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Old 12-25-2016, 08:02 AM   #92
Jerichi
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Join Date: Mar 2007
Location: 蒸気の波の中
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Alola and Merry Christmas!

It's finally here! It is with great pleasure that I am able to announce that Generation 7 has reached ASB. Below you will find all the pertinent information regarding the implementation, that being Species Characteristics for all new Pokemon, Attack Descriptions for new moves, Acquisition Levels and even - yes, even - our very own move set listing courtesy of our very own Miror (give this man extra appreciation for this it was a massive thing to do). As was the case with Generation 6, all members will receive 2 extra slots with which to add Generation 7 Pokemon. Thank you also to Connor for doing the bulk of the SC work and keeping my crap together, and the community for their input on levels. Without further ado, the information!

Please note Gen VII moves (including old moves for new 'mon) only apply to battles started from today forward unless agreed upon by the battlers.

Species Characteristics

Spoiler: show
Rowlet (Grass/Flying): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Rowlet can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Dartrix (Grass/Flying): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Dartrix can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. They use their leaf-like feathers like darts, which they issue from their wings. It has a great deal of control over these feathers, and can bend them to take arching trajectories, which increases their accuracy with leaf-based moves.. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health.

Decidueye (Grass/Ghost): As owls, the Rowlet line are the quietest fliers amongst Pokémon, almost inaudible as they fly. Dartrix can see in the dark, but fight with equal enthusiasm at all times of day. They can rotate their heads 180 degrees around, allowing them to see in all directions. They use their leaf-like feathers like arrows, which they issue from their wings. It has a great deal of control over these feathers, and can bend them to take arching trajectories, which increases their accuracy with leaf-based moves, and they are able to fire contact Grass moves as projectiles in this manner. Their bodies are almost entirely solid as Ghost Pokemon, though they can achieve the ethereal state for a few seconds, and they can be poisoned. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health

Litten (Fire): Litten fuels its flame attacks partly through burning the fur it sheds from its body. This allows them to use weaker Fire moves at an increased speed. Being Pokemon accustomed to solitude, they are less easily swayed by emotional displays such as Charm or Fake Tears. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Torracat (Fire): When Torracat uses Fire type attacks, the bell at it's throat will ring. This can cause Pokemon to become slightly distracted at first, but foes will quickly become accustomed to it. Torracat have exceptionally powerful forelimbs, and any attacks using them will be boosted by 10%. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Incineroar (Fire/Dark): Incineroar are violently destructive, making them more susceptible to rage inducing moves but granting a more potent boost to attack when they succumb to rage. In addition, their arms are overwhelmingly powerful, granting a 20% boost to all moves used with them. Being unable to properly regulate their strength, Incineroar will cause more knock back with their physical moves than other Pokemon. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Popplio (Water): Popplio is an acrobatic Pokémon, both on land and in the water. While it favors swimming and is agile and fast in water, its movement on land, while not terribly fast, is still fairly agile. Popplio can form large bubbles that are more stable than average, which it can use to bounce into the air to move about or evade attacks, costing a move to do so. Its bubble-based attacks are 10% more potent and will more easily break through screens or other attacks due to their increased durability. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Brionne (Water): Brionne is an acrobatic Pokémon, both on land and in the water. While it favors swimming and is agile and fast in water, its movement on land, while not terribly fast, is still fairly agile. Brionne can form large bubbles that are more stable than average, which it can use to bounce into the air to move about or evade attacks, costing a move to do so. Its bubble-based attacks are 10% more potent and will more easily break through screens or other attacks due to their increased durability. Brionne are also very dramatic, making moves such as Disarming Voice more likely to cause the opponent to falter. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Primarina (Water/Fairy): Primarina, while not as acrobatic as it's previous evolutions, is still a agile Pokemon, nimble in water and adept at moving on land. They can no longer form bubbles sturdy enough to take their weight, but their voice has developed fully. This makes their sound moves more potent, granting a 20% boost to damage and allowing Sing to work with a quickened pace. Primarina may also charge their Normal typed sound moves with Water energy, causing them to deal Water type damage. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/3 health.

Pikipek: Pikipek have long, narrow beaks adapted for boring holes in wood. Their pecking attacks are 10% more effective than those of other Pokémon. They also store seeds in their beak, making their Bullet Seed attack deal slightly more damage.

Trumbeak (Normal/Flying) -- Trumbeak's beak is long and thin, though the tip is rather flexible. This Pokémon is able to fire projectiles at a high speed using its beŕk, granting any projectile moves used from their beak a higher priority and increased accuracy. They also store seeds in their beak, making their Bullet Seed attack deal slightly more damage.

Toucannon (Normal/Flying): During battle, Toucannon's beak fills with gas, allowing them to fire projectiles at a high speed using its beŕk, granting any projectile moves used from their beak a higher priority and increased accuracy. Their Bullet Seed, Fury Attack and Rock Blast attacks are slightly more powerful than usual, creating a greater number of projectiles and firing them with greater precision and accuracy.

Yungoos (Normal): Yungoos have extremely strong jaws. This gives the Pokémon a 10% boost to biting attacks. They are also extremely patient Pokémon and will generally be able to outlast foes in standoffs and stalemates,. This nature also allows them to more easily see through trickery and deception. Their Revenge and Payback attacks use slightly less energy than normal.

Gumshoos (Normal): Gumshoos have extremely strong jaws. This gives the Pokémon a 20% boost to biting attacks. They are also extremely patient Pokémon and will generally be able to outlast foes in standoffs and stalemates. This nature also allows them to more easily see through trickery and deception. They are capable of standing very still, making them difficult to detect and very adept hiders. Their Revenge and Payback attacks use slightly less energy than normal.

Grubbin (Bug): Grubin has a powerful jaw, which it can use for digging. Its biting attacks are 10% stronger than normal. It also has an attraction to electricity and is familiar with Electrical energy.

Charjabug (Bug/Electric): Charjabug has a powerful jaw, which it can use for digging. Its biting attacks are 10% stronger than normal. It holds a constant Charge, making its Electrical attacks slightly faster and more powerful than average. Using a move, they can discharge some of this pent up energy, giving allies a boost to their Special Attack.

Vikavolt (Bug/Electric): Vikavolt is a fast flier, though not particularly agile. Though it can make quick aerial maneuvers such as flips and banks, it takes wide turns and cannot easily reverse. Vikavolt has a powerful jaw, which it can use for digging. Its biting attacks are 20% stronger than normal. It holds a constant Charge, making its Electrical attacks slightly faster and more powerful than average. It can also use a move to sap good Electrical energy from its ally to slightly improve the power of its next Electric move and restore good energy.

Crabrawler (Fighting): Crabrawler constantly holds a guard when not attacking, reducing incoming physical damage by 10%. In addition, their punching moves are slightly faster than normal while dealing 10% extra damage.

Crabominable (Fighting/Ice): Crabominable have incredibly powerful arms, granting them a 20% boost to punching attacks. They may use their arms as a rocket to use physical moves at distance, but this will take a round to regrow. Their sturdy carapaces will reduce physical damage by 10%.

Oricorio [Baile] (Fire/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Baile Style Oricorio specializes in fiery, passionate dances. Its movements are quite snappy and sharp, making its movements somewhat unpredictable. While they are slightly easier to anger, they also receive greater boost to their attack as a result of angering them.

