Moves
In order to use a Move, you must spend a Primary Action. A Mysterious Creature may only know up to four Moves at a time, and the Moves which they learn are determined by their Species Number. A Move is incapable of inflicting pain, or killing, but rather wears down a creature's endurance in a way still communicable in damage. If a creature is brought beneath their Point of No Return by a Move, they Faint.
Faint: You cannot spend actions. This Condition ends when you enter Town.
Moves to not have to compare their Hit to the target's defense, and instead their result must be at least 13 in order to hit, otherwise the Move Misses. A Move is a Critical Hit if its hit roll's die shows a 20, as though it were an attack. If a Move or effect Misses, it deals no damage, and has no Effect, but still consumes PP. Exertion Die cannot be used to increase the Hit of a Move by more than 1 (per activation of a Move). Moves are considered Attacks for the purposes of the Block Reaction, and for the purpose of Reactions gained from skill. Moves are considered AoEs for all other Reactions (such as Dodge and Parry). Moves are assumed to target a single adjacent target unless stated otherwise.
Moves can be Linked to up to one other Move. When a Linked Move is used, the other Move which it is Linked to must then activated with your Defensive Action.
Move: The Move's name. Use Ctrl+f to find a specific Move.
Type: The Elemental Type of the Move, and therefore what elemental type of Damage it deals.
Category: Whether the Move is Physical (add your Attack to any damage this Move deals), Special (add your Special Attack to any damage this Move deals), or Other (this Move does not deal damage).
Hit Bonus: Add this number to your Hit roll when you use this Move. A Move with a Hit Bonus of N/A cannot Miss.
Power: The amount of damage dealt by this Move if it hits.
PP: Power Points. Each time you use a Move, it gains -1 PP. When a Move has 0 PP, it cannot be used. A sort of Mana.
Special: The additional effect of this Move. Only activates after this Move has hit a target.
Faint: You cannot spend actions. This Condition ends when you enter Town.
Moves to not have to compare their Hit to the target's defense, and instead their result must be at least 13 in order to hit, otherwise the Move Misses. A Move is a Critical Hit if its hit roll's die shows a 20, as though it were an attack. If a Move or effect Misses, it deals no damage, and has no Effect, but still consumes PP. Exertion Die cannot be used to increase the Hit of a Move by more than 1 (per activation of a Move). Moves are considered Attacks for the purposes of the Block Reaction, and for the purpose of Reactions gained from skill. Moves are considered AoEs for all other Reactions (such as Dodge and Parry). Moves are assumed to target a single adjacent target unless stated otherwise.
Moves can be Linked to up to one other Move. When a Linked Move is used, the other Move which it is Linked to must then activated with your Defensive Action.
Move: The Move's name. Use Ctrl+f to find a specific Move.
Type: The Elemental Type of the Move, and therefore what elemental type of Damage it deals.
Category: Whether the Move is Physical (add your Attack to any damage this Move deals), Special (add your Special Attack to any damage this Move deals), or Other (this Move does not deal damage).
Hit Bonus: Add this number to your Hit roll when you use this Move. A Move with a Hit Bonus of N/A cannot Miss.
Power: The amount of damage dealt by this Move if it hits.
PP: Power Points. Each time you use a Move, it gains -1 PP. When a Move has 0 PP, it cannot be used. A sort of Mana.
Special: The additional effect of this Move. Only activates after this Move has hit a target.
