Like every Pokemon Game, Pokemon in Pokemon masters have various moves. A Pokemon in Pokemon Masters can have 4 possible moves and they cant be changed. A Pokemon starts with 2 moves and you can unlock more moves using various items.
- Third Move – 5 Training Machine
- Fourth Move – 10 Great Drink of Trainer Type, 3 Ultra Drink of Trainer Type, 30 Training Machine, 5 Super Training Machine
An evolved Pokemon might have different moves, even a Mega evolution moves might change.
There are different kind of moves based on the move gauge cost.
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Table of Contents
Damage Moves
Moves | Move Gauge Cost | Type | Category | Max Power | Accuracy | Target | Moves Description | Sync Pairs |
---|---|---|---|---|---|---|---|---|
Absorb | 1 | Grass | Special | 22 | 100 | An opponent | Restores the user’s HP based on the amount of damage dealt to the target. |
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Aerial Ace | 2 | Flying | Physical | 54 | – | An opponent | Never misses. |
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Air Slash | 2 | Flying | Special | 54 | 95 | An opponent | Has a moderate chance of making the target flinch. |
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Ancient Power | 2 | Rock | Special | 56 | 100 | An opponent | Has a very small chance of raising the user’s Attack, Defense, Speed, Sp. Atk, and Sp. Def. |
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Aqua Tail | 2 | Water | Physical | 67 | 90 | An opponent | No additional effect. |
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Aura Sphere | 2 | Fighting | Special | 54 | – | An opponent | Never misses. |
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Avalanche | 2 | Ice | Physical | 90 | 100 | An opponent | The user gets ready to counterattack. Using this move again will cause the user to attack the target. No other actions can be taken while ready to counterattack. If the user is attacked while ready to counterattack, the user then attacks the target with double that power. |
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Beak Blast | 2 | Flying | Physical | 108 | 100 | An opponent | The user gets ready to counterattack. Using this move again will cause the user to attack. No other actions can be taken while ready to counterattack. The user will attack if attacked while ready to counterattack. Leaves opponents burned when they use physical attacks on the user while it is ready to counterattack. |
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Bite | 2 | Dark | Physical | 50 | 100 | An opponent | Has a moderate chance of making the target flinch. |
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Blizzard | 3 | Ice | Special | 151 | 70 | All opponents | Never misses during a hailstorm. Has a very small chance of leaving the target frozen. |
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Body Slam | 2 | Normal | Physical | 63 | 100 | An opponent | Has a moderate chance of leaving the target paralyzed. |
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Brick Break | 2 | Fighting | Physical | 42 | 100 | An opponent | Removes physical and special damage-reducing effects from the opponents’ field of play. |
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Bubble | 1 | Water | Special | 22 | 100 | All opponents | Has a very small chance of lowering the target’s Speed. |
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Bubble Beam | 2 | Water | Special | 58 | 100 | An opponent | Has a very small chance of lowering the target’s Speed. |
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Bulldoze | 3 | Ground | Physical | 96 | 100 | All opponents | Lowers the target’s Speed. |
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Bullet Seed | 2 | Grass | Physical | 18 | 100 | An opponent | Attacks the target two to five times in a row. |
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Close Combat | 3 | Fighting | Physical | 148 | 100 | An opponent | Lowers the user’s Defense and Sp. Def. |
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Confusion | 1 | Psychic | Special | 21 | 100 | An opponent | Has a very small chance of leaving the target confused. |
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Cross Chop | 3 | Fighting | Physical | 120 | 80 | An opponent | Critical hits land more easily. |
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Cross Poison | 2 | Poison | Physical | 45 | 100 | An opponent | Critical hits land more easily. Has a very small chance of leaving the target poisoned. |
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Dark Pulse | 3 | Dark | Special | 114 | 100 | An opponent | Has a small chance of making the target flinch. |
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Dazzling Gleam | 2 | Fairy | Special | 60 | 100 | All opponents | No additional effect. |
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Discharge | 3 | Electric | Special | 110 | 100 | All opponents | Has a moderate chance of leaving the target paralyzed. |