Oricorio [Pom-Pom] (Electric/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Pom-Pom Style Oricorio brim with enthusiasm and are difficult to discourage. Both it and any allies will fight enthusiastically in spite of their surroundings, and their Helping Hand imparts a slightly more potent boost.

Oricorio [Pa'u] (Psychic/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Pa'u Syle Oricorio dances rhythmically and slowly, with an entrancing series of movements. These movements make its distraction, deception and hypnotic moves more effective. While dancing, it is very hard to break its concentration.

Oricorio [Sensu] (Ghost/Flying): Oricorio are extremely skilled dancers that have adapted to conditions on the islands from which they hail. All dancing moves they perform are more potent and deal 10% more damage. The Sensu Style Oricorio is not a Ghost in the traditional sense and cannot change state, but borrows the power of spirits to fuel its dances and attacks, empowering it's curse moves and making opponents more likely to flinch. It moves very carefully and methodically, and is impossible to anger.

Cutiefly (Bug/Fairy): Cutiefly are very small Pokémon, both some of the smallest and lightest Pokémon in existence. As such, their physical attacks are somewhat weakened. However, they are agile and fairly fast for their size, able to avoid attacks with greater ease. They are also highly sensitive to the energies and auras of other Pokémon, giving them a constant ability to detect the presence and location of their foes. Due to spending so much time around flowers, their Sweet Scent attack is much more potent, inducing a more profound slowed reaction in the opponent.

Ribombee (Bug/Fairy): Ribombee are slightly larger than their unevolved form but still significantly smaller than most Pokémon. As such, their physical attacks are slightly weakened. However, they are agile and fairly fast for their size, able to avoid attacks with greater ease. They are also highly sensitive to the energies and auras of other Pokémon, giving them a constant ability to detect the presence and location of their foes. Due to spending so much time around flowers, their Sweet Scent attack is much more potent, inducing a more profound slowed reaction in the opponent. Riombee's body is covered in pollen, that it can gather up and use in Pollen Balls. Using a move and good energy, it can gather a Pollen Ball and chuck it at a foe or ally, causing an allergic reaction similar to Cotton Spore for foes and a 20% chance of paralysis, or resetting the mental state of allies, as well as shocking them from sleep or drowsiness.

Rockruff (Rock): Rockruff are very loyal Pokémon. They are more likely to follow orders of their trainers, even if they consider such orders questionable. They are also quite tenacious and hard to discourage, fighting with increased enthusiasm at night, particularly when the moon is visible. Their howling attacks are more effective than normal.

Lycanroc [Midday] (Rock): Under the influence of the sun, Lycanroc evolves into its midday form. As they have formed a strong bond with their trainer, they are more likely to follow orders of their trainers, even if they consider such orders questionable. They are slightly more fast and agile than their Midnight counterparts, but not quite as aggressive. Their tenacity to do battle no matter what means they are less likely to be flinched out of using their moves. Their Howl and Roar moves are more effective.

Lycanroc [Midnight] (Rock): Under the influence of the moon, Lycanroc evolves into its midnight form. This form is more wild and aggressive than its midday counterpart, and while not quite as quick or agile as its foe, its rage-based attacks are more effective. They also gain a slightly higher boost to attack when enraged by moves such as Taunt or Swagger. Their hot blooded nature means they are less likely to be lulled to sleep during battle. Their Howl and Roar moves are more effective.

Wishiwashi (Water): Upon being sent into battle, Wishiwashi will immediately change into it's School form, although this transformation can only occur if Wishiwashi is at least level 2. In this form, all of it's Water type attacks become significantly more powerful, dealing an extra 20% more damage. In addition, Wishiwashi will constantly exude an overpowering aura of fear when in this form, easily intimidating smaller Pokemon. When Wishiwashi reaches it's final third, it will revert to it's Minnow form. In this form, Wishiwashi becomes much faster, and due to it's smaller size, becomes incredibly adept at hiding from the opponent

Mareanie (Water/Poison): Mareanie are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Mareanie have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 10% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.

Toxapex (Water/Poison): Toxapex are slow moving Pokemon, preferring to walk along the bottom of the water rather than actively swim. They are able to swim, but are not very proficient, and will easily be overpowered by currents. Toxapex have particularly powerful toxins stored within their body, which allow their Poison type attacks to deal an extra 20% damage to Pokemon suffering from the Poison status. They are also rather sturdy, taking 10% less damage from physical blows.

Mudbray (Ground): As a pack animal, Mudbray is deceptively strong, in spite of its small frame. It can bear significant weight and is surefooted, making it hard to knock over or crush. Their hoof based moves deal 10% more damage. It can also hold and push up to three times its weight.

Mudsdale (Ground): As a draft horse, Mudsdale is extremely strong and quite heavy. In spite of its immense strength and weight, they are also powerful runners, though it takes them some time to build up speed due to the significant amount of dried mud that cakes their hooves and body. The coating of mud on their hooves make all moves involving their hooves deal 20% more damage. Their stalwart disposition means they take 10% less damage from physical attacks.

Dewpider (Water/Bug): Dewpider are adept both on land and in water, being able to propel themselves with their bubble when submerged. Their Water type attacks are amplified by the watery bubble surrounding their body, dealing an additional 10% damage. In addition, this barrier will slightly reduce the power of incoming Fire moves.

Araquanid (Water/Bug): Araquanid are adept both on land and in water, being able to propel themselves with their bubble when submerged. Their Water type attacks are amplified by the watery bubble surrounding their body, dealing an additional 20% damage. In addition, this barrier will significantly reduce the power of incoming Fire moves.

Fomantis (Grass): Despite being a Grass Pokémon, Fomantis is largely nocturnal, preferring to spend its days absorbing sunlight and standing still. As such, it fights quite enthusiastically at night. Because it spends all day storing solar energy, it can use solar-based attacks in any conditions, including indoors, at night, and in the dark. However, using these moves in conditions where the sun is not present will wind it slightly more than average.

Lurantis (Grass): Despite being a Grass Pokémon, Lurantis is largely nocturnal, preferring to spend its days absorbing sunlight and standing still. As such, it fights quite enthusiastically at night. Because it spends all day storing solar energy, it can use solar-based attacks in any conditions, including indoors, at night, and in the dark. However, using these moves in conditions where the sun is not present will wind it slightly more than average. Its sickle-like petals give it a 20% boost to slashing attacks.

Morelull (Grass/Fairy): Morelull gives off a constant glow which pulses hypnotically. This glow is generally fairly faint but can be intensified and used to illuminate dark areas for no energy. The light is also soothing, making them rather adept at putting foes to sleep. It's powder based attacks are more potent.

Shiinotic (Grass/Fairy): Shiinotic gives off a constant glow which pulses hypnotically. This glow is generally fairly faint but can be intensified and used to illuminate dark areas for no energy. The light is also soothing, making them rather adept at putting foes to sleep. Alternatively, using a move, Shiinotic may pulsate this light erratically, causing foes to become confused. It's powder based attacks are more potent.

Salandlit (Poison/Fire): Sandalit releases poisonous gasses from the tip of its tail, as well as its Fire attacks. The gasses it releases have a sweet smell, and are also quite enticing in spite of their toxicity, which will make Pokémon caught in their gaseous moves less likely to react poorly to the attack. Salandit also can release a strange pheromone when using Attract that is strangely effective on all Pokémon and will Attract them in spite of their physical differences.

