Move Keywords



 Move Keywords –

 Beam – A Move with the Beam Keyword can hit multiple targets. The length of the Beam is usually specified in the Effect of the Move. To find the area affected by the Move, draw a straight line from the Move’s user and continue the line for however long the effect specifies. All Legal Targets on the drawn line is hit by the Move with the Beam keyword.

 Berry – A Move with the Berry keyword, is Natural Gift. Depending on the berry held, Natural Gift does different damage and has a different elemental Type.

 Berry Damage Dice Roll Type Berry Damage Dice Roll Type

 Cheri 3d10 Fire Watmel 5d10 Fire

 Chesto 3d10 Water Durin 5d10 Water

 Pecha 3d10 Electric Belue 5d10 Electric

 Rawst 3d10 Grass Occa 3d10 Fire

 Aspear 3d10 Ice Passho 3d10 Water

 Leppa 3d10 Fighting Wacan 3d10 Electric

 Oran 3d10 Poison Rindo 3d10 Grass

 Persim 3d10 Ground Yache 3d10 Ice

 Lum 3d10 Flying Chople 3d10 Fighting

 Sitrus 3d10 Psychic Kebia 3d10 Poison

 Figy 3d10 Bug Shuca 3d10 Ground

<p style="margin: 0in 0in 0pt;"> Wiki 3d10 Rock Coba 3d10 Flying

<p style="margin: 0in 0in 0pt;"> Mago 3d10 Ghost Payapa 3d10 Psychic

<p style="margin: 0in 0in 0pt;"> Aguav 3d10 Dragon Tanga 3d10 Bug

<p style="margin: 0in 0in 0pt;"> Iapapa 3d10 Dark Charti 3d10 Rock

<p style="margin: 0in 0in 0pt;"> Razz 3d10 Steel Kasib 3d10 Ghost

<p style="margin: 0in 0in 0pt;"> Bluk 2d20 Fire Haban 3d10 Dragon

<p style="margin: 0in 0in 0pt;"> Nanab 2d20 Water Coulbur 3d10 Dark

<p style="margin: 0in 0in 0pt;"> Wepear 2d20 Electric Babiri 3d10 Steel

<p style="margin: 0in 0in 0pt;"> Pinap 2d20 Grass Chilan 3d10 Normal

<p style="margin: 0in 0in 0pt;"> Pomeg 2d20 Ice Liechi 5d10 Grass

<p style="margin: 0in 0in 0pt;"> Kelpsy 2d20 Fighting Ganlon 5d10 Ice

<p style="margin: 0in 0in 0pt;"> Qualot 2d20 Poison Salac 5d10 Fighting

<p style="margin: 0in 0in 0pt;"> Hondeew 2d20 Ground Petaya 5d10 Poison

<p style="margin: 0in 0in 0pt;"> Grepa 2d20 Flying Apicot 5d10 Ground

<p style="margin: 0in 0in 0pt;"> Tamato 2d20 Psychic Lansat 5d10 Flying

<p style="margin: 0in 0in 0pt;"> Cornn 2d20 Bug Starf 5d10 Psychic

<p style="margin: 0in 0in 0pt;"> Magost 2d20 Rock Enigma 5d10 Bug

<p style="margin: 0in 0in 0pt;"> Rabuta 2d20 Ghost Micle 5d10 Rock

<p style="margin: 0in 0in 0pt;"> Nomel 2d20 Dragon Cutsap 5d10 Ghost

<p style="margin: 0in 0in 0pt;"> Spelon 2d20 Dark Jaboca 5d10 Dragon

<p style="margin: 0in 0in 0pt;"> Pamtre 2d20 Steel Rowap 5d10 Dark

<p style="margin: 0in 0in 0pt;"> Blast – A Move with the Blast Keyword can hit multiple targets. The size of the Blast is usually specified in the Effect of the Move. To find the area affected by the move, draw a radius equal to the length specified per Move. Draw a circumference surrounding the target that has an equal radius throughout the circle. All Legal Targets within the drawn area is hit by the Move with the Burst keyword.

<p style="margin: 0in 0in 0pt;"> Blocking Terrain – If an object that your pokemon cannot see through is between itself and a desired target, it is Blocking Terrain. You may not attack a target behind Blocking Terrain. Some blocking terrain can be seen through, that does not make it Hindering Terrain.

<p style="margin: 0in 0in 0pt;"> Burst – A Move with the Burst keyword can hit multiple targets. The length of the radius for the Burst is usually specified in the Effect of the Move. To find the area affected by the move, draw a radius equal to the length specified per Move. Draw a circumference surrounding the user that has an equal radius throughout the circle. All Legal Targets within the drawn area is hit by the Move with the Burst keyword.

