
  • Electro Ball
    • Effect: Power is higher when the user has greater Speed than the target, up to a maximum of 150.
  • Electroweb
    • Effect: Lowers the target's Speed by one stage.
  • Ember
    • Effect: Has a n chance to burn the target.
  • Energy Ball
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Eruption
    • Effect: Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
  • Extrasensory
    • Effect: Has a n chance to make the target flinch.
  • Fiery Dance
    • Effect: Has a n chance to raise the user's Special Attack by one stage.
  • Final Gambit
    • Effect: Inflicts damage equal to the user's remaining HP. User faints.
  • Fire Blast
    • Effect: Has a n chance to burn the target.
  • Fire Pledge
    • Effect: With Water Pledge, doubles the effect chance of friendly Pokémon's moves for four turns.
  • Fire Spin
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Flame Burst
    • Effect: Deals splash damage to Pokémon next to the target.
  • Flamethrower
    • Effect: Has a n chance to burn the target.
  • Flash Cannon
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Fleur Cannon
    • Effect: Lowers the user's Special Attack by two stages after inflicting damage.
  • Focus Blast
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Freeze-Dry
    • Effect: Super-effective against water.
  • Freezy Frost
    • Effect: Removes all of the target's stat modifiers.
  • Frenzy Plant
    • Effect: User foregoes its next turn to recharge.
  • Fusion Flare
    • Effect: With Fusion Bolt, inflicts double damage.
  • Future Sight
    • Effect: Hits the target two turns later.
  • Genesis Supernova
    • Effect: Changes the terrain to Psychic Terrain after inflicting damage.
  • Giga Drain
    • Effect: Drains half the damage inflicted to heal the user.
  • Glaciate
    • Effect: Lowers the target's Speed by one stage.
  • Grass Knot
    • Effect: Inflicts more damage to heavier targets, with a maximum of 120 power.
  • Grass Pledge
    • Effect: With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
  • Guardian of Alola
    • Effect: Damages the target for 75% of its remaining HP.
  • Gust
    • Effect: Inflicts regular damage and can hit Pokémon in the air.
  • Heat Wave
    • Effect: Has a n chance to burn the target.
  • Hex
    • Effect: Has double power if the target has a major status ailment.
  • Hidden Power
    • Effect: Power and type depend upon user's IVs. Power can range from 30 to 70.
  • Hurricane
    • Effect: Has a n chance to confuse the target.
  • Hydro Cannon
    • Effect: User foregoes its next turn to recharge.
  • Hyper Beam
    • Effect: User foregoes its next turn to recharge.
  • Hyperspace Hole
    • Effect: Ignores and destroys protection effects.
  • Ice Beam
    • Effect: Has a n chance to freeze the target.
  • Ice Burn
    • Effect: Requires a turn to charge before attacking. Has a n chance to burn the target.
  • Icy Wind
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Incinerate
    • Effect: Destroys the target's held berry.
  • Inferno
    • Effect: Has a n chance to burn the target.
  • Infestation
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Judgment
    • Effect: If the user is holding a appropriate plate or drive, the damage inflicted will match it.
  • Lava Plume
    • Effect: Has a n chance to burn the target.
  • Leaf Storm
    • Effect: Lowers the user's Special Attack by two stages after inflicting damage.
  • Leaf Tornado
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Light of Ruin
    • Effect: User receives 1/2 the damage inflicted in recoil.
  • Light That Burns the Sky
    • Effect: Inflicts damage using either Attack or Special Attack stat, whichever is higher.
  • Luster Purge
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Magma Storm
    • Effect: Prevents the target from fleeing and inflicts damage for 2-5 turns.
  • Mega Drain
    • Effect: Drains half the damage inflicted to heal the user.
  • Menacing Moonraze Maelstrom
    • Effect: Cannot be disrupted by abilities.
  • Mind Blown
    • Effect: Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Mirror Coat
    • Effect: Inflicts twice the damage the user received from the last special hit it took.
  • Mirror Shot
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Mist Ball
    • Effect: Has a n chance to lower the target's Special Attack by one stage.
  • Moonblast
    • Effect: Has a n chance to lower the target's Special Attack by one stage.
  • Moongeist Beam
    • Effect: Cannot be disrupted by abilities.
  • Mud Bomb
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Mud Shot
    • Effect: Has a n chance to lower the target's Speed by one stage.
  • Mud-Slap
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Muddy Water
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Mystical Fire
    • Effect: Has a n chance to lower the target's Special Attack by one stage.
  • Nature’s Madness
    • Effect: Inflicts damage equal to half the target's HP.
  • Night Daze
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Night Shade
    • Effect: Inflicts damage equal to the user's level.
  • Oblivion Wing
    • Effect: Drains 75% of the damage inflicted to heal the user.
  • Octazooka
    • Effect: Has a n chance to lower the target's accuracy by one stage.
  • Ominous Wind
    • Effect: Has a n chance to raise all of the user's stats by one stage.
  • Overheat
    • Effect: Lowers the user's Special Attack by two stages after inflicting damage.
  • Parabolic Charge
    • Effect: Heals the user for half the total damage dealt to all targets.
  • Petal Dance
    • Effect: Hits every turn for 2-3 turns, then confuses the user.
  • Photon Geyser
    • Effect: Inflicts damage using either Attack or Special Attack stat, whichever is higher.
  • Pika Papow
    • Effect: Power increases with happiness, up to a maximum of 102.
  • Pollen Puff
    • Effect: Damages opponents, but heals allies for 50% of their max HP.
  • Powder Snow
    • Effect: Has a n chance to freeze the target.
  • Prismatic Laser
    • Effect: User foregoes its next turn to recharge.
  • Psybeam
    • Effect: Has a n chance to confuse the target.
  • Psychic
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Psycho Boost
    • Effect: Lowers the user's Special Attack by two stages after inflicting damage.
  • Psyshock
    • Effect: Inflicts damage based on the target's Defense, not Special Defense.
  • Psystrike
    • Effect: Inflicts damage based on the target's Defense, not Special Defense.
  • Psywave
    • Effect: Inflicts damage between 50% and 150% of the user's level.
  • Razor Wind
    • Effect: Requires a turn to charge before attacking.
  • Relic Song
    • Effect: Has a n chance to put the target to sleep.
  • Revelation Dance
    • Effect: Has the same type as the user.
  • Roar of Time
    • Effect: User foregoes its next turn to recharge.
  • Round
    • Effect: Has double power if it's used more than once per turn.
  • Scald
    • Effect: Has a n chance to burn the target.
  • Searing Shot
    • Effect: Has a n chance to burn the target.
  • Secret Sword
    • Effect: Inflicts damage based on the target's Defense, not Special Defense.
  • Seed Flare
    • Effect: Has a n chance to lower the target's Special Defense by two stages.
  • Shadow Ball
    • Effect: Has a n chance to lower the target's Special Defense by one stage.
  • Shell Trap
    • Effect: Only inflicts damage if the user was hit by a physical move this turn.
  • Signal Beam
    • Effect: Has a n chance to confuse the target.
  • Silver Wind
    • Effect: Has a n chance to raise all of the user's stats by one stage.
  • Sludge
    • Effect: Has a n chance to poison the target.
  • Sludge Bomb
    • Effect: Has a n chance to poison the target.
  • Sludge Wave
    • Effect: Has a n chance to poison the target.
  • Smog
    • Effect: Has a n chance to poison the target.
  • Snarl
    • Effect: Has a n chance to lower the target's Special Attack by one stage.
  • Snore
    • Effect: Has a n chance to make the target flinch. Only works if the user is sleeping.
  • Solar Beam
    • Effect: Requires a turn to charge before attacking.
  • Sonic Boom
    • Effect: Inflicts 20 points of damage.
  • Sparkling Aria
    • Effect: Cures the target of burns.
  • Sparkly Swirl
    • Effect: Cures the entire party of major status effects after inflicting damage.
  • Spit Up
    • Effect: Power is 100 times the amount of energy Stockpiled.
  • Splishy Splash
    • Effect: Has a n chance to paralyze the target.
  • Steam Eruption
    • Effect: Has a n chance to burn the target.
  • Stoked Sparksurfer
    • Effect: Has a n chance to paralyze the target.
  • Stored Power
    • Effect: Power is higher the more the user's stats have been raised, to a maximum of 31×.
  • Struggle Bug
    • Effect: Has a n chance to lower the target's Special Attack by one stage.
  • Surf
    • Effect: Inflicts regular damage and can hit Dive users.
  • Synchronoise
    • Effect: Hits any Pokémon that shares a type with the user.
  • Techno Blast
    • Effect: If the user is holding a appropriate plate or drive, the damage inflicted will match it.
  • Thunder
    • Effect: Has a n chance to paralyze the target.
  • Thunder Shock
    • Effect: Has a n chance to paralyze the target.
  • Thunderbolt
    • Effect: Has a n chance to paralyze the target.
  • Tri Attack
    • Effect: Has a n chance to burn, freeze, or paralyze the target.
  • Trump Card
    • Effect: Power increases when this move has less PP, up to a maximum of 200.
  • Twister
    • Effect: Has a n chance to make the target flinch.
  • Uproar
    • Effect: Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Venoshock
    • Effect: Inflicts double damage if the target is Poisoned.
  • Volt Switch
    • Effect: User must switch out after attacking.
  • Water Pledge
    • Effect: With Grass Pledge, halves opposing Pokémon's Speed for four turns.
  • Water Pulse
    • Effect: Has a n chance to confuse the target.
  • Water Shuriken
    • Effect: Hits 2–5 times.
  • Water Spout
    • Effect: Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
  • Weather Ball
    • Effect: If there be weather, this move has doubled power and the weather's type.
  • Whirlpool
    • Effect: Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
  • Wring Out
    • Effect: Power increases against targets with more HP remaining, up to a maximum of 121 power.
  • Zap Cannon
    • Effect: Has a n chance to paralyze the target.