Salazzle (Poison/Fire): Salazzle releases poisonous gasses from the tip of its tail, as well as its Fire attacks. The gasses it releases have a sweet smell, and are also quite enticing in spite of their toxicity, which will make Pokémon caught in their gaseous moves less likely to react poorly to the attack. Salazzle also can release a strange pheromone when using Attract that is strangely effective on all Pokémon and will Attract them in spite of their physical differences. As their poisons have matured on evolution, they are able to poison Pokemon of the Steel and Poison typing, irrespective of the mechanism.

Stufful (Normal/Fighting): Stuffle possesses overwhelming strength that even it cannot always control. It is quite friendly and jovial, but can be very aggressive if angered. Its grappling attacks are quite powerful, doing 10% more damage than average, and are difficult to break free from. Its fluffy fur gives it a slight boost to its defense, but it is slightly more vulnerable to Fire attacks as a consequence.

Beware (Normal/Fighting): Bewear possesses overwhelming strength that even it cannot always control. It is quite friendly and jovial, but can be very aggressive if angered. Its grappling attacks are quite powerful, doing 20% more damage than average, and are difficult to break free from. Its fluffy fur gives it a significant boost to its defense, but it is slightly more vulnerable to Fire attacks as a consequence.

Bounsweet (Grass): Bounsweet releases a sweet, calming scent from its body. This scent calms Pokémon within 3 feet of them, lowering their Defense. It moves primarily by bouncing, and it's light frame can cause it to get caught in drafts of wind.

Steenee (Grass): Steenee releases a sweet, calming scent from its body. This scent calms Pokémon within 5 feet of them, lowering their Defense. Steenee has developed legs that are relatively powerful despite its small stature, granting it a 10% boost to kicking moves.

Tsareena (Grass): Tsareena releases a sweet, calming scent from its body. This scent calms Pokémon within 10 feet of them, lowering their Defense. Tsareena has long, graceful legs that it uses to move in a dance-like fashion, making it quite agile. These legs also give it a powerful kick, granting it a 20% boost to kicking moves.

Comfey (Fairy): Comfey carries around a lei that it has made from flowers it has scavenged. These flowers secrete oils that can be used effectively as salves and cure-alls, making healing moves more potent and effective. Healing moves used by Comfey will be more effective and will also activate much faster than normal. Comfey moves primarily by levitating, and while not exceptionally fast or agile, it can move with decent ability. The flowers also allow Comfey to use Grass moves as if they were a Grass-type.

Oranguru (Normal/Psychic): Oranguru are extremely focused Pokémon - it is nearly impossible to break their focus. The fan they hold allows them to project their mental energy more easily, boosting their mentally affecting moves. The fan also allows them a greater degree of control over their Psychic type moves, making them more accurate than normal.

Passimian (Fighting): Passimian are skilled with balls and other similar objects. They will enter battle with a large, coconut-like berry, which they can use to Fling for significant Fighting-type damage and energy. Their form is impeccable, and they will almost always be able to catch or otherwise retrieve their berry after they throw it. They also have incredible accuracy when throwing objects. They may also channel energy into their berry, allowing them to use their Ball attacks as physical projectiles.

Wimpod (Bug/Water): Wimpod are very skittish Pokémon, and will often run at the first sign of danger. When they drop under half health, they will become more evasive and a little more agile, but are much easier to frighten. It's tendency to eat even rotten food has left it with a slight resistance to being poisoned.

Golisopod (Bug/Water): Despite their more threatening appearance, Golisopod are very skittish Pokémon, and will often run at the first sign of danger. When they drop under half health, they will become more evasive and a little more agile, but are much easier to frighten. Their developed claws cause moves used with them to deal an extra 20% damage.

Sandygast (Ghost/Ground): Sandyghast is effectively sand animated by a spirit. Due to this, in arenas without sand, it is fairly immobile, but it can gather up the contents of its body to crawl around if needed. In sandy arenas, it can "swim" in the sand by moving its spirit and shovel around in the sand. While it cannot go under the surface for more than a few moments, it does allow it to more easily move about and make surprise attacks. Though somewhat immobile without sand, it can expand its gaping, tunnel-like mouth to "dodge" attacks using a move. Since its body is made of loose sand, it allows it some unique properties. For one, it can fuel a sandstorm by spinning its shovel and using the sand from its body, allowing it to sustain a Sandstorm with minimal effort. Also, when hit by a Water attack or otherwise made wet, it will have its defense boosted slightly. Finally, it can create trap-style Sand Tombs by using its body, though this makes it slightly more vulnerable. As a Ghost type, it can go ethereal for a few seconds, and is unable to be poisoned.

Palossand (Ghost/Ground): Palossand is effectively sand animated by a spirit. Due to this, in arenas without sand, it is fairly immobile (though it can crawl around more easily than Sandygast using its towers as arms), but it can gather up the contents of its body to crawl around if needed. In sandy arenas, it can "swim" in the sand by moving its spirit and shovel around in the sand. While it cannot go under the surface for more than a few moments, it does allow it to more easily move about and make surprise attacks. Though somewhat immobile without sand, it can expand its gaping, tunnel-like mouth to "dodge" attacks using a move. Since its body is made of loose sand, it allows it some unique properties. For one, it can fuel a sandstorm by spinning its shovel and using the sand from its body, allowing it to sustain a Sandstorm with minimal effort, as well as making it much harder to dispel by Pokemon other than Castform. Also, when hit by a Water attack or otherwise made wet, it will have its defense boosted significantly. Finally, it can create trap-style Sand Tombs by using its body, though this makes it slightly more vulnerable As a Ghost type, it can go ethereal for a few seconds, and is unable to be poisoned.

Pyukumuku (Water): Pyukumuku are rather slow, only being able to move by crawling. Their intense mental fortitude means they are also resistant to pain and difficult to interrupt, while also being immune to Taunt and Torment. When they faint, Pyukumuku will launch a final, desperate attack, spewing their innards forward to land a devastating blow to the foe. This will deal Extreme damage, and will ignore all type modifiers. The stricken foe will also be slightly sluggish to react in the following turn due to the disgusting nature of this.

Type: Null (Normal): Type: Null is a strange, chimeric Pokémon seemingly created using the traits of multiple Pokémon. It wears a mysterious helmet around its head, which grants it a slight boost to defense and special defense. However, it is not particularly speedy or agile as a consequence.

Silvally (Normal): Silvally is the fully realized form of Type: Null, shedding its helmet once it meets a trainer it trusts. When given a certain set of tokens, its type will change. Its signature attack, Multi-Attack, will also be of the type that it becomes. The token it holds cannot be stolen or tricked from Silvally and it cannot Fling or otherwise get rid of its token. Despite taking on different typing, Silvally will not benefit from the full Species Characteristic of that type due to its unstable nature, although it will have infinite type energy of it's primary typing. Silvally is quite fast and agile, and is also quite a fast swimmer. While it cannot properly "fly", it can jump very high and even higher in its Flying form.

Minior (Rock/Flying): Minior will enter the battle with a shell of rocky material. This shell grants it an 20% higher defense and a resistance against status attacks, but also restricts its mobility somewhat and slows it down. Once it reaches half health, it will shed the shell, revealing its neon core. Without its shell, it becomes quite agile and fast, losing it's defensive bonuses but being granted a 10% boost to both offensive stats in return.