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Double-Edge | 3 | Normal | Physical | 200 | 100 | An opponent | The user also takes 25% of the damage it dealt to the target. |
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Draco Meteor | 3 | Dragon | Special | 163 | 90 | An opponent | Sharply lowers the user’s Sp. Atk. |
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Dragon Breath | 2 | Dragon | Special | 50 | 100 | An opponent | Has a moderate chance of leaving the target paralyzed. |
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Dragon Claw | 2 | Dragon | Physical | 60 | 100 | An opponent | No additional effect. |
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Drain Punch | 3 | Fighting | Physical | 109 | 100 | An opponent | Restores the user’s HP based on the amount of damage dealt to the target. |
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Ember | 1 | Fire | Special | 20 | 100 | An opponent | Has a very small chance of leaving the target burned. |
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Energy Ball | 2 | Grass | Special | 58 | 100 | An opponent | Has a very small chance of lowering the target’s Sp. Def. |
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Fell Stinger | 2 | Bug | Physical | 52 | 100 | An opponent | Drastically raises the user’s Attack when it knocks out a target with this move. |
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Fire Blast | 3 | Fire | Special | 139 | 85 | An opponent | Has a very small chance of leaving the target burned. |
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Fire Punch | 2 | Fire | Physical | 56 | 100 | An opponent | Has a very small chance of leaving the target burned. |
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Fire Spin | 2 | Fire | Special | 45 | 85 | An opponent | Leaves the target trapped. |
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Flame Wheel | 2 | Fire | Physical | 50 | 100 | An opponent | Unfreezes the user. Has a very small chance of leaving the target burned. |
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Flamethrower | 2 | Fire | Special | 56 | 100 | An opponent | Has a very small chance of leaving the target burned. |
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Fury Cutter | 1 | Bug | Physical | 9 | 95 | An opponent | Its power increases when used in succession. |
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Giga Drain | 3 | Grass | Special | 109 | 100 | An opponent | Restores the user’s HP based on the amount of damage dealt to the target. |
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Gust | 1 | Flying | Special | 24 | 100 | An opponent | No additional effect. |
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Gyro Ball | 2 | Steel | Physical | 52 | 100 | An opponent | Its power is doubled if the target’s Speed has risen. |
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Head Smash | 3 | Rock | Physical | 225 | 80 | An opponent | The user also takes 33% of the damage it dealt to the target. |
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Hex | 2 | Ghost | Special | 45 | 100 | An opponent | Its power is doubled if the target is affected by a status condition. |
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High Horsepower | 3 | Ground | Physical | 127 | 95 | An opponent | No additional effect. |
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Hurricane | 3 | Flying | Special | 151 | 70 | An opponent | Never misses when the weather is rainy. Has a moderate chance of leaving the target confused. |
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Hydro Pump | 3 | Water | Special | 150 | 80 | An opponent | No additional effect. |
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Hyper Voice | 2 | Normal | Special | 75 | 100 | All opponents | No additional effect. |
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Ice Beam | 2 | Ice | Special | 55 | 100 | An opponent | Has a very small chance of leaving the target frozen. |
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Ice Fang | 2 | Ice | Physical | 55 | 95 | An opponent | Has a very small chance of making the target flinch or leaving the target frozen. |
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Ice Punch | 2 | Ice | Physical | 55 | 100 | An opponent | Has a very small chance of leaving the target frozen. |
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Icy Wind | 3 | Ice | Special | 110 | 95 | All opponents | Lowers the target’s Speed. |
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Iron Head | 3 | Steel | Physical | 110 | 100 | An opponent | Has a moderate chance of making the target flinch. |
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Karate Chop | 1 | Fighting | Physical | 19 | 100 | An opponent | Critical hits land more easily. |
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Leaf Storm | 3 | Grass | Special | 163 | 90 | An opponent | Sharply lowers the user’s Sp. Atk. |
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Lick | 1 | Ghost | Physical | 14 | 100 | An opponent | Has a moderate chance of leaving the target paralyzed. |