Status Moves

  • Acid Armor
    • Effect: Raises the user's Defense by two stages.
  • Acupressure
    • Effect: Raises one of a friendly Pokémon's stats at random by two stages.
  • After You
    • Effect: Makes the target act next this turn.
  • Agility
    • Effect: Raises the user's Speed by two stages.
  • Ally Switch
    • Effect: User switches places with the friendly Pokémon opposite it.
  • Amnesia
    • Effect: Raises the user's Special Defense by two stages.
  • Aqua Ring
    • Effect: Restores 1/16 of the user's max HP each turn.
  • Aromatherapy
    • Effect: Cures the entire party of major status effects.
  • Aromatic Mist
    • Effect: Raises a selected ally's Special Defense by one stage.
  • Assist
    • Effect: Randomly selects and uses one of the trainer's other Pokémon's moves.
  • Attract
    • Effect: Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Aurora Veil
    • Effect: Reduces damage five turns, but must be used during hail.
  • Autotomize
    • Effect: Raises the user's Speed by two stages and halves the user's weight.
  • Baby-Doll Eyes
    • Effect: Lowers the target's Attack by one stage.
  • Baneful Bunker
    • Effect: Grants the user protection for the rest of the turn and poisons any Pokémon that tries to use a contact move on it.
  • Barrier
    • Effect: Raises the user's Defense by two stages.
  • Baton Pass
    • Effect: Allows the trainer to switch out the user and pass effects along to its replacement.
  • Belly Drum
    • Effect: User pays half its max HP to max out its Attack.
  • Bestow
    • Effect: Gives the user's held item to the target.
  • Block
    • Effect: Prevents the target from leaving battle.
  • Bulk Up
    • Effect: Raises the user's Attack and Defense by one stage.
  • Calm Mind
    • Effect: Raises the user's Special Attack and Special Defense by one stage.
  • Camouflage
    • Effect: User's type changes to match the terrain.
  • Captivate
    • Effect: Lowers the target's Special Attack by two stages if it's the opposite gender.
  • Celebrate
    • Effect: Does nothing.
  • Charge
    • Effect: Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
  • Charm
    • Effect: Lowers the target's Attack by two stages.
  • Coil
    • Effect: Raises the user's Attack, Defense, and accuracy by one stage each.
  • Confide
    • Effect: Lowers the target's Special Attack by one stage.
  • Confuse Ray
    • Effect: Confuses the target.
  • Conversion
    • Effect: User's type changes to the type of one of its moves at random.
  • Conversion 2
    • Effect: Changes the user's type to a random type either resistant or immune to the last move used against it.
  • Copycat
    • Effect: Uses the target's last used move.
  • Cosmic Power
    • Effect: Raises the user's Defense and Special Defense by one stage.
  • Cotton Guard
    • Effect: Raises the user's Defense by three stages.
  • Cotton Spore
    • Effect: Lowers the target's Speed by two stages.
  • Crafty Shield
    • Effect: Protects all friendly Pokémon from non-damaging moves.
  • Curse
    • Effect: Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • Dark Void
    • Effect: Puts the target to sleep.
  • Defend Order
    • Effect: Raises the user's Defense and Special Defense by one stage.
  • Defense Curl
    • Effect: Raises user's Defense by one stage.
  • Defog
    • Effect: Lowers the target's evasion by one stage. Removes field effects from the enemy field.
  • Destiny Bond
    • Effect: If the user faints this turn, the target automatically will, too.
  • Detect
    • Effect: Prevents any moves from hitting the user this turn.
  • Disable
    • Effect: Disables the target's last used move for 1-8 turns.
  • Double Team
    • Effect: Raises the user's evasion by one stage.
  • Dragon Dance
    • Effect: Raises the user's Attack and Speed by one stage.
  • Eerie Impulse
    • Effect: Lowers the target's Special Attack by two stages.
  • Electric Terrain
    • Effect: For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
  • Electrify
    • Effect: Changes the target's move's type to electric if it hasn't moved yet this turn.
  • Embargo
    • Effect: Target cannot use held items.
  • Encore
    • Effect: Forces the target to repeat its last used move every turn for 2 to 6 turns.
  • Endure
    • Effect: Prevents the user's HP from lowering below 1 this turn.
  • Entrainment
    • Effect: Copies the user's ability onto the target.
  • Extreme Evoboost
    • Effect: Raises all of the user's stats by two stages.
  • Fairy Lock
    • Effect: Prevents all Pokémon from fleeing or switching out during the next turn.
  • Fake Tears
    • Effect: Lowers the target's Special Defense by two stages.
  • Feather Dance
    • Effect: Lowers the target's Attack by two stages.
  • Flash
    • Effect: Lowers the target's accuracy by one stage.
  • Flatter
    • Effect: Raises the target's Special Attack by one stage and confuses the target.
  • Floral Healing
    • Effect: Heals the target for ½ its max HP, or ? on Grassy Terrain.
  • Flower Shield
    • Effect: Raises the Defense of all grass Pokémon in battle.
  • Follow Me
    • Effect: Redirects the target's single-target effects to the user for this turn.
  • Foresight
    • Effect: Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
  • Forest’s Curse
    • Effect: Adds grass to the target's types.
  • Gastro Acid
    • Effect: Nullifies target's ability until it leaves battle.
  • Gear Up
    • Effect: Raises the Attack and Special Attack of all friendly Pokémon with plus or minus by one stage.
  • Geomancy
    • Effect: Takes one turn to charge, then raises the user's Special Attack, Special Defense, and Speed by two stages.
  • Glare
    • Effect: Paralyzes the target.
  • Grass Whistle
    • Effect: Puts the target to sleep.
  • Grassy Terrain
    • Effect: For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their grass moves to 1.5× their power.
  • Gravity
    • Effect: Disables moves and immunities that involve flying or levitating for five turns.
  • Growl
    • Effect: Lowers the target's Attack by one stage.
  • Growth
    • Effect: Raises the user's Attack and Special Attack by one stage.
  • Grudge
    • Effect: If the user faints this turn, the PP of the move that fainted it drops to 0.
  • Guard Split
    • Effect: Averages Defense and Special Defense with the target.
  • Guard Swap
    • Effect: User swaps Defense and Special Defense changes with the target.
  • Hail
    • Effect: Changes the weather to a hailstorm for five turns.
  • Happy Hour
    • Effect: Doubles prize money.
  • Harden
    • Effect: Raises the user's Defense by one stage.
  • Haze
    • Effect: Resets all Pokémon's stats, accuracy, and evasion.
  • Heal Bell
    • Effect: Cures the entire party of major status effects.
  • Heal Block
    • Effect: Prevents target from restoring its HP for five turns.
  • Heal Order
    • Effect: Heals the user by half its max HP.
  • Heal Pulse
    • Effect: Heals the target for half its max HP.
  • Healing Wish
    • Effect: User faints. Its replacement has its HP fully restored and any major status effect removed.
  • Heart Swap
    • Effect: User and target swap stat changes.
  • Helping Hand
    • Effect: Ally's next move inflicts half more damage.
  • Hold Hands
    • Effect: Does nothing.
  • Hone Claws
    • Effect: Raises the user's Attack and accuracy by one stage.
  • Howl
    • Effect: Raises the user's Attack by one stage.
  • Hypnosis
    • Effect: Puts the target to sleep.
  • Imprison
    • Effect: Prevents the target from using any moves that the user also knows.
  • Ingrain
    • Effect: Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
  • Instruct
    • Effect: Forces the target to repeat its last used move.
  • Ion Deluge
    • Effect: Changes all normal moves to electric moves for the rest of the turn.
  • Iron Defense
    • Effect: Raises the user's Defense by two stages.
  • Kinesis
    • Effect: Lowers the target's accuracy by one stage.
  • King’s Shield
    • Effect: Blocks damaging attacks and lowers attacking Pokémon's Attack by two stages on contact. Switches Aegislash to Shield Forme.
  • Leech Seed
    • Effect: Seeds the target, stealing HP from it every turn.
  • Leer
    • Effect: Lowers the target's Defense by one stage.
  • Light Screen
    • Effect: Reduces damage from special attacks by 50% for five turns.
  • Lock-On
    • Effect: Ensures that the user's next move will hit the target.
  • Lovely Kiss
    • Effect: Puts the target to sleep.
  • Lucky Chant
    • Effect: Prevents the target from scoring critical hits for five turns.
  • Lunar Dance
    • Effect: User faints, and its replacement is fully healed.
  • Magic Coat
    • Effect: Reflects back the first effect move used on the user this turn.
  • Magic Room
    • Effect: Negates held items for five turns.
  • Magnet Rise
    • Effect: User is immune to Ground moves and effects for five turns.
  • Magnetic Flux
    • Effect: Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
  • Mat Block
    • Effect: Protects all friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out.
  • Me First
    • Effect: Uses the target's move against it before it attacks, with power increased by half.
  • Mean Look
    • Effect: Prevents the target from leaving battle.
  • Meditate
    • Effect: Raises the user's Attack by one stage.
  • Memento
    • Effect: Lowers the target's Attack and Special Attack by two stages. User faints.
  • Metal Sound