Komala (Normal): Komala are constantly in a state of lucid sleep, much like Abra, being responsive and battling in spite of their seemingly catatonic state. Unlike Abra, however, they are quite vulnerable to being put entirely to sleep, but benefit from a resistance to other statuses, including mental. They cling to a "log pillow", given to them at birth. This log can be used in attacks. If it is separated from the log, it will fight tenaciously until it is returned, increasing their attack temporarily at the cost of being less willing to use defensive techniques.

Turtonator (Fire/Dragon): Turtonator's shell is made from highly volatile substances. If it is struck directly with an attack, it will cause a small explosion, dealing minor recoil to the foe and blowing them back with decent force. It also provides protection against physical attacks, lowering them by 20%. However, physical attacks that hit its vulnerable underside will deal 10% extra damage.

Togedemaru (Electric/Steel): Togedemaru are covered in thick, bristly, steel-like needles. Normally, their needles are held close in to their body, making them extremely round and adept at rolling, but upon using an Electric attack or when ordered to do so, their needles will stand on end, causing slight recoil to any foes who hit them with an attack that makes direct contact. Electric attacks are slightly drawn to them.

Mimikyu (Ghost/Fairy): Mimikyu is a shy and lonely Pokémon. It wears a disguise to hide its true form. This disguise acts as a decoy. Once a battle, it can use a move to absorb a single attack, after which the decoy will collapse. Their claw based attacks deal an extra 10% damage. Mimikyu can see in the dark and fights more enthusiastically at night. They are excellent at hiding. They can be poisoned.

Bruxish (Water/Psychic): Bruxish, despite their garish appearance, are rather good at hiding. They can bury themselves in sand using a move and use the protuberance on their head to detect their foes with their psychic abilties. They have very strong jaws that give them a 20% boost to biting attacks. Using a move, they can also gnash their teeth loudly, which causes irritation in those who hear it and can distract the foe similar to Screech.

Drampa (Normal/Dragon): Drampa is typically a very calm and gentle Pokémon, making it difficult to enrage. However, they are quite protective of their friends and can be angered by aggression in battle. If its ally hits critical health, it will gain a significant boost to its Special Attack. If it drops below half health, it will receive a similar, slightly less potent boost. Its Dragon Breath is slightly more powerful and also quite forceful, with the same force as a Blizzard.

Dhelmise (Ghost/Grass): Dhelmise are actually possessed seaweed, but their intrinsic connection to the anchor they hold means they will still suffer damage normally should the anchor be stricken. They are familiar with the Steel type, and all their Steel type moves will deal slightly more damage. Dhelmise are almost entirely solid, but can go ethereal for short periods of time. They cannot be poisoned.

Jangmo-o (Dragon): Jangmo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 10% less damage.

Hakamo-o (Dragon/Fighting): Hakamo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 10% less damage. Their roaring moves are slightly more effective.

Kommo-o (Dragon/Fighting): Kommo-o are very proud and unshakeable Pokémon. It is difficult to discourage these Pokémon from battle. They are covered in thick scales that they can use both defensively and offensively. The scales give them protection from physical projectiles, which deal 20% less damage. Their roaring moves are slightly more effective. They specialize in uppercuts and their Sky Uppercut is 10% more powerful. It's roaring moves are slightly more effective.

Alola Formes

Spoiler: show
Rattata [Alola] (Dark/Normal): A Rattata's biting attacks are 1.1x more powerful than usual. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can also see in the dark. Alolan Rattata are more adapted to living in urban environments and as a consequence, are adept at hiding. This extends to being able to mask their scent, making their Double Team much more convincing.

Raticate [Alola] (Dark/Normal): Raticate in Alola have become rather hefty due to a higher calorie urban diet. While they are slower than normal Raticate, they are harder to knock around. A Raticate's whiskers give it better balance than most Pokémon. However, if they are cut off, it will slow their speed and agility. Raticate's biting attacks are 1.2x more powerful than usual. Their hearing is more sensitive than normal at the expense of being more vulnerable to sound-based status moves and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. They can also see in the dark. This extends to being able to mask their scent, making their Double Team much more convincing.

Raichu [Alola] (Electric/Psychic): The mysterious influence of Alola has turned Raichu into a strange psychic Pokémon. Alolan Raichu constantly levitates, using its tail similar to a hoverboard that it uses to float. It is fairly agile whne it floats, and will always remount its tail if it falls off, though this will occur rarely due to their extremely keen balance. Their cheeks release a sweet scent that lowers a Pokémon's defense if they are within 5 feet of Raichu. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use Fly or Pain Split.

Sandshrew [Alola] (Ice/Steel): Alolan Sandshrew have adapted to a frigid, mountainous climate. In this state, it can no longer curl into a ball like wild-type Sandshrew due to the rigidity of its icy shell. However, its shell grants it a 10% boost to its Defense. Its claws have now adapted to navigating icy climates, which means that it is quite surefooted and can walk easily even on slippery or uneven surfaces. These developed claws also boost its claw based attacks by 10%. Sandshrew can see in the dark.

Sandslash [Alola] (Ice/Steel): Alolan Sandslash have adapted to a frigid, mountainous climate. Their spines have now been replaced with large, hardened icicles. This prevents them from curling into a ball like wild-type Sandslash. However, its shell grants it a 20% boost to its Defense. Its claws have now adapted to navigating icy climates, which means that it is quite surefooted and can walk easily even on slippery or uneven surfaces. Sandslash have powerful claws, boosting claw based attacks by 20%. Sandslash can see in the dark.

Vulpix [Alola] (Ice): Alolan Vulpix are not too dissimilar from their wild-type counterparts - they are equally adept at manipulating ice and cold as wild-type Vulpix are at manipulating fire and heat. As foxes, Vulpix are more inclined to combat by deception, their deception based attacks being slightly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Ninetales [Alola] (Ice/Fairy): Unlike its earlier form, Alolan Ninetales does differ from wild-type Ninetales in some aspects, possibly more adept with ice than its counterpart is with fire. It can generate ice spontaneously from its body, making its Ice attacks fire more quickly. It can also form a block of ice for good energy, using a move, to defend against an attack. As foxes, Ninetales are more inclined to combat by deception, their deception based attacks being significantly more potent. Their Confuse Ray is more effective and their Double Team produces one additional copy. They have sensitive hearing, at the expense of greater vulnerability to sound based status attacks. Owing to their physical beauty, attacks like Attract are more effective than normal.

Diglett [Alola] (Ground/Steel): Alolan Diglett looks almost identical to wild Diglett, with the main difference being the protruding strands of golden hair atop their head. These allow them to locate Pokemon even while they are underground, giving them a profound field of view. While Diglett can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can't Dig, however, they will stand above it. Diglett can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Diglett can see in the dark.

Dugtrio [Alola] (Ground/Steel): Alolan Dugtrio looks almost identical to wild Dugtrio, with the main difference being the golden hair atop their head This is particularly resilient having evolved, and will resist physical damage by 20%, as well as allowing them to locate Pokemon even while they are underground, giving them a profound field of view . Dugtrio share a linked mind, just like Dodrio do. Thus, a Dugtrio member cannot be surprised unless they all are. Any of the heads can be used to attack, both physically and specially, and their Tri Attack is more powerful than normal. Anatomically, with the exception of the heads, a Dugtrio looks almost exactly like a group of moles. While Dugtrio can fight on the ground, they prefer not to, as they are more comfortable with digging. If on ground they can't Dig, however, they will stand above it. Dugtrio can quickly duck back into their hole to dodge an attack if ordered to do so, provided that they see the attack coming. However, doing so makes them vulnerable to special attacks and water being blasted down their hole. Dugtrio can see in the dark.