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Mega Kick | 3 | Normal | Physical | 200 | 75 | An opponent | No additional effect. |
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Mud Shot | 2 | Ground | Special | 46 | 95 | An opponent | Lowers the target’s Speed. |
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Mud-Slap | 1 | Ground | Special | 15 | 90 | An opponent | Lowers the target’s accuracy. |
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Nuzzle | 3 | Electric | Physical | 24 | 100 | An opponent | Leaves the target paralyzed. |
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Outrage | 3 | Dragon | Physical | 138 | 100 | An opponent | Leaves the user confused. |
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Peck | 1 | Flying | Physical | 24 | 100 | An opponent | No additional effect. |
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Play Rough | 3 | Fairy | Physical | 133 | 90 | An opponent | Has a very small chance of lowering the target’s Attack. |
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Poison Jab | 3 | Poison | Physical | 110 | 100 | An opponent | Has a moderate chance of leaving the target poisoned. |
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Poison Tail | 2 | Poison | Physical | 45 | 100 | An opponent | Critical hits land more easily. Has a very small chance of leaving the target poisoned. |
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Power-Up Punch | 2 | Fighting | Physical | 36 | 100 | An opponent | Raises the user’s Attack. |
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Psychic | 3 | Psychic | Special | 118 | 100 | An opponent | Has a very small chance of lowering the target’s Sp. Def. |
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Rock Slide | 3 | Rock | Physical | 126 | 90 | All opponents | Has a moderate chance of making the target flinch. |
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Rock Smash | 2 | Fighting | Physical | 55 | 100 | An opponent | Has a good chance of lowering the target’s Defense. |
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Rock Throw | 1 | Rock | Physical | 27 | 90 | An opponent | No additional effect. |
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Rock Tomb | 2 | Rock | Physical | 46 | 95 | An opponent | Lowers the target’s Speed. |
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Shadow Ball | 3 | Ghost | Special | 118 | 100 | An opponent | Has a very small chance of lowering the target’s Sp. Def. |
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Shadow Punch | 2 | Ghost | Physical | 54 | – | An opponent | Never misses. |
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SmackDown | 1 | Rock | Physical | 24 | 100 | An opponent | No additional effect. |
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Snarl | 2 | Dark | Special | 46 | 95 | All opponents | Lowers the target’s Sp. Atk. |
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Stomp | 2 | Normal | Physical | 63 | 100 | An opponent | Has a moderate chance of making the target flinch. |
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Stone Edge | 3 | Rock | Physical | 120 | 80 | An opponent | Critical hits land more easily. |
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Stored Power | 2 | Psychic | Special | 15 | 100 | An opponent | The more the user’s stats are raised, the greater the power of this move. |
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ThunderBolt | 2 | Electric | Special | 67 | 100 | An opponent | Has a very small chance of leaving the target paralyzed. | No results |
Thunder Shock | 1 | Electric | Special | 20 | 100 | An opponent | Has a very small chance of leaving the target paralyzed. |
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Thunderbolt | 2 | Electric | Special | 56 | 100 | An opponent | Has a very small chance of leaving the target paralyzed. |
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Twineedle | 2 | Bug | Physical | 24 | 100 | An opponent | Attacks twice in a row. Has a small chance of leaving the target poisoned. |
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Vacuum Wave | 1 | Fighting | Special | 24 | 100 | An opponent | No additional effect. |
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Water Pulse | 2 | Water | Special | 56 | 100 | An opponent | Has a small chance of leaving the target confused. |
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Waterfall | 2 | Water | Physical | 54 | 100 | An opponent | Has a small chance of making the target flinch. |
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X-Scissor | 2 | Bug | Physical | 60 | 100 | An opponent | No additional effect. |
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Zen Headbutt | 2 | Psychic | Physical | 61 | 90 | An opponent | Has a small chance of making the target flinch. |
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Zing Zap | 2 | Electric | Physical | 50 | 100 | An opponent | Has a moderate chance of making the target flinch. |
