Move Keywords


Moves with this Keyword manipulate Aura and may be affected by certain Abilities or effects.


Natural Gift has a different Damage Base and Elemental Type based on the Berry being held. Consult the Chart below.

Berry DB Type Berry DB Type
Cheri 6 Fire Watmel 8 Fire
Chesto 6 Water Durin 8 Water
Pecha 6 Electric Belue 8 Electric
Rawst 6 Grass Occa 6 Fire
Aspear 6 Ice Passho 6 Water
Leppa 6 Fighting Wacan 6 Electric
Oran 6 Poison Rindo 6 Grass
Persim 6 Ground Yache 6 Ice
Lum 6 Flying Chople 6 Fighting
Sitrus 6 Psychic Kebia 6 Poison
Figy 6 Bug Shuca 6 Ground
Wiki 6 Rock Coba 6 Flying
Mago 6 Ghost Payapa 6 Psychic
Aguav 6 Dragon Tanga 6 Bug
Iapapa 6 Dark Charti 6 Rock
Razz 6 Steel Kasib 6 Ghost
Bluk 7 Fire Haban 6 Dragon
Nanab 7 Water Colbur 6 Dark
Wepear 7 Electric Babiri 6 Steel
Pinap 7 Grass Chilan 6 Normal
Pomeg 7 Ice Liechi 8 Grass
Kelpsy 7 Fighting Ganlon 8 Ice
Qualot 7 Poison Salac 8 Fighting
Hondew 7 Ground Petaya 8 Poison
Grepa 7 Flying Apicot 8 Ground
Tamato 7 Psychic Lansat 8 Flying
Cornn 7 Bug Starf 8 Psychic
Magost 7 Rock Enigma 8 Bug
Rabuta 7 Ghost Micle 8 Rock
Nomel 7 Dragon Custap 8 Ghost
Spelon 7 Dark Jaboca 8 Dragon
Pamtre 7 Steel Rowap 8 Dark
Roseli 8 Fairy Maranga 8 Dark
Kee 8 Fairy


Safeguard, Lucky Chant, Reflect, and Light Screen provide a Blessing shared by the entire team. All Pokémon and Trainers allied to the user may benefit from the Blessing. The Blessing persists until its used up, even if the original user is KO’d or switched out.


Moves with the Coat keyword give the targets a certain effect while the Coat persists. Coats may be passed on by Baton Pass.


A Dash Move cannot be used if the user is Stuck.

Double Strike

Whenever a Move with Double Strike is used, make two Attack Rolls. If one Attack Roll hits, the Move does damage as indicated by its Damage Base value; if both Attack Rolls hit however, the Damage Base value is doubled. Each hit may Critically Hit separately; when adding damage from Critical Hit, add the Damage Base before it’s doubled. For example, if one Double Kick attack is a Critical Hit, add +1d8+5 to the damage roll. If both are Critical Hits, add +2d8+10.


A Pokémon using a Move with the Environ keyword consults the chart below for what Move or effect to use.

Area Nature Power Move Secret Power Effect
Grassland Grass Knot Sleep
Forest Energy Ball Sleep
Wetlands Mud Bomb Lowers Speed by -1 CS.
Ocean Bubble Beam Lowers Attack by -1 CS.
Tundra Aurora Beam Freezing
Mountain Power Gem Flinch
Cave Ancient Power Flinch
Urban Tri-Attack Paralysis
Desert Earth Power Lowers Accuracy by -1.


These Moves automatically KO the target if they hit. The 1d100 roll may not be modified in any way or re-rolled through any means.


If a Move has the Exhaust keyword, the user forfeits their Standard and Shift actions on their next turn, and forfeits their trainer’s Command. If any of these actions has already been used up, the move Fails and does not activate.


The Move Fling is very unique! Its effect depends on the held item of the user. If used a Trainer, they must throw an item in either hand.

Item Damage Base Effect
Consumables No Damage The target of the attack takes no damage, and instead consumes the thrown item. This includes Basic Restoratives, Berries, Snacks, and Herbs, but not Bandages, Refreshments, or other items that are used as an Extended Action. When used this way, Restoratives don’t cause the target to forfeit a turn.
Poison Items DB 3 The target becomes Poisoned. This category includes Toxic Orbs, and Poison-Type Boosters, Braces, and Plates.
Fire Items DB 3 The target becomes Burned. This category includes Flame Orbs, and Fire-type Boosters, Braces, and Plates.
Poké Balls DB 3 A Capture Attempt may be made after damage is applied, if the ball is thrown at a valid target. This category includes all Poké Balls and Apricorn Balls.
Other DB 6 Anything not specifically falling in any other category.
Held Items DB 7 This has no special effect. This category includes all Evolutionary Stones, Keepsakes, and Held Items not otherwise listed here.
Rare Item DB 10 This includes the Metal Powder, Rare Leek, Thick Club, and Pink Pearl Items, but only if the user is able to benefit from that item.
Lagging Item DB 12 This includes Iron Balls, and any Lagging Item.
Weapon See Effect The user instead makes a ranged Struggle Attack using the thrown Weapon to determine damage, but using Fling’s Accuracy.