    • Effect: Lowers the target's Special Defense by two stages.
  • Metronome
    • Effect: Randomly selects and uses any move in the game.
  • Milk Drink
    • Effect: Heals the user by half its max HP.
  • Mimic
    • Effect: Copies the target's last used move.
  • Mind Reader
    • Effect: Ensures that the user's next move will hit the target.
  • Minimize
    • Effect: Raises the user's evasion by two stages.
  • Miracle Eye
    • Effect: Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
  • Mirror Move
    • Effect: Uses the target's last used move.
  • Mist
    • Effect: Protects the user's stats from being changed by enemy moves.
  • Misty Terrain
    • Effect: For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
  • Moonlight
    • Effect: Heals the user by half its max HP. Affected by weather.
  • Morning Sun
    • Effect: Heals the user by half its max HP. Affected by weather.
  • Mud Sport
    • Effect: Halves all Electric-type damage.
  • Nasty Plot
    • Effect: Raises the user's Special Attack by two stages.
  • Nature Power
    • Effect: Uses a move which depends upon the terrain.
  • Nightmare
    • Effect: Target loses 1/4 its max HP every turn as long as it's asleep.
  • Noble Roar
    • Effect: Lowers the target's Attack and Special Attack by one stage.
  • Odor Sleuth
    • Effect: Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
  • Pain Split
    • Effect: Sets the user's and targets's HP to the average of their current HP.
  • Parting Shot
    • Effect: Lowers all targets' Attack and Special Attack by one stage. Makes the user switch out.
  • Perish Song
    • Effect: User and target both faint after three turns.
  • Play Nice
    • Effect: Lowers the target's Attack by one stage.
  • Poison Gas
    • Effect: Poisons the target.
  • Poison Powder
    • Effect: Poisons the target.
  • Powder
    • Effect: Explodes if the target uses a fire move this turn, damaging it for 1/4 its max HP and preventing the move.
  • Power Split
    • Effect: Averages Attack and Special Attack with the target.
  • Power Swap
    • Effect: User swaps Attack and Special Attack changes with the target.
  • Power Trick
    • Effect: User swaps Attack and Defense.
  • Protect
    • Effect: Prevents any moves from hitting the user this turn.
  • Psych Up
    • Effect: Discards the user's stat changes and copies the target's.
  • Psychic Terrain
    • Effect: Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
  • Psycho Shift
    • Effect: Transfers the user's major status effect to the target.
  • Purify
    • Effect: Cures the target of a major status ailment and heals the user for 50% of its max HP.
  • Quash
    • Effect: Makes the target act last this turn.
  • Quick Guard
    • Effect: Prevents any priority moves from hitting friendly Pokémon this turn.
  • Quiver Dance
    • Effect: Raises the user's Special Attack, Special Defense, and Speed by one stage each.
  • Rage Powder
    • Effect: Redirects the target's single-target effects to the user for this turn.
  • Rain Dance
    • Effect: Changes the weather to rain for five turns.
  • Recover
    • Effect: Heals the user by half its max HP.
  • Recycle
    • Effect: User recovers the item it last used up.
  • Reflect
    • Effect: Reduces damage from physical attacks by half.
  • Reflect Type
    • Effect: User becomes the target's type.
  • Refresh
    • Effect: Cleanses the user of a burn, paralysis, or poison.
  • Rest
    • Effect: User sleeps for two turns, completely healing itself.
  • Roar
    • Effect: Immediately ends wild battles. Forces trainers to switch Pokémon.
  • Rock Polish
    • Effect: Raises the user's Speed by two stages.
  • Role Play
    • Effect: Copies the target's ability.
  • Roost
    • Effect: Heals the user by half its max HP.
  • Rototiller
    • Effect: Raises the Attack and Special Attack of all grass Pokémon in battle.
  • Safeguard
    • Effect: Protects the user's field from major status ailments and confusion for five turns.
  • Sand Attack
    • Effect: Lowers the target's accuracy by one stage.
  • Sandstorm
    • Effect: Changes the weather to a sandstorm for five turns.
  • Scary Face
    • Effect: Lowers the target's Speed by two stages.
  • Screech
    • Effect: Lowers the target's Defense by two stages.
  • Sharpen
    • Effect: Raises the user's Attack by one stage.
  • Shell Smash
    • Effect: Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage.
  • Shift Gear
    • Effect: Raises the user's Attack by one stage and its Speed by two stages.
  • Shore Up
    • Effect: Heals the user for ½ its max HP, or ? during a sandstorm.
  • Simple Beam
    • Effect: Changes the target's ability to Simple.
  • Sing
    • Effect: Puts the target to sleep.
  • Sketch
    • Effect: Permanently becomes the target's last used move.
  • Skill Swap
    • Effect: User and target swap abilities.
  • Slack Off
    • Effect: Heals the user by half its max HP.
  • Sleep Powder
    • Effect: Puts the target to sleep.
  • Sleep Talk
    • Effect: Randomly uses one of the user's other three moves. Only works if the user is sleeping.
  • Smokescreen
    • Effect: Lowers the target's accuracy by one stage.
  • Snatch
    • Effect: Steals the target's move, if it's self-targeted.
  • Soak
    • Effect: Changes the target's type to Water.
  • Soft-Boiled
    • Effect: Heals the user by half its max HP.
  • Speed Swap
    • Effect: Exchanges the user's Speed with the target's.
  • Spider Web
    • Effect: Prevents the target from leaving battle.
  • Spikes
    • Effect: Scatters Spikes, hurting opposing Pokémon that switch in.
  • Spiky Shield
    • Effect: Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
  • Spite
    • Effect: Lowers the PP of the target's last used move by 4.
  • Splash
    • Effect: Does nothing.
  • Spore
    • Effect: Puts the target to sleep.
  • Spotlight
    • Effect: Forces the target's opponents to aim at the target for the rest of the turn.
  • Stealth Rock
    • Effect: Causes damage when opposing Pokémon switch in.
  • Sticky Web
    • Effect: Covers the opposing field, lowering opponents' Speed by one stage upon switching in.
  • Stockpile
    • Effect: Stores energy up to three times for use with Spit Up and Swallow.
  • Strength Sap
    • Effect: Heals the user by the target's current Attack stat and lowers the target's Attack by one stage.
  • String Shot
    • Effect: Lowers the target's Speed by two stages.
  • Stun Spore
    • Effect: Paralyzes the target.
  • Substitute
    • Effect: Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny Day
    • Effect: Changes the weather to sunny for five turns.
  • Supersonic
    • Effect: Confuses the target.
  • Swagger
    • Effect: Raises the target's Attack by two stages and confuses the target.
  • Swallow
    • Effect: Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
  • Sweet Kiss
    • Effect: Confuses the target.
  • Sweet Scent
    • Effect: Lowers the target's evasion by one stage.
  • Switcheroo
    • Effect: User and target swap items.
  • Swords Dance
    • Effect: Raises the user's Attack by two stages.
  • Synthesis
    • Effect: Heals the user by half its max HP. Affected by weather.
  • Tail Glow
    • Effect: Raises the user's Special Attack by three stages.
  • Tail Whip
    • Effect: Lowers the target's Defense by one stage.
  • Tailwind
    • Effect: For three turns, friendly Pokémon have doubled Speed.
  • Taunt
    • Effect: For the next few turns, the target can only use damaging moves.
  • Tearful Look
    • Effect: Lowers the target's Attack and Special Attack by one stage.
  • Teeter Dance
    • Effect: Confuses the target.
  • Telekinesis
    • Effect: Moves have 100% accuracy against the target for three turns.
  • Teleport
    • Effect: Immediately ends wild battles. No effect otherwise.
  • Thunder Wave
    • Effect: Paralyzes the target.
  • Tickle
    • Effect: Lowers the target's Attack and Defense by one stage.
  • Topsy-Turvy
    • Effect: Inverts the target's stat modifiers.
  • Torment
    • Effect: Prevents the target from using the same move twice in a row.
  • Toxic
    • Effect: Badly poisons the target, inflicting more damage every turn.
  • Toxic Spikes
    • Effect: Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
  • Toxic Thread
    • Effect: Poisons the target and lowers its Speed by one stage.
  • Transform
    • Effect: User becomes a copy of the target until it leaves battle.
  • Trick
    • Effect: User and target swap items.
  • Trick Room
    • Effect: For five turns, slower Pokémon will act before faster Pokémon.
  • Trick-or-Treat
    • Effect: Adds ghost to the target's types.
  • Venom Drench
    • Effect: Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.
  • Water Sport
    • Effect: Halves all Fire-type damage.
  • Whirlwind
    • Effect: Immediately ends wild battles. Forces trainers to switch Pokémon.
  • Wide Guard
    • Effect: Prevents any multi-target moves from hitting friendly Pokémon this turn.
  • Will-O-Wisp
    • Effect: Burns the target.
  • Wish
    • Effect: User will recover half its max HP at the end of the next turn.
  • Withdraw
    • Effect: Raises the user's Defense by one stage.
  • Wonder Room
    • Effect: All Pokémon's Defense and Special Defense are swapped for 5 turns.
  • Work Up
    • Effect: Raises the user's Attack and Special Attack by one stage each.
  • Worry Seed
    • Effect: Changes the target's ability to Insomnia.
  • Yawn
    • Effect: Target sleeps at the end of the next turn.