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Sync Moves
Moves | Type | Category | Max Power | Target | Moves Description | Sync Pairs |
---|---|---|---|---|---|---|
All-about-Focus Avalanche | Ice | Physical | 240 | An opponent | The power of this move is increased during a hailstorm. |
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Beguiling Dark Pulse | Dark | Special | 192 | An opponent | Become Mega Houndoom. |
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Blissful Echo Hyper Voice | Normal | Special | 360 | An opponent | No additional effect. |
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Bug Expert Twineedle | Bug | Physical | 192 | An opponent | Becomes Mega Beedrill. |
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Burn-It-All Overheat | Fire | Special | 300 | An opponent | No additional effect. |
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Crashdown Aqua Jet | Water | Physical | 240 | An opponent | The move’s power increases if the target is flinching. |
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Crystalline Aqua Tail | Water | Physical | 300 | An opponent | No additional effect. |
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Dark Tales of the Shadow Ball | Ghost | Special | 300 | An opponent | No additional effect. |
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Dragon Sage Outrage | Dragon | Physical | 300 | An opponent | No additional effect. |
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Electric Sync Beam | Electric | Special | 240 | An opponent | No additional effect. |
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Endless Summer Gigavolt Havoc | Electric | Special | 300 | An opponent | No additional effect. |
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Factory Head X-Scissor | Bug | Physical | 192 | An opponent | Become Mega Pinsir. |
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Fiery Passion Overheat | Fire | Special | 240 | An opponent | Its powers increase if the target is burned. |
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Fighting Sync Impact | Fighting | Physical | 240 | An opponent | No additional effect. |
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Fire Sync Impact | Fire | Physical | 240 | An opponent | No additional effect. |
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Flyaway Air Cutter | Flying | Special | 240 | An opponent | its power increases if the target is flinching. |
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Freezing Terror Blizzard | Ice | Special | 240 | An opponent | Its power increases if the target is frozen. |
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Ghost Sync Impact | Ghost | Physical | 240 | An opponent | No additional effect. |
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Give-It-All-Ya-Got Power-Up Punch | Fighting | Physical | 192 | An opponent | Become Mega Lucario. |
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Grass Sync Beam | Grass | Special | 240 | An opponent | No additional effect. |
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Grass Sync Impact | Grass | Physical | 240 | An opponent | No additional effect. |
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Grateful Friend Flare Blitz | Fire | Physical | 240 | An opponent | The more the user’s Speed has been raised, the greater the power of this move. |
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Ground Sync Impact | Ground | Physical | 240 | An opponent | No additional effect. |
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High-Flying Sky Attack | Flying | Physical | 240 | An opponent | The more the user’s Speed has been raised, the greater the power of this move. |
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Ice Sync Beam | Ice | Special | 240 | An opponent | No additional effect. |
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Late Fee Bubble Beam | Water | Special | 300 | An opponent | No additional effect. |
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Lights, Camera, Ice Shard | Ice | Physical | 240 | An opponent | The power of this move is increased if not all of the opponent’s stats are raised. |
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Mystery Masquerade Psychic | Psychic | Special | 240 | An opponent | Its power increases if the target is confused. |
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Nature-Loving Petal Dance | Grass | Special | 240 | An opponent | Its power increases if the target is paralyzed. |
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Ninja Spirit Cross Poison | Poison | Physical | 240 | An opponent | Its power increases if the target is poisoned or badly poisoned. |
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No Mercy Dragon Pulse | Dragon | Special | 300 | An opponent | No additional effect. |
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Oversplash Aqua Tail | Water | Physical | 240 | An opponent | The more the user’s Defense has been raised, the greater the power of the move. |