Meowth [Alola] (Dark): Alolan Meowth are incredibly prideful, and will fall under the influence of rage inducing moves much easier. However, they are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence. Meowth can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Meowth's Payday attack produces more coins and does more damage than normal.

Persian [Alola] (Dark): Alolan Persian is a proud Pokémon and thus more susceptible to moves that induce anger. However, their incredibly thick coats leave them with a profound resistance to physical attacks, reducing damage taken from them by 20%. They are also much more crafty than their wild counterparts, and their deception and trickery techniques will be more potent as a consequence Persian can see in the dark, and are well adapted to moving silently so that no one can hear them move. They are able climbers and have excellent poise and balance. As a cat, they will usually land on their feet, and can slip through gaps that might seem too thin at first glance with little drop in speed. A Persian's Payday attack produces more coins and does more damage than normal.

Geodude [Alola] (Rock/Electric): Alolan Geodude have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. Geodude have the greatest variety of locomotion options amongst the Geodude family. They are capable of rolling, walking on their hands, or levitating, though they cannot hover very high and move quite slowly in this way. Geodude can see in the dark. Their Defense Curl will give them much more protection than most Pokémon. Geodude may disguise themselves as a normal boulder by rolling up, an effective hiding method against many Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Graveler [Alola] (Rock/Electric): Alolan Graveler have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. Using a move, they can also clash the crystals growing on their body together, creating a brief but intense flash of light. Graveler lack the diversity of movement options and the toughness of Golem, however, they are the fastest and most agile of the Geodude family. Graveler have a small pair of hands near their chests that they can use for grappling or close-range attacks, but are not particularly dexterous. Graveler can see in the dark. Their Defense Curl will give them much more protection than most Pokémon.In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Golem [Alola] (Rock/Electric): Alolan Golem have developed an intense magnetic field, which will slightly slow all Steel type Pokemon in the arena. The most drastically changed of the Geodude line, Alolan Golem have grown a large, electric construct on their back. Electric attacks fired from this protrusion will have an additional 10% chance to induce paralysis. Golem have extremely hard shells and take only 80% damage from physical attacks. However, they are weighted down by their girth, and are the slowest of all the Geodude family. Due to the awkward shape of their body, they are no longer as adept at using Rollout, though can still perform the move adequately.. Their Defense Curl attack will give them much more protection than most Pokémon. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Electric energy, causing them to become Electric typed.

Grimer [Alola] (Poison/Dark): Alolan Grimer were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Grimer have absorbed some of the chemicals from the trash they have consumed. Their biting attacks have a 10% chance of poisoning due to the highly toxic nature of their "teeth". Grimer are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Grimer can see in the dark. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Muk [Alola] (Poison/Dark): Alolan Muk were imported to Alola to act as a method of disposing of unwanted trash. As a consequence, Alolan Muk have absorbed some of the chemicals from the trash they have consumed. Attacks using their hands or biting have a 20% chance of poisoning due to the highly toxic nature of their "teeth" and "claws". Muk are made up of poisonous substances made of liquid slime. Thus, toxic or polluted chemicals heal them instead of harm them. The same is true for poison attacks. Muk can see in the dark. Muk also leave poison in their path, poisoning the ground and leaving a substance that can cause minor poisoning to Pokémon if they come in contact with it. They are also very flexible, and can fit through gaps that most Pokémon of their size couldn't. Their bodies absorb physical blows, and physical projectiles, making all attacks in these manners 80% effective. However, as the slime is liquidized, they take slightly more damage from electric attacks.

Exeggutor [Alola] (Grass/Dragon): Alolan Exeggutor are extremely tall. Their necks extend over 30 feet in the air. However, its trunk is quite flexible and it can use its neck as a whip. In addition to the three heads on its trunk, it also has a fourth head on its tail. This head controls the tail independently of the rest of the Pokémon's body, allowing it to perform two attacks simultaneously with both the body and the tail. This also makes it harder to put entirely to sleep. Despite having lost its Psychic typing, Alolan Exeggutor is still familiar with Psychic energy. An Exeggutor literally has eyes everywhere: it is impossible to surprise from behind, and with the increased height of Alolan Exeggutor and the additional head, it has an even greater line of sight. They are capable of attacking an opponent with most of their attacks, no matter which direction they are 'facing'. For Rollout, Exeggutor will drop one of its 'heads' to attack. While the head is using a Rollout, Exeggutor loses the abilities of that particular head. When done with Rollout, the head will Teleport back to the Exeggutor and reconnect for minor energy. An Exeggutor is considered to be knocked out when its body is, as the heads will all faint when the body does.

Marowak [Alola] (Fire/Ghost): Alolan Marowak have developed special skills to combat their foes. While they are not Ghosts in the traditional sense, they can channel spiritual power much like true Ghosts. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They cannot achieve Ghost states. A Marowak's face is covered by a skull, which it will not remove willingly. Marowak may not use its respective bone attacks if it is not holding its bone but to compensate attack using their bone will deal x1.2 damage due to the hardness of the weapon. Marowak are skilled and aggressive combatants, and will tire slightly slower than other Pokémon as a consequence. Its Skull Bash attack takes slightly less energy than normal to use. Marowak can see in the dark.


Legendaries

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Tapu Koko (Electric/Fairy): Tapu Koko is a fast and agile flier, being able to do so about as well as any normal Flying type. On being brought into battle, it will immediately create an Electric Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Storing lightning within it's body leaves it with a permanent Charge boost. Tapu Koko are easy to anger, being more susceptible to rage inducing moves, but will gain a larger attack boost as a consequence.

Tapu Lele (Psychic/Fairy): Tapu Lele levitates, and while not necessarily quick, is fairly agile. On being brought into battle, it will immediately create a Psychic Terrain without using any energy, and will receive the benefits even when not in contact with the ground. It will constantly exude a sweet aroma which will make opposing Pokemon somewhat sluggish, though they will eventually acclimate. However, allies will find themselves calmed by this scent, becoming much harder to drive into an angered state.

Tapu Bulu (Grass/Fairy): Tapu Bulu levitates, and while not necessarily quick, is fairly agile. On being brought into battle, it will immediately create a Grassy Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Tapu Bulu has immense physical strength, comparable to a Fighting type, and it's horn attacks deal an additional 20% damage. Their Leech Seed attack is much more sturdy than normal, the vines more readily able to restrict movement.

Tapu Fini (Water/Fairy): Tapu Fini levitates, and while not necessarily quick, is fairly agile.In water, however, Tapu Fini is both fast and agile, easily comparable to adept swimmers. On being brought into battle, it will immediately create a Misty Terrain without using any energy, and will receive the benefits even when not in contact with the ground. Using an extra Light energy, Tapu Fini can imbue its Water moves with purifying energy, which will remove any stat boosts the foe has accrued. Its serene nature makes it much harder to anger than most Pokemon.