Other Moves (moves lacking db data)

  • Apple Acid (Special)
  • Astral Barrage (Special)
  • Aura Wheel (Physical)
  • Behemoth Bash (Physical)
  • Behemoth Blade (Physical)
  • Body Press (Physical)
  • Bolt Beak (Physical)
  • Breaking Swipe (Physical)
  • Burning Jealousy (Special)
  • Clangorous Soul (Status)
  • Coaching (Status)
  • Corrosive Gas (Status)
  • Court Change (Status)
  • Decorate (Status)
  • Dragon Darts (Physical)
  • Dragon Energy (Special)
  • Drum Beating (Physical)
  • Dual Wingbeat (Physical)
  • Dynamax Cannon (Special)
  • Eerie Spell (Special)
  • Eternabeam (Special)
  • Expanding Force (Special)
  • False Surrender (Physical)
  • Fiery Wrath (Special)
  • Fishious Rend (Physical)
  • Flip Turn (Physical)
  • Freezing Glare (Special)
  • Glacial Lance (Physical)
  • Grassy Glide (Physical)
  • Grav Apple (Physical)
  • Jaw Lock (Physical)
  • Jungle Healing (Status)
  • Lash Out (Physical)
  • Life Dew (Status)
  • Magic Powder (Status)
  • Max Airstream ()
  • Max Darkness ()
  • Max Flare ()
  • Max Flutterby ()
  • Max Geyser ()
  • Max Guard (Status)
  • Max Hailstorm ()
  • Max Knuckle ()
  • Max Lightning ()
  • Max Mindstorm ()
  • Max Ooze ()
  • Max Overgrowth ()
  • Max Phantasm ()
  • Max Quake ()
  • Max Rockfall ()
  • Max Starfall ()
  • Max Steelspike ()
  • Max Strike ()
  • Max Wyrmwind ()
  • Meteor Assault (Physical)
  • Meteor Beam (Special)
  • Misty Explosion (Special)
  • No Retreat (Status)
  • Obstruct (Status)
  • Octolock (Status)
  • Overdrive (Special)
  • Poltergeist (Physical)
  • Pyro Ball (Physical)
  • Rising Voltage (Special)
  • Scale Shot (Physical)
  • Scorching Sands (Special)
  • Shell Side Arm (Special)
  • Skitter Smack (Physical)
  • Snap Trap (Physical)
  • Snipe Shot (Special)
  • Spirit Break (Physical)
  • Steel Beam (Special)
  • Steel Roller (Physical)
  • Strange Steam (Special)
  • Stuff Cheeks (Status)
  • Surging Strikes (Physical)
  • Tar Shot (Status)
  • Teatime (Status)
  • Terrain Pulse (Special)
  • Thunder Cage (Special)
  • Thunderous Kick (Physical)
  • Triple Axel (Physical)
  • Wicked Blow (Physical)

Implement Testing For PHP And TypeScript

With how large the codebase is, we may as well slowly work on implement testing.

I imagine this will be a relatively slow process, especially with how I'd prefer to resolve some of the currently open issues before working on this one.

Currently looking at Pest for PHP testing and Jest for TypeScript testing.

Battle Weather Effects

Description

There are various weather effects that are possible in battle that alter the battle flow, and they need to be implemented.

Details

Pokemon with the Overcoat (Ability) don't take damage from certain weather.
Weather effects need applied where applicable.

Weather Effects

Mid Turn

  • Some weather buffs damage for specific move types
  • Some weather ensures that moves have 100% base accuracy
  • Some weather buffs some stats of the active Pokemon
  • Some weather buffs heal amount for specific moves
  • Some weather removes the charge step for some charge based moves

End Of Turn

  • Decrement Weather Turn Count
    • Weather lasts for n turns; decrement the turn count until weather falls off
  • Hail Tick Damage
    • Applies if the Pokemon doesn't have Overcoat (Ability), Magic Guard (Ability), Safety Goggles (Item) held, or is not Ice-type
    • Ticks for 1/16 of the Pokemon's Max HP
  • Sandstorm Tick Damage
    • Applies if the Pokemon doesn't have Overcoat (Ability), Magic Guard (Ability), Safety Goggles (Item) held, or is not Rock-type, Ground-type, or Steel-type
    • Ticks for 1/16 of the Pokemon's Max HP
  • Shadowy Aura Tick Damage
    • Applies if the Pokemon doesn't have Overcoat (Ability), Magic Guard (Ability), Safety Goggles (Item) held, or is not Shadow-type
    • Ticks for 1/16 of the Pokemon's Max HP

Organize ./core Directory

Description

The directory is pretty unorganized, where much of what lies within could serve as their own directory in the root file structure.

Details

I propose a new, better file structure, which should be done after the completion of Issue #14, which would clear up the ./core/ajax directory and render it unnecessary.

This update would require updating hyperlinks and PHP file requires across the entire code-base.

Current Root File Structure

| absol
| battles
| clan
| core
  |---- ajax
  |---- classes
  |---- functions
  |---- required
| images
| js
| logs
| maps
| pages
| staff
| themes

Proposed Root File Structure

The proposed update would move the ./clan, ./maps, and ./staff directories into the ./pages directory.

| absol -- ! moved to its own repository
| classes
| functions
| images
| js
| logs
| pages
    |---- battles
    |---- clan
    |---- maps
    |---- pokemon_center
    |---- staff
    |---- ...
| required -- ! ideally this would be renamed or something
| themes

Battle Move Flags

Description

Implement a "flag" system for moves, allowing for generalized logic to apply to moves given the flags that the move has.