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Poison Sync Impact | Poison | Physical | 240 | An opponent | No additional effect. |
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Post-analysis Flash Cannon | Steel | Special | 240 | An opponent | Its power increases if the target is flinching. |
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Power-Chasing Giga Impact | Normal | Physical | 360 | An opponent | No additional effect. |
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Psychic of Duality | Psychic | Special | 300 | An opponent | No additional effect. |
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Righteous Heart Dragon Claw | Dragon | Physical | 300 | An opponent | No additional effect. |
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Rock Sync Beam | Rock | Special | 240 | An opponent | No additional effect. |
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Rock Sync Impact | Rock | Physical | 288 | An opponent | No additional effect. |
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Rock-Solid Rockslide | Rock | Physical | 240 | An opponent | The more the opponent’s Speed is lowered, the greater the power of this move. |
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Shining Gem Continental Crush | Rock | Physical | 300 | An opponent | No additional effect. |
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Shining Knight Iron Head | Steel | Physical | 240 | An opponent | The more the opponent’s Attack is lowered, the greater the power of this move. |
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Shoot for the Stars Leaf Storm | Grass | Special | 300 | An opponent | No additional effect. |
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Supercute Rolling Tackle | Normal | Physical | 240 | An opponent | Its power increases if the target is paralyzed. |
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Supersonic Skystrike Drive | Flying | Physical | 300 | An opponent | No additional effect. |
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Signature Rock-Solid Stone Edge | Rock | Physical | 300 | An opponent | No additional effect. |
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Thunder of Newfound Passion | Electric | Special | 300 | An opponent | No additional effect. |
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Tomboyish Mermaid Bubble Beam | Water | Special | 240 | An opponent | The more the user’s Sp. Def has been raised, the greater the power of this move. |
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Trained-to-the-Max Dynamic Punch | Fighting | Physical | 300 | An opponent | No additional effect. |
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Tried-and-True Hex | Ghost | Special | 192 | An opponent | Becomes Mega Gengar. This move’s power increases if the opponent is asleep. |
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Ultimately Worthy Tectonic Rage | Ground | Physical | 300 | An opponent | No additional effect. |
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Unstoppable Avalanche | Ice | Physical | 300 | An opponent | No additional effect. |
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Vivid Leaf Storm | Grass | Special | 300 | An opponent | No additional effect. |
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Wandering Artist Twinkle Tackle | Fairy | Physical | 240 | An opponent | The more the opponent’s Attack is lowered, the greater the power of this move. |
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Water Pulse Du Jour | Water | Special | 300 | An opponent | No additional effect. |
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Water Sync Beam | Water | Special | 240 | An opponent | No additional effect. |
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Water Sync Impact | Water | Physical | 240 | An opponent | No additional effect. |
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Way-of-the-Warrior Focus Punch | Fighting | Physical | 300 | An opponent | No additional effect. |
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Whiz Kid Gigavolt Havoc | Electric | Physical | 240 | An opponent | Its power increases if the target is flinching. |
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Winter’s Lesson Aurora Beam | Ice | Special | 300 | An opponent | No additional effect. |
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Zen Headbutt of Duality | Psychic | Physical | 300 | An opponent | No additional effect. |
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Status Moves
Moves | Move Gauge Cost | Usage Limit | Type | Accuracy | Target | Moves Description | Sync Pairs |
---|---|---|---|---|---|---|---|
A Rain of Fists! | – | 2 | – | – | Self | Sharply raises the user’s Attack. Raises the user’s Def and Sp. Def. |
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A Surge of Power! | – | 2 | – | – | Self | Sharply raises the user’s Sp. Atk and evasiveness. |