<p style="margin: 0in 0in 0pt;"> Coat – A Move with the keyword Coat covers the target in a layer of material, which reduces the effectiveness of a certain type of attack. The Move will specify which type it is a Coat for. If a target has a Coat for a certain type and they are immune, they are still immune. If a target has a Coat for a certain type and they are resistant, they are now immune. If a target has a Coat for a certain type and they have neutral resistance, they are now resistant. If a target has a Coat for a certain type and they are weak to the type, they now have a neutral resistant. If a target has a Coat for a certain type and they are doublely weak to the type, they now are only weak to the type. A target may not have more then 1 Coat per elemental type. Some Coats have effects unrelated to damage, these Coats are defined in the Effect of their Move.

<p style="margin: 0in 0in 0pt;"> Column – A Move with the Column keyword can hit multiple targets. The size of the Column is usually specified in the Effect of the Move. To find the area affected by the Move, draw a straight line from the user to the target and then draw a line perpendicular to that line equal in length to the specified amount per Move. The perpendicular line should be centered on the line connecting the user and the target. Draw lines from the perpendicular points parallel to the line connecting the user and the target. These lines stop perpendicular to the user and continue through the target 2-meters. All Legal Targets within the drawn area is hit by the Move with the Column keyword.

<p style="margin: 0in 0in 0pt;"> Combat Stage – During battle, the stats of a Pokemon can be altered to buff or debuff a pokemon, making them more formidable or less threatening. During battle, any stat can only be only be risen or lowered up to six times positively or six times negatively. This makes a scale, from -6 to +6 that can be altered as many times as the battle allows but never more then +6 Combat Stages or less than -6 Combat Stages. If a pokemon’s stat is raised a Combat Stage during battle, they gain a 25% bonus the buffed stat, rounded down. If a pokemon’s stat is lowered one Combat Stage during battle, they lose 12.5% of the affected stat rounded up. This means that if a stat has raised 6 Combat Stages; its affected stat should be 250% of its original value. If a stat has been lowered 6 Combat Stages, its affected stat should be 25% of its original value. For every 2 Combat Stages the Speed stat is raised, the Pokemon’s Speed Capabilities are raised 1 value. For every 3 Combat Stages the Speed stat is lowered, the Pokemon’s Speed Capabilities are lowered 1 value. Speed Capabilities may not be lowered below 1 and may not be raised above 10, or 5 for Burrow and Underwater.

<p style="margin: 0in 0in 10pt;"> Dash – A Move with the Dash keyword can only be used if the Move’s user has moved towards its target before choosing a target. You may move away from the target and then move back towards the target in the same turn to make them a Legal Target as long as you have the appropriate Speed to allow for the movement.

<p style="margin: 0in 0in 0pt; line-height: 12.05pt;"> Environ – A Move with the Environ keyword look at the chart below to see what they use for their move.