Cosmog (Psychic): Cosmog is incredibly small and light, being able to be thrown about by even light gusts. However, the awkward composition of its body means all attacks, even energy based ones, will partially phase through, dealing 20% less damage. Its Teleport attack is near instantaneous and can cover a much wider distance than normal. Their passive nature leaves them unable to be afflicted by Taunt or Swagger.

Cosmoem (Psychic): Cosmoem has become almost completely dormant, it's slumbering mental state leaving it entirely immune to status of that kind. It's hardened exterior means it takes 20% less damage from all attacks. Its Teleport attack is near instantaneous and can cover a much wider distance than normal. Their passive nature leaves them unable to be afflicted by Taunt or Swagger.

Solgaleo (Psychic/Steel): Solgaleo perpetually emanates an intensely bright light, filling even the darkest of arenas. This will allow moves which require sunlight to be used with impunity. Being a creature able to manipulate dimensional space, their Teleport attack is near instantaneous and can cover a much wider distance than normal. Their roar is much louder than other Pokemon, being more likely to intimidate opponents. Due to their intense connection to the sun, they are considered familiar with the Fire type.

Lunala (Psychic/Ghost): Lunala devours all light that surrounds it, plunging any and all arenas into a thick darkness. Despite this, Lunala can use Moonlight to full effectiveness under any conditions. Being a creature able to manipulate dimensional space, their Teleport attack is near instantaneous and can cover a much wider distance than normal. As Ghost Pokemon, they can turn ethereal for a few seconds to aid in mitigating damage, but can be poisoned. Due to their intense connection to the moon, they are considered familiar with the Fairy type.

Nihilego (Rock/Poison): Nihilego levitates, and while not particularly fast, it is quite agile. Nihilego is able to attain a semi-ethereal form in order to reduce damage in the same manner as Ghost types, but may only do this once per round and cannot shift through constructs such as walls or the floor when doing so. When Constricting a foe, they will have a profound effect upon their mental state, inflicting them with a more potent Taunt state which requires Extreme damage to break. When Nihilego manage to defeat an opponent, they gain a slight boost to their Special Defence.

Buzzwole (Bug/Fighting): Buzzwole has near unparalleled strength, and punching attacks gain a 20% boost in power due to this. Their Leech Life attack also deals significantly more damage. Whenever Buzzwole uses Swagger, it pulls an abrupt pose, strengthening the anger inducing effect of their Swagger attack. Their hardened carapaces will reduce incoming physical damage by 10%, and whenever Buzzwole manages to defeat an opponent, it gains a slight boost to its physical defence.

Pheromosa (Bug/Fighting): Pheromosa is incredibly fast, moving with a speed which surpasses that of most other Pokemon. Despite their frail appearance, their legs are immensely powerful, and they deal 20% more damage with their kicking attacks. The antennae protruding from Pheromosas head are incredibly sensitive, and allow it to have a perfect image of the surroundings no matter what, similar to psychic vision. Whenever Pheromosa manage to defeat an opponent, they gain a slight boost to their speed.

Xurkitree (Electric): Xurkitree's entire body is designed to regulate electricity, and as such it will permanently be under the effects of Charge. Its cable like arms can be extended a reasonable distance in order to strike foes, and they allow it to direct it's electric attacks perfectly, as if Rain Dance were in effect. Whenever Xurkitree defeats an opponent, they gain a slight boost to their Special Attack.

Celesteela (Steel/Flying): Despite it's immense size, Celesteela is fairly fast, although it is not necessarily agile. It can fire beam like attacks from its two arms, making them fire somewhat faster although gaining no boost in damage. It has an immensely durable carapace, reducing incoming physical damage by 10%. Whenever Celesteela defeats an opponent, they gain a slight boost to their Special Attack.

Kartana (Grass/Steel): Kartana uses levitation to move, but is both quick and agile, able to perform sharp turns rapidly with little trouble. Its bladed arms are incredibly sharp, giving it a 20% boost to all slashing attacks, as well as giving them a slight chance to inflict a sore spot similar to Crush Claw at the point of impact. Whenever Kartana defeats an opponent, they gain a slight boost to their physical Attack.

Guzzlord (Dark/Dragon): Due to it's immense size, Guzzlord is neither fast nor agile, but it is incredibly sturdy, unlikely to be bowled over by even the strongest of hits. Using a move, Guzzlord can devour aspects of the arena in order to replenish Considerable health, but this may be only used once. Their strengthened jaws mean their biting attacks deal an additional 20% damage. Whenever Guzzlord defeats an opponent, they will regain Good health.

Necrozma (Psychic): Necrozma moves through levitation, and is both fast and agile. Necrozma has a profound control of light, and as such, all their light based attacks deal an extra 20% damage. This ability also allows it to 'reflect' portions of super effective damage, taking slightly less damage.

Magearna (Steel/Fairy): Being a mechanical Pokemon, Magearna is inorganic. Magearna's movement is stiff but not necessarily slow, and they can curl into a compact orb to allow for much faster movement. They will also take slightly reduced damage while in this form, but may only enter it once per round. Whenever a Pokemon faints while Magearna is active in battle, Magearna will gain a boost to it's Special Attack.


Important note: with regards to Silvally memories, members will be allowed to claim one free Memory on addition of a Type: Null. Further Memories will have to be obtained through the purchase of the corresponding Type Enhancing token. For example, purchase of a Charcoal will also grant a free Fire Memory.

Attack Descriptions

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Accelerock (RK) -- The user surrounds itself with Rock energy and leaps forward at a high speed, raking the target with its claws or rocky spines for moderate damage.

Anchor Shot (ST) -- The user lashes out a chain of Steel energy, which wraps around the target, dealing considerable damage. The chain wraps loosely around the target, restricting movement slightly and preventing switching for five rounds. This attack may be used multiple times on the same Pokémon, but the chain will only linger once per Pokémon.

Aurora Veil (IC) -- The user releases a fine mist of glowing ice particles that surround them, using good energy. This aura of ice absorbs some of the energy and momentum from oncoming attacks, reducing their effectiveness slightly. If used in a hailstorm or similar conditions such as snow or blizzards, it will feed off the ice in the air and significantly increase the user's defense and special defense. The effects of this technique last for five rounds.

Baneful Bunker (PO) -- The user protects itself with its limbs while flaring out spines covered in Poison energy. The user will be protected against the effects of the next move targeted at it. This move uses as much energy as the attack it blocks, using slightly more energy with each subsequent use in a similar fashion to Protect. If a Pokémon makes contact with the user when this move is active, they will be poisoned. The increase in energy is shared with Protect, Spiky Shield and King's Shield.

Beak Blast (FL) -- The user gathers an immense amount of Flying energy in its beak, so much so that their beak becomes hot to the touch. After a few moments, the user releases a superheated blast of air laced with Flying energy, dealing heavy damage for heavy energy. If a Pokémon makes contact with the user's beak while the attack is charging, they will suffer a burn at the point where they made contact.

Brutal Swing (DK) -- The user throws its weight around recklessly while cloaked in a dark aura. Due to its reckless nature, it can easily hit multiple targets at close vicinity. This attack deals good damage.

Burn Up (FR) -- The user gathers all the excess heat in their body generated by their internal flame and releases it in a gigantic flare, dealing severe damage to all Pokémon in the immediate vicinity. This causes their flame to be temporarily extinguished. During this time, they will lose the benefits of their Fire typing, being less resistant to Fire, Grass, Ice, Bug, Steel and Fairy moves, but will also be less vulnerable to Rock, Ground, and Water moves. Those Pokémon with exposed flames will have them extinguished and be unable to summon them for three rounds. The secondary effects of this attack will wear off after three rounds. Due to the intense nature of this attack, it can only be used once per battle. Non-Fire-types who use this move will not experience the after effects.