Move Flags

  • authentic
    • Ignores a target's substitute.
  • bite
    • Power is multiplied by 1.5 when used by a Pokemon with the Strong Jaw Ability.
  • bullet
    • Has no effect on Pokemon with the Bulletproof Ability.
  • charge
    • The user is unable to make a move between turns.
  • contact
    • Makes contact.
  • dance
    • When used by a Pokemon, other Pokemon with the Dancer Ability can attempt to execute the same move.
  • defrost
    • Thaws the user if executed successfully while the user is frozen.
  • gravity
    • Prevented from being executed or selected during Gravity's effect.
  • heal
    • Prevented from being executed or selected during Heal Block's effect.
  • mirror
    • Can be copied by Mirror Move.
  • mystery
    • Unknown effect.
  • powder
    • Has no effect on Grass-type Pokemon, Pokemon with the Overcoat Ability, and Pokemon holding Safety Goggles.
  • protect
    • Blocked by Detect, Protect, Spiky Shield, and if not a Status move, King's Shield.
  • pulse
    • Power is multiplied by 1.5 when used by a Pokemon with the Mega Launcher Ability.
  • punch
    • Power is multiplied by 1.2 when used by a Pokemon with the Iron Fist Ability.
  • recharge
    • If this move is successful, the user must recharge on the following turn and cannot make a move.
  • reflectable
    • Bounced back to the original user by Magic Coat or the Magic Bounce Ability.
  • snatch
    • Can be stolen from the original user and instead used by another Pokemon using Snatch.
  • sound
    • Has no effect on Pokemon with the Soundproof Ability.

Unsupported Move Flags

  • distance
    • Effect: Can target a Pokemon positioned anywhere in a Triple Battle.
    • Reason: Triple Battles are not currently supported in Absolute's Battle System.
  • nonsky
    • Effect: Prevented from being executed or selected in a Sky Battle.
    • Reason: Sky Battles are not currently supported in Absolute's Battle Systme.

Migrate existing battle system to use Smogon's Showdown sim

Description

Hand-rolling our own battle system - while being interesting and mostly fun - is tedious and prone to bugs due to missing unforeseen edge cases that aren't meant to happen.

We could instead roll a TS server using the @pkmn/sim - and other @pkmn/* packages as necessary - with custom server logic if needed. This will handle all battle logic for us and will be way quicker over websockets than the current battle system.

If we opt to go this route, the previous issues regarding the battle system (#6, #7, #8, #9, #10, #11, #12) can be closed.

References

@pkmn/sim

Map System (General Feature Information)

Description

Ideally we'll implement a map system similar to the map engine that the Gen 3 Pokémon games (Emerald, Ruby, and Sapphire).

Dependencies

Features

  • Render Tiled files as maps
    • Phaser has innate support for this if exporting the map as a .json file
  • Support for a variety of entities/objects
    • NPCs
      • Custom overworld sprite
      • Custom dialogue
      • Movement property
    • Player Entity
      • Sets player spawn position for the map
    • Warp Tiles
      • Sets destination for the map it leads to
    • Encounter Tiles
      • Tile integer denotes encounter zone to draw encounters from
    • Layer Transition Tiles
      • Needed to handle transitioning to other map layers
        • Ex. ground layer to mountain layer (over-simplified)
  • Animate player movement
    • Walking
    • Surfing
    • Fishing
  • NPCs can move
  • NPCs have custom dialogue
  • Move from map to map
  • Surfing on water
  • Sliding on ice
  • Procedural map generation
    • Useful for PMD-like dungeons
  • Map Exp/Level
    • Earnable via catching/fighting/releasing wild encounters
    • Encounter odds of wild encounters influences earned Map Exp
    • Map Level increases odds of finding Shiny Pokémon
  • Itermfinder
    • Ping for 'hidden' overworld items
    • Manual Mode
      • High-range
        • 8-tile radius around the player
    • Automatic Mode
      • Low-range
        • 4-tile radius around the player
  • Overworld Bosses
    • n% chance to spawn per frame
    • Can be fought a single time per spawn
    • Can not spawn if an overworld boss is already active

Technical Requirements

  • Render Tiled .tmx files via Phaser
  • Parse and set collision tiles
  • Handle player interaction w/ NPC objects
  • Parse and set encounter tiles
  • Program surfing logic
    • Check for water tiles
    • Check for current player movement method
      • Walking
      • Surfing
      • Sliding
      • Warping
  • Program sliding on ice logic
  • Allow custom keybinds
    • Store/Update these in the database
    • Movement Keybinds
      • Left
      • Right
      • Up
      • Down
    • Interaction Keybinds
      • Interact
      • Fishing
      • Use Key Item

Map Creation README

A README will need created as a guide on how to create maps, and will cover layer naming, object layer naming, supported objects, and tilesets.

  • MAP_CREATION.md

Cache Battle Creation

Description

When a battle is created, cache unique data of the foe. Upon the battle being restarted, do a quick comparison of the battle creation cache to the unique data of the foe, and if the data is the same, use the cached data instead of performing additional (and unnecessary) database queries of the foe.

Details

Currently, a simple check of the foe's roster hash should suffice.

if ( $_SESSION['Absolute']['Battle']['Foe']['Roster_Hash'] === $Foe['Roster_Hash'] )
{
    // Use the existing session data to restart the battle.
}
else
{
    // Use the data stored in $Foe to restart the battle.
}

Move Page-specific Code Into ./Pages Directory

Description

To further organize the code-base, code regarding specific pages should be moved into the ./pages directory, similar to how all of the code regarding the Pokemon Center lies in the ./pages/pokemon_center directory.

Doing this would also benefit from some refactoring of the code for each page that would be moved to the ./pages directory, where the new code would be organized as such:

./pages
|---- pokemon_center  ## Feature Name 
    |---- ajax        ## AJAX content, sent as JSON
        |---- inventory.php
        |---- moves.php
        |---- nickname.php
        |---- release.php
        |---- roster.php
    |---- functions   ## PHP functions
        |---- inventory.php
        |---- moves.php
        |---- nickname.php
        |---- release.php
        |---- roster.php
    |---- js          ## JS for handling client input
        |---- ajax_functions.js
        |---- inventory.js
        |---- moves.js
        |---- nickname.js
        |---- release.js
        |---- roster.js
    |---- pages       ## Base page templating
        |---- inventory.php
        |---- moves.php
        |---- nickname.php
        |---- release.php
        |---- roster.php

Pages To Move And Refactor

  • Clans
  • Direct Messages
  • Evolution Center
  • Profile
  • Rankings
  • Shop
  • Trade Center

Extend Move Sub-Classes From Main Move Class

Description

In order to avoid setting all move properties on construct each time a distinct move class is instantiated (new $Move_Class()), have all distinct move classes extend Move instead of extend Battle.

Currently, distinct move classes extend Battle due to some distinct moves using Battle specific properties/methods (whoops), but should be refactored in a way to not need to be extended off of the main Battle class itself.

Details

Current Structure

class MOVE_CLASS_NAME extends Battle
{
    // properties, all set to null

    public function __construct(Move $Move_Data)
    {
        // setting properties based on $Move_Data values
    }

    // move specific methods
}

Proposed Structure

class MOVE_CLASS_NAME extends Move
{
    public function __construct(int $Move_ID, int $Slot)
    {
        parent::__construct();
    }

    // move specific methods
}

Add installation script(s)

Create an installation script to handle setting up and configuring the server.

  1. Move game source code into /src
  2. Place configuration files in /config
  • Nginx config
  1. Keep non-critical files in / (.md, .sh, etc)

Have the script do the following tasks:

It is assumed that you have cloned this repository before running the script.

  • Prompt what to NAME the game
  • Prompt where to put the game files in the server's file-system
  • Move the ./src folder to the specified DIRECTORY
  • Rename ./src to NAME
  • Install PHP 7.4 on the server
  • Install MySQL on the server
  • Move configuration files to the correct directories
  • Prompt what username to name MySQL user account
  • Prompt what password to give MySQL user account
  • Prompt to reconfirm password from previous prompt
  • Create MySQL user absolute with username and password from prior prompts
  • Set cwd to ../DIRECTORY
  • Clone the Absolute Database repository to ./INIT_DATABASE
  • Set cwd to ./INIT_DATABASE
  • Loop through all *.sql files in the directory and execute them through MySQL CLI
  • Display RPG admin login credentials
    • These are pre-baked into the users table for convenience

Potentially have the installation script clone and install both the in-game chat system and the discord bot?