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A Tale of Triumph! | – | 2 | – | – | Self | Drastically raises the user’s Speed. Sharply raises the user’s evasiveness. Leaves the user burned. |
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All as One! | – | 2 | – | – | Self | if the user’s stats have been raised, the amount of increase is doubled. |
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All Out of Patience! | – | 2 | – | – | An ally | Restores a bit of an ally’s HP. Sharply raises an ally’s Defense and Sp. Def. |
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All-Out Effort! | – | 2 | – | – | Self | Restores a bit of the user’s HP. Increases the user’s move gauge by two. |
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Analysis Complete! | – | 2 | – | – | Self | Raises the user’s Defense and Sp. Def. Makes the user resistant to the type of the last move it was hit by. |
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Behold My Research! | – | 2 | – | – | Self | Raises the user’s Speed. Drastically raises the user’s evasiveness. |
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Brace Yourself! | – | 2 | – | – | Self | The lower the user’s HP is, the more this move raises the user’s Defense. Makes the user gradually heal itself. |
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Bring It On! | – | 2 | – | – | Self | Restores a bit of the user’s HP. Sharply raises the user’s Speed. |
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Catch Us If You Can! | – | 2 | – | – | An ally | Sharply raises an ally’s evasiveness. Makes an ally gradually heal itself. |
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Charm | 2 | – | Fairy | 100 | An opponent | Sharply lowers the target’s Attack. |
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Confuse Ray | 2 | – | Ghost | 100 | An opponent | Leaves the target confused. |
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CRASH! | – | 2 | – | – | Self | Drastically raises the user’s Attack. Raises the user’s Sp. Atk. |
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Dire Hit | – | 2 | – | – | Self | Sharply raises the user’s critical-hit rate. |
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Dire Hit All | – | 2 | – | – | All allies | Sharply raises the critical-hit rate of all allied sync pairs. |
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Eerie Impulse | 2 | – | Electric | 100 | An opponent | Sharply lowers the target’s Sp. Atk. |
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En Garde! | – | 2 | – | – | Self | Drastically raises the user’s Attack and raises its critical-hit rate when it is in Blade Forme. Sharply raises the user’s Defense and Sp. Def when it is in Shield Forme. |
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Entertain Me! | – | 2 | – | – | Self | The lower the user’s HP is, the more this move raises the user’s Sp. Atk. |
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Feel the Alolan Breeze! | – | 2 | – | – | Self | Drastically raises the user’s Speed. Raises the user’s evasiveness. |
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Full Heal | – | 2 | – | – | An ally | Removes the status conditions from an ally. |
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Gloves Off! | – | 2 | – | – | All allies | Raises the critical-hit rate of all allied sync pairs and makes their next attack a sure hit. |
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Graceful Aerobatics! | – | 2 | – | – | Self | Sharply raises the user’s Defense and Speed. |
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Hail | 2 | 2 | Ice | – | Entire field | Causes a hailstorm. |
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Hard as Diamonds! | – | 2 | – | – | Self | Sharply raises the user’s accuracy and critical hit rate. Sharply lowers the user’s Sp. Def. |
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Hard to Starboard! | – | 2 | – | – | All allies | Increases the move gauge of all allied sync pairs by two. Sharply raises the Defense of all allied sync pairs. |
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Haze | 2 | 2 | Ice | – | All opponents | Returns raised stats of all opposing sync pairs to normal. |
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Hoo Hah! | – | 2 | – | – | Self | Sharply raises the user’s Attack and Sp. Def. |
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Hypnosis | 2 | – | Psychic | 75 | An opponent | Puts the target to sleep. |
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I’ll Teach You a Lesson! | – | 2 | – | – | Self | Sharply raises the user’s Sp. Atk and Sp. Def. |
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I’m All Kinds of Strong! | – | 2 | – | – | Self | Restores a bit of the user’s HP. Sharply raises the user’s Defense. |
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It Ain’t Over! | – | 2 | – | – | Self | Sharply raises the user’s Speed. Makes the user able to endure the next hit it takes. |
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It’s All About Focus! | – | 2 | – | – | Self | Uses a maximum of three of the user’s move gauge. Based on the amount used, the move raises the user’s Attack and Sp. Def to a maximum of four. |