Clanging Scales (DR) -- The user rubs its numerous scales together to create a horrible sound and release a pulse of Dragon energy, which deals high damage to its target. The act of the user rubbing its scales will cause them to temporarily seperate, leaving them slightly more vulnerable to phyiscal attacks and dropping their defense one stage.

Core Enforcer (GD) -- The user gathers up a mass of energy, firing it at the foe and drawing a Z on the ground, which explodes in an eruption of energy. This attack deals heavy damage and, if the user has already received damage this round, causes the target to lose any boosts granted by their Species Characteristic for the remainder of the battle.

Darkest Lariat (DK) -- The user gathers Dark energy in its hands and spins rapidly, approaching the target. The user then smashes them, penetrating their defenses and dealing significant damage. The mysterious power of the energy allows this move to ignore boosts to the target's defense.

Dragon Hammer (DR) -- The user covers its body or appendages with Dragon energy and slams their body or appendage into the foe at full force, dealing significant damage.

Fire Lash (FI) -- The user releases a long, thin band of fire, which it uses to lash the foe, dealing considerable damage. This move has a chance of leaving a sore spot similar to Crush Claw.

First Impression (BG) -- Immediately upon release, the user surprises the foe with a hard hit, dealing significant damage. This move can only be used as the first move that a Pokémon uses upon release. Due to the surprise nature of the attack, it is somewhat likely to outprioritize other moves used.

Floral Healing (FA) -- The user draws energy from its flowers to heal itself. Under normal circumstances, this move heals significant damage for significant energy, but will heal extreme damage for extreme energy if Grassy Terrain is active. This counts as a healing move.

Gear Up (ST) -- The user engages their gears, spinning them up to create a magnetic field. This field gives the Pokémon a boost to their Attack and Special Attack, as well as to any allied Steel- or Electric-typed Pokémon.

High Horsepower (GD) -- The user surrounds themselves with Ground energy before charging the foe, performing a heavy, trampling tackle, dealing significant damage.

Ice Hammer (IC) -- The user surrounds its fist or claw with a shroud of Ice energy and slams it into the foe for heavy damage. The Ice energy lingers with the target, chilling them.

Instruct (PS) -- The user uses Psychic power to influence a target, encouraging them to use the last move it used once more. This will work on allies under most circumstances unless the target is unable to use the move (i.e. does not have enough energy, flinches, etc.). If used on a foe, this is more likely to fail, especially if the move causes damage or other harm to the target or is a relatively high energy move, along with normal circumstances for failure. This move can only be used successfully once per battle. If a Pokémon uses three moves as a consequence of this move, this will not count as a three mover, but they will still suffer the exhaustion associated with a three mover. This move uses x1.5 the energy of the move that the target used, or good energy if either move fails.

Laser Focus (NO) -- The user focuses intensely on its target, seeking out any weak points, using good energy. The next attack, if it hits, is guaranteed to strike a weak point, dealing an extra 25% damage.

Leafage (GR) -- The user releases a flurry of leaves laced with grass energy, pummeling the foe for moderate damage. The leaves are stiffened due to the energy, making them solid and able to break through weaker panes, such as Light Screen.

Liquidation (WA) -- The user surrounds itself with swirling water and rams into the foe, dealing significant damage. The rushing waters may cause significant friction on the target's skin or carapce, possibly lowering their defense.

Lunge (BG) -- The user surrounds itself with Bug energy, lunging directly at the foe, dealing considerable damage. The attack is somewhat surprising and may lower the target's attack.

Moongeist Beam (GH) -- The user uses its wings to absorb the light from the moon, transforming the energy into a large beam that it lauches at the foe for heavy damage. The mysterious nature of this energy ignores any boosts to defense granted by Species Characteristics or any other Characteristics that may cause the move to fail or do less damage.

Multi-Attack (Various) -- The user slams into the target while performing a powerful slash, dealing significant damage. The type of this attack is dependent on the user's primary type.

Nature's Madness (FA) -- The user summons a magical energy from the surrounding terrain, causing a burst of energy to rise around the target. This attack does damage based on how much health the foe has remaining. If the foe is at full health, it deals extreme damage for extreme energy. If the foe is at half health, it deals a little more than solid damage. If the user is critical, it deals roughly minor damage. This attack cannot cause the foe to faint.

Pollen Puff (BG) -- The user gathers up a large ball of pollen from its body and chucks it at its target. If the target is a foe, it deals significant damage. If it is a friend, it can heal significant damage. This move can also be used on the user to heal significant damage. The user can only use this move once per battle to heal itself or others. This move uses significant energy in both forms.

Power Trip (DK) -- The user draws power from its own ego, shrouding itself in Dark energy before slamming into the foe. This attack increases in power with each positive stat change, regardless of the stat. With no boosts, it deals solid damage, but with any boosts active, it deals high damage and resets the user to have no boosts. Boosts to Attack do stack with this move, but the boosts will be treated as if they were stacked normally, meaning the power of the boost will be diminished for this attack.

Prismatic Laser (PS) -- The user gathers an extreme amount of Psychic energy within their body, transforming it into light that is focused into a rainbow colored laser using the prism like structures in the user's body. This laser hits the foe, dealing extreme damage. This attack will cause the user to be tired after its use for approximately a round.

Psychic Fangs (PS) -- The user coats their fangs with a Psychic energy, similar to that of Barrier, Light Screen or Reflect, and then bites the foe, dealing considerable damage. The energy allows them to break through Barriers, Light Screens or Reflects without lowering the power of the move, and will also destroy any cubic versions of these moves.

Psychic Terrain (PS) -- For considerable energy, the user covers the ground with a mysterious energy, causing it to radiate with energy for five turns. The energy causes strange effects which cause any Pokémon touching the ground to move at roughly the same rate, making it difficult for either Pokémon to outspeed the other. This will cause moves to clash more frequently and any moves with significant speed will be slowed down to force them to clash more easily. This will also even out both Pokémon's movement speed so that neither Pokémon has priority on their moves. This effect will make Psychic-type moves slightly stronger. Nature Power will become Psychic while this move is in effect, and Weather Ball will become Psychic-typed when used by a grounded Pokémon.

Purify (PO) -- The user surrounds the target with a strange energy, which cures the target of status. If this move successfully cures the target of status, it will restore significant health to the user. This move uses significant energy and counts as a healing move.

Revelation Dance (Various) -- The user dances extremely vigorously, whipping up a flurry of energy that is sent at the foe for significant damage. This move's type is determined by the primary type of the user.

Shadow Bone (GH) -- The user surrounds its bone in shadowy energy and slams the target, dealing significant damage. The shadowy energy may linger, temporarily lowering the target's defense.

Shell Trap (FR) -- The user gathers sulfur in its shell, covering it in a coating of volatile Fire energy. If the user's shell is hit with a physical move, the sulfur will explode, dealing heavy damage. This costs heavy damage to set, but will fade if another move is used before it goes off.