Update the README

Description

Complete rewrite of the current README.md to provide information on how to set-up a local and dedicated/remote server, as well as information on how to CONTRIBUTE.md and LICENSE information.

Details

  • Add Description Section
  • Add Features Section (Brief)
  • Add Set-Up (Local) Section
  • Add Set-Up (Dedicated/Remote) Section
  • Add Contributing Section
    • Include Git Issue Subsection
    • Include Code Contribution Subsection
  • Add License Section

Battles (General Feature Information)

Description

An issue to conglomerate all necessary things that need to be completed for an operable (and mostly complete) battle system.

Pokémon Abilities

A list of all abilities that need programmed can be found in issue #23.

Pokémon Moves

There is no active issue depicting all moves that need programmed.

An issue for this (similar to issue #23 where there is a list of Pokémon abilities) may still be created.

Currently, moves are being programmed by referencing the absolute.moves database table.

Held Items

A list of all held items that need programmed can be found in issue #28.

These are items that have both an active and passive effect on the holder or the enemy (typically upon making contact w/ the holder), and some of these items are consumed upon use.

Use Items

There is no active issue depicting all items that may be used during battle.

An issue for this (similar to issue #23 where there is a list of Pokémon abilities) may still be created.

Settings Menu

There is no active issue depicting all items that may be used during battle.

An issue for this (similar to issue #23 where there is a list of Pokémon abilities) may still be created.

Should contain necessary settings for the user.

  • Battle Style (multiple layouts are intended, and should be toggled here)
  • Battle Music (would like to support battle music, but it is not currently a priority)
  • Statistics
    • Toggles for a variety of user stats
      • Trainer Exp.
      • Pokémon Defeated
        • Today
        • Total
      • Battle Runtime
        • Amount of time it takes to process the user input and produce an output

Battle Held Items

Description

These are held-items, and their respective effects, that need to be programmed.

Details

A lot of the items that need their logic implemented can re-use the same logic of other items.