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It’s All Down to This! | – | 2 | – | – | Self | Increases the user’s move gauge by two. Drastically raises the user’s Defense. |
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Jump Start! | – | 2 | – | – | Self | Sharply raises the user’s Sp. Atk. Raises the user’s Speed. |
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King’s Shield | 2 | 2 | Steel | – | Self | The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies attacks that target the user while its in this defensive posture. Sharply lowers the Attack of opponents that use physical attacks against the user while it is in this defensive posture. |
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Move Like the Wind! | – | 2 | – | – | Self | Sharply raises the user’s Speed and evasiveness. |
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No Hesitation! | – | 2 | – | – | Self | Sharply raises the user’s Speed. Raises the user’s critical-hit rate. |
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No Turning Back! | – | 2 | – | – | Self | Uses a maximum of three slots of the user’s move gauge. Based on the amount used, this move raises the user’s Attack and Sp. Atk to a maximum of six. |
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Not Too Late to Bloom! | – | 2 | – | – | Self | Sharply raises the user’s Attack. Makes the user gradually heal itself. |
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Of One Mind! | – | 2 | – | – | All allies | Sharply raises the Attack and Sp. Atk of all allied sync pairs. |
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Our Power Is Limitless! | – | 2 | – | – | Self | If any of the target’s stats have been raised, the user’s same stats are raised by double that amount. |
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Outstanding! | – | 1 | – | – | Self | Makes opponents focus their attacks on the user. Drastically raises the user’s Defense. |
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Over the Wall! | – | 2 | – | – | Self | Increases the user’s gauge by two. Raises the user’s accuracy. Makes the user gradually heal itself. |
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Pick Up the Pace! | – | 2 | – | – | Self | Sharply raises the user’s Speed. Makes the user’s next attack a sure hit and a critical hit. |
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Potion | – | 2 | – | – | An ally | Restores a bit of an ally’s HP. |
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Pour It On! | – | 2 | – | – | Self | Raises the user’s Sp. Atk. Drastically raises the user’s Defense. |
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Raging Inferno! | – | 2 | – | – | Self | Drastically raises the user’s Attack. Sharply raises either the user’s Defense, Speed, Sp. Atk, or Sp. Def. |
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Rain Dance | 2 | 2 | Water | – | Entire field | Makes the weather rainy. |
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Rock-Hard Determination! | – | 2 | – | – | Self | Sharply raises the user’s Attack and Defense. |
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Rock-Solid Finisher! | – | 2 | – | – | Self | Raises the user’s Defense. Makes the user’s next attack a sure hit and a critical hit. |
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Rough Seas Ahead! | – | 1 | – | – | Self | Makes opponents focus their attacks on the user. Makes the user able to endure the next hit it takes. |
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Run Along Now! | – | 2 | – | – | Self | Radically raises the user’s Speed. The user takes damage based on its maximum HP. |
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Second Wind! | – | 2 | – | – | Self | Ensures that the user’s next attack will be a critical hit. Makes the user able to endure the next hit it takes. |
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Skate On Through! | – | 2 | – | – | Self | Raises the user’s Attack. Drastically raises the user’s Speed. |
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Sleep Powder | 2 | – | Grass | 75 | An opponent | Puts the target to sleep. |
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Stand Strong! | – | 2 | – | – | Self | Raises the user’s Attack. Drastically raises the user’s Defense. |
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Stone-Cold Endurance! | – | 2 | – | – | Self | Sharply raises the user’s Sp. Def. Makes the user able to endure the next hit it takes. |
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Study Buddies! | – | 2 | – | – | All allies | Sharply raises the Sp. Atk and Speed of all allied sync pairs. |
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Stun Spore | 2 | – | Grass | 90 | An opponent | Leaves the target paralyzed. |
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Sunny Day | 2 | 2 | Fire | – | Entire field | Makes the weather sunny. |