Moves with the Friendly Keyword do not hit allies.

Five Strike

Whenever a Move with Five Strike is used, roll 1d8. On a result of 1, the attack hits one time. On a result of 2 or 3, the attack hits two times. On a result of 4, 5, or 6, the attack hits three times. On a result of 7, the attack hits four times. On a roll of 8, the attack hits five times. Multiply the Move’s Damage Base by the number of times hit; that becomes its new Damage Base. You may always apply Technician to Moves with Five Strike. Apply STAB and all other effects that raise Damage Base only after the Move’s final Damage Base has been calculated.


Moves with the Groundsource keyword do not have their Accuracy modified by targeting into Rough Terrain and ignore Blocking Terrain.


If a Move has the Hazard keyword, the effect covers a portion of the field of battle. A Hazard only affects the foes under certain circumstances. You may put extra Layers of the Move with Hazard if the Move allows, but only one per usage of the Move.


These Moves are Illusions, and may be ignored by Trainers with the Clairsentient Feature.


Interrupt Moves are advanced Priority Moves. Interrupt Moves may be declared in the middle of another player’s turn, much like Priority Moves, and the same rules for resolution apply. However, Interrupt Moves don’t require that the user hasn’t acted that turn; if they have, they simply give up their turn on the following round (taking up the ‘command’ action as usual). If the user hasn’t acted that round, they simply give up their turn for that round, like a Priority Move.


At any point during a Shift, the user may declare a move with the Pass keyword. Once the Move is declared, the user may move forward only in a straight line, for up to 4 meters, treating foes as Regular Terrain and moving through any enemies in its path. The user must end in an empty square. The Pass Move attacks all targets in each square it dashes through. Make separate Attack Rolls for each target. The user must end their Shift at the end of the dash.



Pledge Moves can generate a number of special effects. A Rainbow lasts for 5 rounds and increases the Effect Range of all allies’ attacks by +3. A Fire Hazard is a special type of Hazard. Any targets that begin or end their turn on a Fire Hazard are Burned. Anyone that passes through a Fire Hazard takes damage equal to 1/8th of their Max Hit Points. If a Ground, Rock, or Water-Type Move targets a square (or a target in a square) with Fire Hazard in them, the Fire Hazards are destroyed. All effects that destroy Hazards extinguish Fire Hazards.


Moves with the Powder keyword have no effect on Grass Type Pokémon.


If the user has not already acted this turn, a Move with the Priority keyword may be declared to act immediately; the user takes their full turn, ignoring initiative. This counts as their turn for the round. If a priority Move is declared during someone else’s turn, the target that was interrupted may continue their turn when the user that used the Priority Move has completed theirs. They may choose new targets for their actions if their previous actions have been invalidated by the Priority Move.


The target of the attack is Pushed a specified amount of meters. Unless specified, the Push direction should be away from the user.


Reactions work exactly like Interrupts, except that they happen after the triggering condition is fully resolved, instead of before. Thus, the user must survive the trigger condition to be able to perform the reaction.


When A Move says to Recoil, total the amount of damage the target took from your attack, then multiply by the fraction paired with the Keyword Recoil. The Move’s user loses Hit Points equal to that result.


These are two-turn Moves which require the user to prepare in some way. On the first turn, the Set-Up Effect is used; then on the following turn the Resolution Effect occurs.


Moves with this Keyword are Interrupts that are triggered by foes’ attacks. They usually prevent the effect of attacks in some manner.


When Moves with the Smite keyword Miss, instead of doing no damage, they deal damage as if the attack were resisted one step further. Targets dealt damage this way do not suffer any secondary effects of the Move.


Moves with the Social Keyword are based on social manipulation. They cannot be Intercepted and ignore the effects of Substitute. Some Features and other effects also take advantage of this Keyword.

Spirit Surge

A Move with the Spirit Surge keyword will have its Effect activate even if the Move does not hit a target. If the Move requires a certain Accuracy Roll, the roll must still be met.


Moves with the Trigger keyword are ONLY able to be used whenever the condition in their Effect line is met.


While in a Vortex, the target is Slowed, Trapped, and loses 1/10th of its Max Hit Points at the beginning of each turn. At the end of each turn, the user may roll 1d20 to end all of these effects; during the first turn, they must roll a 20 or higher to dispel the vortex. The DC is lowered by 6 each following turn, automatically wearing off on the fifth turn (20, 14, 8, 2, Dispel)

Weight Class

A Move with the Weight Class Keyword refers to the following.

Weight Class 1 Any Pokémon between 0 – 25 lbs; 0 – 11 kg
Weight Class 2 Any Pokémon between 25 – 55 lbs; 11 – 25 kg
Weight Class 3 Any Pokémon between 55 – 110 lbs; 25 – 50 kg
Weight Class 4 Any Pokémon between 110 – 220 lbs; 50 – 100 kg
Weight Class 5 Any Pokémon between 220 – 440 lbs; 100 – 200 kg
Weight Class 6 Any Pokémon heavier than 440 lbs; 200 kg
Weight Class 7 Any Pokémon heavier than 450 lbs with the Heavy Metal Ability.


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License