Item List

  • Absorb Bulb - If the holder is hit by a Water-type damaging move, this item is consumed, and its Special Attack is increased by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Adrenaline Orb - If the holder is affected by Intimidate (or not affected via Hyper Cutter, Mist, etc.), this item is consumed, and its Speed is increased by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Apricot Berry - When the holder's HP falls below 25%, this item is consumed and the holder's Special Defense is raised by 1 stage.
  • Aguav Berry - When the holder drops below 1/4 Max HP, the item is consumed, and the holder's HP by 1/3 of their Max HP. Confuses the holder if they are of the Naughty, Lax, Rash, or Naive nature.
  • Air Balloon - Makes the holder not Grounded, thus making the holder immune to Ground-type attacks, and entry hazards. This item is 'popped' (rendered useless for the remained of the battle) if the holder or its Substitute is hit by a damaging move.
  • Amulet Coin - Doubles all money earned in battle.
  • Aspear Berry - When the holder becomes frozen, this item is consumed and the holder thaws out.
  • Assault Vest - Increases the holder's Special Defense by 50%, but prevents the direct usage of Status-type moves, excluding Me First.
  • Berry Juice - If the holder's HP falls below 50%, this item is consumed, and the holder restores 20 HP.
  • Berserk Gene - When the holder enters battle, this item is consumed, the holder becomes Confused and has its Attack raised by 2 stages.
  • Big Root - The holder restores an additional 30% HP when using a Strength Sap or Draining-type move, as well as through Leech Seed, Ingrain, and Aqua Ring. This item also increases damage taken via the Liquid Ooze ability.
  • Binding Band - While the holder is in battle, all Bind-type damage at the end of a turn to deal 1/6 Max HP instead of 1/8 Max HP.
  • Black Sludge - If the holder is of the Poison-type, 1/16 Max HP will be restored at the end of the turn, otherwise the holder takes 1/8 Max HP in damage. Pokémon with the Magic Guard ability are immune to this damage.
  • Bright Powder - Moves that target the holder of this item reduces the accuracy of said moves by 10% of its base accuracy.
  • Bug Gem - Increases the power of the first Bug-type move used by the holder by 30%, and is then consumed.
  • Bug Memory - If the holder uses the move Multi-Attack, it will change into the Bug-type.
  • Burn Drive - If the holder uses the move Techno Blast, it will become a Fire-type move.
  • Cell Battery - If the holder is hit by an Electric-type move, this item is consumed and the holder's Attack increases by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Cheri Berry - When the holder becomes paralyzed, this item is consumed and the holder is cured of its paralysis.
  • Chesto Berry - When the holder falls asleep, this item is consumed, and the holder awakens.
  • Chill Drive - If the holder uses the move Techno Blast, it will become an Ice-type move.
  • Choice Band - Grants the holder 2x Attack while in battle, but move-locks the Pokemon after their first turn.
  • Choice Scarf - Grants the holder 2x Speed while in battle, but move-locks the Pokemon after their first turn.
  • Choice Specs - Grants the holder 2x Special Attack while in battle, but move-locks the Pokemon after their first turn.
  • Custap Berry - When the user drops below 1/4 Max HP, this item is consumed, and the user will have increased move priority on their next turn.
  • Damp Rock - If the holder creates Rain (via Drizzle or Rain Dance), the Rain will last for 8 turns instead of 5.
  • Dark Gem - Increases the power of the first Dark-type move used by the holder by 30%, and is then consumed.
  • Dark Memory - If the holder uses the move Multi-Attack, it will change into the Dark-type.
  • Deep Sea Scale - If held by Clamperl, its Special Defense is doubled.
  • Deep Sea Tooth - If held by Clamperl, its Special Attack is doubled.
  • Destiny Knot - When the holder of this item becomes Infatuated, the Pokemon that the holder became Infatuated with also becomes Infatuated.
  • Douse Drive - If the holder uses the move Techno Blast, it will become a Water-type move.
  • Draco Plate - Boosts the holder's Dragon-type moves by 20%. Judgement becomes a Dragon-type attack. If the holder has the Multitype ability, they will become Dragon-type.
  • Dragon Gem - Increases the power of the first Dragon-type move used by the holder by 30%, and is then consumed.
  • Dragon Memory - If the holder uses the move Multi-Attack, it will change into the Dragon-type.
  • Dread Plate - Boosts the holder's Dark-type moves by 20%. Judgement becomes a Dark-type attack. If the holder has the Multitype ability, they will become Dark-type.
  • Earth Plate - Boosts the holder's Ground-type moves by 20%. Judgement becomes a Ground-type attack. If the holder has the Multitype ability, they will become Ground-type.
  • Eject Button - If the holder is hit by a damaging move and doesn't faint, this item will be consumed and the holder will be switched out with a Pokémon of its Trainer's choice. This item does not proc in wild battles, or if the holder's Trainer has no available Pokémon to switch into.
  • Eject Pack - If the holder's stats are lowered (including by use of its own moves, ex. Overheat), this item is consumed and the holder switches out.
  • Electric Gem - Increases the power of the first Electric-type move used by the holder by 30%, and is then consumed.
  • Electric Memory - If the holder uses the move Multi-Attack, it will change into the Electric-type.
  • Electric Seed - If the holder is holding this item while the field is effected by Electric Terrain, this item will be consumed, and the holder's Defense will increase by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Enigma Berry - When the holder is hit by a Super Effective move, this item is consumed and the holder restores 1/4 of its Max HP.
  • Eviolite - If the holder is not fully evolved, its Defense and Special Defense are raised by 50%.
  • Expert Belt - When the holder uses a move that is Super Effective against its target, the power of the move will be increased by 20%.
  • Exp. Share - The holder of this item will gain 50% of all earned Exp. if they do not partake in battle.
  • Fairy Gem - Increases the power of the first Fairy-type move used by the holder by 30%, and is then consumed.
  • Fairy Memory - If the holder uses the move Multi-Attack, it will change into the Fairy-type.
  • Figy Berry - When the holder drops below 1/4 Max HP, the item is consumed, and the holder's HP by 1/3 of their Max HP. Confuses the holder if they are of the Modest, Timid, Calm, or Bold nature.
  • Fighting Gem - Increases the power of the first Fighting-type move used by the holder by 30%, and is then consumed.
  • Fighting Memory - If the holder uses the move Multi-Attack, it will change into the Fighting-type.
  • Fire Gem - Increases the power of the first Fire-type move used by the holder by 30%, and is then consumed.
  • Fire Memory - If the holder uses the move Multi-Attack, it will change into the Fire-type.
  • Fist Plate - Boosts the holder's Fighting-type moves by 20%. Judgement becomes a Fighting-type attack. If the holder has the Multitype ability, they will become Fighting-type.
  • Flame Orb - Burns the holder at the end of the user's turn.
  • Flame Plate - Boosts the holder's Fire-type moves by 20%. Judgement becomes a Fire-type attack. If the holder has the Multitype ability, they will become Fire-type.
  • Float Stone - Halves the weight of the holder.
  • Flying Gem - Increases the power of the first Flying-type move used by the holder by 30%, and is then consumed.
  • Flying Memory - If the holder uses the move Multi-Attack, it will change into the Flying-type.
  • Focus Band - Grants the user a 10% chance to survive from damage that would reduce it's HP to 0.
  • Focus Sash - If the holder is full HP, the holder will survive a hit that would reduce it's HP to 0.
  • Full Incense - Forces the holder to move last in it' priority bracket.
  • Ganlon Berry - When the holder's HP falls below 25%, this item is consumed and the holder's Defense is raised by 1 stage.
  • Ghost Gem - Increases the power of the first Ghost-type move used by the holder by 30%, and is then consumed.
  • Ghost Memory - If the holder uses the move Multi-Attack, it will change into the Ghost-type.
  • Grass Gem - Increases the power of the first Grass-type move used by the holder by 30%, and is then consumed.
  • Grass Memory - If the holder uses the move Multi-Attack, it will change into the Grass-type.
  • Grassy Seed - If the holder is holding this item while the field is effected by Grassy Terrain, this item will be consumed, and the holder's Defense will increase by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Grip Claw - Causes Binding-type moves used by the holder to always last for 7 turns.
  • Ground Gem - Increases the power of the first Ground-type move used by the holder by 30%, and is then consumed.
  • Ground Memory - If the holder uses the move Multi-Attack, it will change into the Ground-type.
  • Heat Rock - If the holder creates Harsh Sunlight (via Sunny Day or Drought), the Harsh Sunlight will last 8 turns instead of 5.
  • Heavy-Duty Boots - Prevents the holder from taking entry hazard damage.
  • Iapapa Berry - When the holder drops below 1/4 Max HP, the item is consumed, and the holder's HP by 1/3 of their Max HP. Confuses the holder if they are of the Lonely, Mild, Gentle, or Hasty nature.
  • Ice Gem - Increases the power of the first Ice-type move used by the holder by 30%, and is then consumed.
  • Ice Memory - If the holder uses the move Multi-Attack, it will change into the Ice-type.
  • Icy Rock - If the holder creates Hail (via Hail or Snow Warning), the Hail will last 8 turns instead of 5.
  • Icicle Plate - Boosts the holder's Ice-type moves by 20%. Judgement becomes a Ice-type attack. If the holder has the Multitype ability, they will become Ice-type.
  • Insect Plate - Boosts the holder's Bug-type moves by 20%. Judgement becomes a Bug-type attack. If the holder has the Multitype ability, they will become Bug-type.
  • Iron Ball - Halves the holder's speed, and makes it Grounded.
  • Iron Plate - Boosts the holder's Iron-type moves by 20%. Judgement becomes a Iron-type attack. If the holder has the Multitype ability, they will become Iron-type.
  • Jacoba Berry - When the holder is hit by a Physical attack, this item is consumed, and the Attacker loses 1/8 of its Max HP.
  • Kee Berry - When the holder is hit by a Physical move, this item is consumed and the holder's Defense is raised by 1 stage.
  • King's Rock - Allows moves that normally wouldn't flinch the enemy, to flinch the enemy at a 10% chance.
  • Lagging Tail - Forces the holder to move last in its priority bracket,
  • Lansat Berry - When the holder's HP falls below 25%, this item is consumed and the holder's critical hit ratio is raised by 2 stages.
  • Lax Incense - Reduces the accuracy of moves that would hit the holder by 10% of the move's original accuracy.
  • Leek - If held by Farfetch'd or Sirfetch'd, its critical hit ratio is increased by 2 stages.
  • Leftovers - Restores the holder's HP by 1/16 of it's Max HP (rounded down, but not less than 1) at the end of each turn.
  • Liechi Berry - When the holder's HP falls below 25%, this item is consumed and the holder's Attack is raised by 1 stage.
  • Life Orb - Boosts the power of damaging moves that the holder user uses by 30%, but causes the holder to take 1/10 of it's Max HP as damage at the end of each turn.
  • Light Ball - If held by Pikachu, both its Attack and Special Attack are doubled.
  • Light Clay - If the holder uses Aurora Veil, Light Screen, or Reflect, the duration of these field effects will last for 8 turns instead of 5.
  • Luck Incense - Doubles all earned money in battle.
  • Lucky Egg - If the holder of this item partakes in battle, they will gain 2x Exp.
  • Lucky Punch - If held by Chansey, its critical hit ratio is increased by 2 stages.
  • Lum Berry - When the holder is afflicted with a non-volatile status condition or confusion, this item is consumed, and the holder is healed of the status condition.
  • Luminous Moss - If the holder is hit by a Water-type move, this item is consumed, and the holder's Special Defense is increased by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Macho Brace - Doubles all earned EVs earned during battle.
  • Mago Berry - When the holder drops below 1/4 Max HP, the item is consumed, and the holder's HP by 1/3 of their Max HP. Confuses the holder if they are of the Brave, Quiet, Sassy, or Relaxed nature.
  • Maranga Berry - When the holder is hit by a Special move, this item is consumed and the holder's Special Defense is raised by 1 stage.
  • Meadow Plate - Boosts the holder's Grass-type moves by 20%. Judgement becomes a Grass-type attack. If the holder has the Multitype ability, they will become Grass-type.
  • Mental Herb - If the holder is affected by Infatuation, Taunt, Encore, Heal Block, or Disable, the Mental Herb will be consumed, and the holder will be relieved of these status conditions.
  • Metal Powder - If held by Ditto, its Defense stat is doubled. Does not work when Ditto is transformed.
  • Metronome - Boosts the power of a move that is used in battle by 20% for each consecutive turn (up to 100% over 6 turns)