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Sure Crit | – | 2 | – | – | Self | Ensures that the user’s next attack will be a critical hit. |
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Take Flight! | – | 2 | – | – | All allies | Sharply raises the Defense of all allied sync pairs. Sharply raises the Speed of all allied sync pairs. |
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Telekinesis | 2 | – | Psychic | – | An opponent | Makes the target unable to evade moves. |
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The Definition of Art! | – | 2 | – | – | Self | Restores a tiny bit of the user’s HP. Ensures that the user’s next attack will be a critical hit. Makes the user gradually heal itself. |
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The Power of Science! | – | 2 | – | – | Self | Drastically raises the user’s Attack and Speed. Sharply lowers the user’s Defense. |
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Time to Energize! | – | 2 | – | – | All allies | Increases the move gauges of all allied sync pairs by three. |
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Time to Rock! | – | 2 | – | – | Self | Sharply raises the user’s Sp. Def. Raises the user’s critical-hit rate. |
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Too Hot to Handle! | – | 2 | – | – | Self | Sharply raises the user’s Defense. Raises the user’s critical-hit rate. |
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Trust in Nature! | – | 2 | – | – | Self | Increases the user’s move gauge by two. Inverts changes to the user’s stats that have been lowered. |
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Unbreakable Bonds! | – | 2 | – | – | All allies | The lower the user’s HP is, the more this move raises the move gauges and Attack of all allied sync pairs. |
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Venom Drench | 2 | – | Poison | 100 | All opponents | Lowers the target’s Attack, Sp. Atk, and Speed if the target is poisoned or badly poisoned. Fails if the target is not poisoned or badly poisoned. |
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Victor Is Mine! | – | 2 | – | – | Self | Returns the user’s lowered stats to normal. Raises the user’s critical-hit rate. |
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We’re On Fire! | – | 2 | – | – | Self | Sharply raises the user’s Attack and Sp. Atk. |
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We’re Standing Strong! | – | 2 | – | – | All allies | Blocks status conditions on the allied field of play. Removes all status conditions from all allied sync pairs. |
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What Great Composition! | – | 2 | – | – | An opponent | Raises the user’s stats by the same amount that the target’s stats have been raised. |
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Wide Guard | 1 | 1 | Rock | – | Self | The user takes up a defensive posture. Using this move again will make the user leave this defensive posture. No other actions can be taken when in this defensive posture. Nullifies attacks that target all allies when attacked while in this defensive posture. |
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Will-O-Wisp | 2 | – | Fire | 90 | An opponent | Leaves the target burned. |
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X Accuracy | – | 2 | – | – | Self | Sharply raises the user’s accuracy. |
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X Attack | – | 2 | – | – | Self | Sharply raises the user’s Attack. |
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X Attack All | – | 2 | – | – | All allies | Sharply raises the Attack of all allied sync pairs. |
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X Defense All | – | 2 | – | – | All allies | Sharply raises the Defense of all allied sync pairs. |
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X Sp. Atk | – | 2 | – | – | Self | Sharply raises the user’s Sp. Atk. |
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X Sp. Atk All | – | 2 | – | – | All allies | Sharply raises the Sp. Atk of all allied sync pairs. |
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X Sp. Def | – | 2 | – | – | Self | Sharply raises the user’s Sp. Def. |
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X Sp. Def All | – | 2 | – | – | All allies | Sharply raises the Sp. Def of all allied sync pairs. |
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X Speed | – | 2 | – | – | Self | Sharply raises the user’s Speed. |
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X Speed All | – | 2 | – | – | All allies | Sharply raises the Speed of all allied sync pairs. |
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You’re Going Down! | – | 2 | – | – | Self | Raises the user’s Speed. Sharply raises the user’s critical-hit rate. |
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You’re Gonna Need a Helmet! | – | 2 | – | – | Self | Increases the user’s Move gauge by three. Makes the user’s next attack a sure hit. |
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