Shore Up (GD) -- The user draws soil, sand or dirt from the area around them to replace areas of its body that may be injured or damaged, which heals the user for significant health. If the user is in a sandy area or in the midst of a sandstorm, this attack heals extreme damage. This move can only be used if the arena has sufficient sand, soil, dirt or similar debris in the arena. Additionally, if the user is on an arena that does not have sufficient sand, soil, dirt or similar debris, but there is a Sandstorm being generated by another Pokémon, they may use this move to recover significant health. This attack uses significant energy and counts as the user's healing move.

Smark Strike (ST) -- The user covers their horns, spines or similar apendages with a coating of Steel energy and delivers a quick, focused strike for solid damage. The careful nature of the attack makes it more accurate than other moves. The metallic casing of the horn allows it to break through some energy-based attacks with greater ease and still retain its power.

Solar Blade (GR) -- The user absorbs sunlight, then gathers the energy into a sharp appendage and slashes the foe to deal heavy damage. The energy also extends out past the normal reach, allowing the user to hit from somewhat of a distance. The power of the attack varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack can be used almost instantly. If Rain Dance is in effect, the charging time is increased. Solar Blade can be used in low-light environments or at night, but the charge time will be significantly increased.

Sparkling Aria (WA) -- The user bursts into a warbling song, summoning a number of sparkling bubbles which burst and shower the foe with water, dealing significant damage. This water, despite doing damage, has a magical restorative effect, healing burns inflicted on any Pokémon on the field.

Speed Swap (PS) -- The user uses good energy to create a Psychic link with its target. If the target is faster and/or more agile the user, the user will begin to feel energetic and limber while the target will feel more sluggish. For the next five rounds, the user and target will "swap speeds", effectively moving as if they were the other Pokémon. This will not affect their mode of movement, only how quickly or agilely the Pokémon moves in their preferred form of locomotion.
Spirit Shackle (GH) -- The user fires a a shadowy arrow at the foe, which lands below the target. The arrow sends out a burst of ghostly energy, dealing considerable damage. This energy lingers, preventing the foe from switching for five rounds. Though this attack can be used multiple times, it can only trap the foe once per Pokémon.

Spotlight (NO) -- The user uses good energy to shine a bright light on the target. This light draws the attention of all Pokémon on the field, directing all attacks towards the target for the remainder of the round, although foes will be reluctant to attack one another, being much more likely to garner glancing partial blows or even miss entirely. .

Strength Sap (GR) -- The user uses high energy to sap energy from the target, drawing energy from their physical strength and restoring significant health. If the user has any boost to their Attack, either temporary or through Species Characteristics or Signature Moves, the amount of health restored will be increased proportionately. The target's attack will also be lowered. This will count as the user's healing move.

Stomping Tantrum (GD) -- The user covers its limbs in Ground energy and beats the foe up with a rage-fueled attack for solid damage. If the user's last move failed or missed, the user will vent their rage, dealing heavy damage for solid energy. Each subsequent use when boosted will increase the energy by a minor amount. After using this move after a move has missed or failed, the user will be slightly calmer.

Sunsteel Strike (ST) -- The user gathers energy from the sun, ramming into the foe with a massive amount of force for high damage. The mysterious nature of this energy ignores any boosts to defense granted by Species Characteristics or any other Characteristics that may cause the move to fail or do less damage.

Tearful Look (NO) -- The user gives the target a teary look, trying to make itself look as pitiable as possible. This may cause the target to pity the target and be reluctant to attack the user, lowering their Attack and Special Attack. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Throat Chop (DK) -- The user surrounds their arm in Dark energy and gives the target a firm chop, aiming for their throat or voice box, dealing considerable damage. If the target has an exposed neck, they may be unable to use moves involving vocalization for two rounds.

Toxic Thread (PO) -- The user sprays a fine, sticky string laced with poison that hinders the target's movement and slows it down. Unlike Spider Web or Electroweb, this technique allows for focused targeting to wrap or ensnare a particular body part. While it can be used to ensnare the foe's entire body, the string is more powerful in large masses, and targeting a certain body part will produce a more resistant ensnarement. The poison that the string is laced with will cause poison upon contact with skin. Due to the poison lacing the string, it is somewhat more brittle and easier to break than the string from String Shot, and cannot be used for traveling. This technique uses moderate energy.

Trop Kick (GR) -- The user performs a high drop kick laced with a mysterious, exotic energy. Upon contact, the energy bursts into a flare of petal-like energy formations which release a calming scent. The kick deals solid damage and the lingering scent lowers the target's Attack by one stage.

Zing Zap (EL) -- The user surrounds themselves with electrical energy that makes their hair or spikes stand on end, and they rush the foe in a hard, fast tackle, dealing considerable damage. Due to their spikes standing on end, this may shock the foe, causing them to flinch.

Acquisition Levels

Spoiler: show
Trainer Level 1

Alola Diglett
Alola Geodude
Alola Meowth
Alola Rattata
Alola Sandshrew
Alola Vulpix
Bounsweet
Cosmoem
Cosmog
Crabrawler
Cutiefly
Dewpider
Formantis
Grubbin
Jangmo'o
Litten
Mareanie
Morelull
Mudbray
Pikipek
Popplio
Pyukumuku
Rockruff
Rowlet
Salandit
Sandygast
Stufful
Togedamaru
Wimpod
Wishiwashi
Yungoose

Trainer Level 2

Alola Dugtrio
Alola Graveler
Alola Grimer
Alola Ninetales
Alola Sandslash
Araquanid
Bruxish
Charjabug
Comfey
Brionne
Dartrix
Gumshoos
Hakamo-o
Lurantis
Lycanroc
Minior
Oricorio
Shiinotic
Steenee
Torracat
Trumbeak
Type: Null

Trainer Level 3

Alola Raticate
Crabominable
Komala
Kommo-o
Mimikyu
Palossand
Passimian
Ribombee
Salazzle
Toucannon
Toxapex
Tsareena

Trainer Level 4

Alola Exeggutor
Alola Golem
Alola Persian
Bewear
Decidueye
Dhelmise
Golisopod
Incineroar
Mudsdale
Oranguru
Primarina
Turtonator
Vikavolt

Tapu Koko [Legend Challenge]
Tapu Lele [Legend Challenge]
Tapu Bulu[ Legend Challenge]
Tapu Fini [Legend Challenge]
Nihilego [Legend Challenge]
Pheromosa [Legend Challenge]
Buzzwole [Legend Challenge]
Xurkitree [Legend Challenge]
Kartana [Legend Challenge]

Trainer Level 5

Alola Muk
Alola Marowak
Alola Raichu
Silvally

Solgaleo [Legend Challenge]
Lunala [Legend Challenge]
Celesteela [Legend Challenge]
Guzzlord [Legend Challenge]
Necrozma [Legend Challenge]
Magearna [Legend Challenge]

Trainer Level 6
Drampa

Changes to previous generation Pokemon move pools can be found here, while we will for the time being have to use Serebii for Alolan Pokemon. It is also important to note that Alolan Pokemon do not get access to the moves of their normal counterparts, however split evolution Alolan forms will have access to the entire move pool of the base form. For example, Alolan Marowak can access all the moves normal Cubone can learn throughout the generations, whereas Alolan Ninetales cannot access moves learned by normal Vulpix or Ninetales.

And that's that. Have fun with Alola!

Last edited by Jerichi; 01-09-2017 at 10:13 PM. Reason: Fixed Purify: Damage -> Health, fixed Rowlet's SC to include Flying type
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