  • Mind Plate - Boosts the holder's Psychic-type moves by 20%. Judgement becomes a Psychic-type attack. If the holder has the Multitype ability, they will become Psychic-type.
  • Misty Seed - If the holder is holding this item while the field is effected by Misty Terrain, this item will be consumed, and the holder's Special Defense will increase by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Muscle Band - Boosts the power of the holder's Physical moves by 10%.
  • Normal Gem - Increases the power of the first Normal-type move used by the holder by 30%, and is then consumed.
  • Odd Incense - Boosts the power of the holder's Psychic-type moves by 20%.
  • Oran Berry - When the holder falls below 1/2 Max HP, this item is consumed and the holder restores 10 HP.
  • Pecha Berry - When the holder becomes poisoned, this item is consumed, and the holder is cured of its poison.
  • Persim Berry - When the holder becomes confused, this item is consumed, and the holder is cured of its confusion.
  • Petaya Berry - When the holder's HP falls below 25%, this item is consumed and the holder's Special Attack is raised by 1 stage.
  • Pixie Plate - Boosts the holder's Fairy-type moves by 20%. Judgement becomes a Fairy-type attack. If the holder has the Multitype ability, they will become Fairy-type.
  • Poison Gem - Increases the power of the first Poison-type move used by the holder by 30%, and is then consumed.
  • Poison Memory - If the holder uses the move Multi-Attack, it will change into the Poison-type.
  • Power Anklet - The holder gains 8 Speed EVs if they gain Experience in battle, and are not EV capped.
  • Power Band - The holder gains 8 Special Defense EVs if they gain Experience in battle, and are not EV capped.
  • Power Belt - The holder gains 8 Defense EVs if they gain Experience in battle, and are not EV capped.
  • Power Bracer - The holder gains 8 Attack EVs if they gain Experience in battle, and are not EV capped.
  • Power Herb - If the user uses a Charge-based move (Solar Beam, etc.) this item will be consumed, and the move will not have to charge.
  • Power Lens - The holder gains 8 Special Attack EVs if they gain Experience in battle, and are not EV capped.
  • Power Weight - The holder gains 8 HP EVs if they gain Experience in battle, and are not EV capped.
  • Protective Pads - Prevents the holder from being effects by Contact-based move effects (including Perish Body)
  • Psychic Gem - Increases the power of the first Psychic-type move used by the holder by 30%, and is then consumed.
  • Psychic Memory - If the holder uses the move Multi-Attack, it will change into the Psychic-type.
  • Psychic Seed - If the holder is holding this item while the field is effected by Psychic Terrain, this item will be consumed, the holder's Special Defense will increase by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Quick Claw - Gives the user a 20% chance to move first within its priority bracket.
  • Quick Powder - If held by Ditto, its Speed is doubled. Does not work when Ditto is transformed.
  • Rawst Berry - When the holder becomes burned, this item is consumed, and the holder is healed of its burn.
  • Razor Claw - Raises the critical hit ratio of the holder by 1 stage.
  • Razor Fang - Allows moves that normally wouldn't flinch the enemy, to flinch the enemy at a 10% chance.
  • Red Card - If the holder is hit by a damaging move and doesn't faint, this item will be consumed, and the enemy will be forced to switch into a random Pokémon.
  • Ring Target - The holder loses its type immunities to moves. Does not apply to Grass-types being immune to Powder/Spore moves, but does make Ground-type Pokémon vulnerable to Thunder Wave.
  • Rock Gem - Increases the power of the first Rock-type move used by the holder by 30%, and is then consumed.
  • Rock Incense - Boosts the power of the holder's Rock-type moves by 20%.
  • Rock Memory - If the holder uses the move Multi-Attack, it will change into the Rock-type.
  • Rocky Helmet - When the holder takes Contact-based damage, the attacker takes 1/6 of its Max HP in damage. Multi-hit moves proc this effect for each hit. If the holder is hit by Thief, Covet, or Knock Off, or the Attacker has the Magician ability, but faints due to the Rocky Helmet, then the item does not get stolen or knocked off.
  • Room Service - If the move Trick Room is used while a Pokémon is holding this item, this item is consumed and the holder's Speed drops by 1 stage. This item will activate and be consumed if the holder of this item swaps into battle while the Trick Room field effect is active.
  • Rose Incense - Boosts the power of the holder's Grass-type moves by 20%.
  • Rowap Berry - When the holder is hit by a Special move, this item is consumed, and the Attacker loses 1/8 of its Max HP.
  • Safety Goggles - Grants the holder immunity to Power/Spore moves, as well as residual damage from Hail and Sandstorm Weather.
  • Salac Berry - When the holder's HP falls below 25%, this item is consumed and the holder's Speed is raised by 1 stage.
  • Scope Lens - Raises the holder's critical hit ratio by 1 stage.
  • Sea Incense - Boosts the holder's Water-type moves by 20%.
  • Shed Shell - Allows the holder to swap out while trapped, excluding via the use of the move Teleport.
  • Shell Bell - The holder of this item restores 1/8 of the damage they dealt this turn, taking multi-hit move damage into consideration. Heal Block does not prevent the holder from restoring its HP.
  • Shock Drive - If the holder uses the move Techno Drive, it becomes an Electric-type move.
  • Sitrus Berry - When the holder falls below 1/2 Max HP, this item is consumed and the holder restores 1/4 of their Max HP.
  • Sky Plate - Boosts the holder's Flying-type moves by 20%. Judgement becomes a Flying-type attack. If the holder has the Multitype ability, they will become Flying-type.
  • Smoke Ball - Allows the holder to swap out while in battle, even via the use of the move Teleport.
  • Smooth Rock - If the holder of this item creates a Sandstorm, the duration of the Sandstorm will be increased to 8 turns instead of 5.
  • Snowball - If the holder is hit by an Ice-type move damaging move, this item is consumed and the holder's Attack increases by 1 stage. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Splash Plate - Boosts the holder's Water-type moves by 20%. Judgement becomes a Water-type attack. If the holder has the Multitype ability, they will become Water-type.
  • Spooky Plate - Boosts the holder's Ghost-type moves by 20%. Judgement becomes a Ghost-type attack. If the holder has the Multitype ability, they will become Ghost-type.
  • Starf Berry - When the holder's HP falls below 25%, this item is consumed and a random stat of the holder is raised by 1 stage.
  • Steel Gem - Increases the power of the first Steel-type move used by the holder by 30%, and is then consumed.
  • Steel Memory - If the holder uses the move Steel-Attack, it will change into the Water-type.
  • Sticky Barb - The holder of this item takes 1/8 of it's Max HP in damage at the end of each turn. If the holder is hit by a Contact move and the Attacker has no held item, this item will transfer over to the Attacker for the remainder of the battle. Pokémon with the Magic Guard ability are immune to this damage.
  • Stone Plate - Boosts the holder's Rock-type moves by 20%. Judgement becomes a Rock-type attack. If the holder has the Multitype ability, they will become Rock-type.
  • Terrain Extender - If the holder of this item uses a move or ability that starts a terrain effect, the duration of the terrain will be 8 turns instead of 5.
  • Thick Club - If held by Cubone or Marowak, its Attack stat is doubled.
  • Throat Spray - If the holder of this item uses a Sound-based move, this item is consumed and the holder's Special Attack is increased by 1 stage.
  • Toxic Orb - Poisons the holder at the end of each turn.
  • Toxic Plate - Boosts the holder's Poison-type moves by 20%. Judgement becomes a Poison-type attack. If the holder has the Multitype ability, they will become Poison-type.
  • Utility Umbrella - The holder of this item is unaffected by the effects of Rain and Harsh Sunlight, but not of Hail and Sandstorm. The holder's Abilities and self-targeting moves work as though there was no Rain or Harsh Sunlight present: Growth, etc. won't double its Speed, Water-type and Fire-type moves don't have their power or accuracy altered, Solar Beam will remain a charge-move, the holder may be frozen while Harsh Sunlight is active.
  • Water Gem - Increases the power of the first Water-type move used by the holder by 30%, and is then consumed.
  • Water Memory - If the holder uses the move Multi-Attack, it will change into the Water-type.
  • Wave Incense - Boosts the holder's Water-type moves by 20%.
  • Weakness Policy - When the holder is hit by a Super Effective move, this item is consumed and its Attack and Special Attack are increased by 2 stages. (Does not activate if the holder has +6 Sp.Defense, or -6 Sp.Defense w/ Contrary)
  • Wiki Berry - When the holder drops below 1/4 Max HP, the item is consumed, and the holder's HP by 1/3 of their Max HP. Confuses the holder if they are of the Adamant, Jolly, Careful, or Impish nature.
  • White Herb - When the holder's stats have a negative stage/modifier, this item is consumed and resets the respecitve stats to default (a stage/modifier of 0).
  • Wide Lens - Boosts the holder's accuracy by 10%.
  • Wise Glasses - Boosts the holder's Special-type moves by 10%.
  • Zap Plate - Boosts the holder's Electric-type moves by 20%. Judgement becomes a Electric-type attack. If the holder has the Multitype ability, they will become Electric-type.
  • Zoom Lens - If the holder moves last in battle, the accuracy of its moves are increased by 20%.

Unusable Battle Items

  • Blue Orb - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Red Orb - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Abomasite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Absolite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Aerodactylite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Aggronite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Alakazite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Altarianite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Ampharosite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Audinite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Banettite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Beedrillite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Blastoisinite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Blazikenite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Cameruptite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Charizardite X - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Charizardite Y - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Diancite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Galladite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Garchompite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Gardevoirite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Gengarite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Glalitite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Gyaradosite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Heracronite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Houndoominite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Kangaskhanite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Latiasite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Latiosite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Lopunnite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Lucarionite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Manectite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Mawilite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Medichamite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Metagrossite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Mewtwonite X - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Mewtwonite Y - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Pidgeotite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Pinsirite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Sablenite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Salamencite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Sceptilite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Scizorite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Sharpedonite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Slowbronite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Steelixite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Swampertite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Tyranitarite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.
  • Venusaurite - Form(e) changing is a permanent feature outside of battle, rendering form(e) changing items useless in battle.

Refactor Absolute Chat Into Modules w/ TypeScript

Description

Absolute Chat has a pretty messy code-base and could use a refactor while also being updated into TypeScript.

Details

Organize the server-side code (located in ./Absol) into modules (./Absol/modules/*.tsx).

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