<p style="margin: 0in 0in 0pt;"> Area Nature Power Attack Secret Power Effect

<p style="margin: 0in 0in 0pt;"> Building Swift Paralysis <p style="margin: 0in 0in 0pt;"> Cave Shadow Ball Flinch <p style="margin: 0in 0in 0pt;"> Rocky Rock Slide Confusion <p style="margin: 0in 0in 0pt;"> Sandy Sand-Attack +2 needed during Accuracy Check <p style="margin: 0in 0in 0pt;"> Grassy Stun Spore Poison <p style="margin: 0in 0in 0pt;"> Thick Brush Razor Leaf Sleep <p style="margin: 0in 0in 0pt;"> Water Surf Lowers Speed 1 Combat Stage <p style="margin: 0in 0in 0pt;"> Underwater Hydro Pump Lowers Attack 1 Combat Stage <p style="margin: 0in 0in 0pt;"> Snowy Blizzard Freeze <p style="margin: 0in 0in 0pt;"> Forrest Magical Leaf Lowers Defense 1 Combat Stage <p style="margin: 0in 0in 0pt;"> Volcanic Heat Wave Burn <p style="margin: 0in 0in 0pt;"> Sky Whirlwind Lowers Special Attack 1 Combat Stage <p style="margin: 0in 0in 0pt;"> Beach Muddy Water Lowers Special Defense 1 Combat Stage <p style="margin: 0in 0in 0pt;"> Exhaust – If a Move has the Exhaust keyword, the user may not do anything on their next turn. The user may still be a target of Moves or be returned. <p style="margin: 0in 0in 0pt;"> Hazard – If a Move has the Hazard keyword, the effect covers the entire field of battle. A Hazard only affects the foes when they appear, or come out of a poke ball. You may put extra Layers of the Move with Hazard if the Move allows. <p style="margin: 0in 0in 0pt;"> Hindering Terrain – If an object that you can see through or around is between your pokemon and its target, there is Hindering Terrain. For each piece of Hindering Terrain, you must roll 1 higher during Accuracy Check. <p style="margin: 0in 0in 0pt;"> Interrupt – A Move with the Interrupt keyword can be declared on the foe’s turn. Moves with Interrupt each have different situations where it can be used. Once those circumstances show up, you may declare the Interrupt Move and use it. When you use an Interrupt Move out of turn, you forfeit your next attack. You may not Interrupt an Interrupt. <p style="margin: 0in 0in 0pt;"> Legal Target – All pokemon and people, friend and foe alike, in an area that has an unblocked line of sight. <p style="margin: 0in 0in 0pt;"> On Miss – If a Move’s effect says On Miss, the effect detailed happens and makes everything within its range a Legal Target for the Move. <p style="margin: 0in 0in 0pt;"> Pass – A Move with the Pass keyword moves through the target. The Move’s user must move before it hits a target and continues through the target, ending their movement on the side opposite of the side of the target they attacked. If there are multiple potential targets on that line, you may pass through as many as your Speed allows, attacking every one. You may move away from the target and then move back towards the target in the same turn to make them a Legal Target as long as you have the appropriate Speed to allow for the movement. The user must be at least 2-meters away from its target after their turn ends. <p style="margin: 0in 0in 0pt;"> Push – A Move with the Push keyword moves the target on hit. The distance the target is Pushed is usually specified in the Effect of the Move. The target is moved in the direction opposite of the Move’s user. <p style="margin: 0in 0in 0pt;"> Reliable – A Move with the Reliable keyword may be used again regardless of its Frequency as long as the move has not yet hit a target successfully. <p style="margin: 0in 0in 0pt;"> Scatter – A Move with the Scatter keyword can hit multiple targets. The amount of times you may target with the Move is usually specified in the Effect of the Move. Each time you attack, you may target a different Legal Target. <p style="margin: 0in 0in 0pt;"> Spirit Surge – A Move with the Spirit Surge keyword will always have its Effect activate. A Move with the Spirit Surge keyword still needs to successfully hit a Legal Target to deal damage, but will still gain its effect’s benefits. Moves with the Spirit Surge keyword usually cause buffs or debuffs to Combat Stages. <p style="margin: 0in 0in 0pt;"> Spray – A Move with the Spray keyword can hit multiple targets. The length and width of the Spray is usually specified in the Effect of the Move. To find the area affected by the Move, draw out a line from the Move’s user equal to the length and draw out another line of the same length however many degrees away from the first line. Connect the two ends of the lines in an arc that keeps a constant distance from the Move’s user, making a cone. The target should be at the center of this cone’s arc, or along the radius from the arc’s center to the user. All Legal Targets within the drawn area is hit by the Move with the Spray keyword. <p style="margin: 0in 0in 0pt;"> Target Area – A Move that says Target Area does not target a person or a pokemon. Instead, target a particular spot on the field. <p style="margin: 0in 0in 0pt;"> Trap – A Move with the Trap keyword prevents the target from fleeing. A Trapped target may not flee, and may not be recalled. A Trapped target may not move from the spot they were Trapped in. If the user of the Move with the Trap keyword faints, flees, or is recalled the Trapped target is freed. <p style="margin: 0in 0in 0pt;"> Wall – A Move with the keyword Wall can place Wall terrain of the field of battle. The amount of Wall is usually specified per Move. The Move will give a length of Wall, which can be separated at 1-meter intervals. The height of the Wall, unless specified otherwise, is 2-meters. You may stack Walls to make tall shields, or cut width in many 1-meter intervals to make several Walls all over the field. Walls are only a few inches thick, unless the Move specifies otherwise. At the end of an encounter, Walls fade after a few minutes. Some walls can be passed through or have ranged attacks shot through; this is described per move.

<p style="margin: 0in 0in 0pt;"> Weath er – Move with the Weather keyword affects an area, changing the rules of the battle. Damage can be altered and even the Effects of moves can change depending on the Weather in battle. Weather can replace Weather that already is in place. If a Weather effect does not replace Weather effects, it is Lesser Weather and it cannot be replaced.

<p style="margin: 0in 0in 0pt;"> W eight Class – A Move with the Weight Class Keyword refers to the following.

<p style="margin: 0in 0in 0pt;"> Weight Class 1 – Any pokemon between 0 – 25 lbs; 0 – 11 kg

<p style="margin: 0in 0in 0pt;"> Weight Class 2 – Any pokemon between 25 – 55 lbs; 11 – 25 kg

<p style="margin: 0in 0in 0pt;"> Weight Class 3 – Any pokemon between 55 – 110 lbs; 25 – 50 kg

<p style="margin: 0in 0in 0pt;"> Weight Class 4 – Any pokemon between 110 – 220 lbs; 50 – 100 kg

<p style="margin: 0in 0in 0pt;"> Weight Class 5 – Any pokemon between 220 – 440 lbs; 100 – 200 kg

<p style="margin: 0in 0in 10pt;"> Weight Class 6 – Any pokemon heavier than 440 lbs; 200 kg