Move | Type | Category | Hit Bonus | Power | PP | Special |
---|---|---|---|---|---|---|
Aerial Ace | Flying | Physical | N/A | 5d6 | 8 | This Move cannot Miss. |
Absorb | Grass | Special | 6 | 3d6 | 15 | Heal for an amount of HP equal to this Move's highest damage die roll. |
Acid |
Poison | Special |
6 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Stage of Special Attack. |
Acid Armor | Poison | Other | N/A | N/A | 16 | Gain +2 Stages of Defense. |
Acupressure | Normal | Other | N/A | N/A | 22 | Any targets of your choice increase a single stat by 2 Stages. This stat is determined randomly by rolling 1d4. The result and (correlative stat) are as follows: 1 (Attack), 2 (Defense), 3 (Special Attack), 4 (Special Defense) |
Agility | Psychic | Other | N/A | N/A | 12 | Any targets of your choice gain +1 to all Move Speeds. |
Air Cutter | Flying | Special | 7 | 3d6 | 17 | This Move has a Critical Chance of 17-20. |
Air Slash | Flying | Special | 6 | 6d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Amnesia | Psychic | Other | N/A | N/A | 22 | Gain +2 Stages of Special Defense. |
Ancient Power | Rock | Special | 6 | 5d6 | 12 | If your Hit roll's d20 shows 18 or higher, gain +1 Stage of Attack, Special Attack, Defense, and Special Defense. |
Aqua Jet | Water | Physical | 4 | 6d6 | 18 | This Move has a Reach of 2. |
Aqua Ring | Water | Other | N/A | N/A | 20 | Gain +8 HP at the start of each of your next 4 turns. |
Aqua Tail | Water | Physical | 6 | 5d6 | 11 | N/A |
Arm Thrust | Fighting | Physical | 2 | 4d6 | 10 | If you have used this Move this turn, you may activate this Move up to four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Aromatherapy | Grass | Other | N/A | N/A | 12 | Any creatures of your choice lose any Conditions of their choice. |
Assist | Normal | Other | N/A | N/A | 27 | Activate a single Move of a random creature on this Floor. The creature can be selected by the Host choosing the creature. The Move used can be determined by assigning numbers to each of the creature's Moves and rolling 1d4. |
Assurance | Dark | Physical | 6 | 4d6 | 12 | This Move is a Critical Hit if the target's HP is half or lower . |
Astonish | Ghost | Physical | 6 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Attack Order | Bug | Physical | 5 | 5d6 | 10 | This Move targets any creatures in the room. This Move has a Critical Chance of 17-20. |
Attract | Normal | Other | N/A | N/A | 10 | The target becomes Infatuated with you. Infatuated: When you activate a harmful Move against the target of your Infatuation, roll 1d20. If you roll a 10 or lower, the Move misses. The target of your Infatuation is the ultimate decider on what constitutes as a harmful Move. |
Aura Sphere | Fighting | Special | N/A | 6d6 | 10 | This Move cannot miss. This move has a Range of 10 Spaces. |
Aurora Beam | Ice | Special | 3 | 5d6 | 17 | If your Hit roll's d20 shows 17 or higher, the target gains -3 Stages of Attack. This move has a Range of 10 Spaces. |
Avalanche | Ice | Physical | 8 | Special | 12 | Keep track of all damage you take until this Move ends. You cannot Faint or use any Move Speeds until this Move ends. When this Move ends Faint if you would have Fainted while this Move was active. If you did not Faint, immediately use any Move Speed to become adjacent to a creature and deal double the damage you took while this Move was active to that creature. This Move Lasts for 3 rounds (including the round you activated it on) |
Barrage | Normal | Physical | 2 | 3d6 | 12 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Barrier | Psychic | Other | N/A | N/A | 16 | Gain +2 Stages of Defense. |
Baton Pass | Normal | Other | N/A | N/A | 15 | Swap spaces with any consenting creature. Any stat Stage changes are also swapped. |
Beat Up | Dark | Other | N/A | N/A | 15 | Any consenting creatures on this floor become adjacent to you. |
Belly Drum | Normal | Other | N/A | N/A | 10 | Gain +6 Stages of Attack. Reduce your HP by half of your Maximum HP. |
Bide | Normal | Physical | 8 | Special | 15 | Keep track of all damage you take until this Move ends. You cannot Faint or use any Move Speeds until this Move ends. When this Move ends Faint if you would have Fainted while this Move was active. If you did not Faint, immediately use any Move Speed to become adjacent to a creature and deal double the damage you took while this Move was active to that creature. This Move Lasts for 3 rounds (including the round you activated it on) |
Bind | Normal | Physical | 4 | 3d6 | 17 | If your Hit roll's d20 shows 14 or higher, the target becomes Constricted by you. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Bite | Dark | Physical | 7 | 4d6 | 19 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Blast Burn | Fire | Special | 5 | 8d6 | 13 | This Move targets any adjacent creatures. You become Paused. Removes the Frozen condition from any adjacent targets. Paused: You cannot take any actions until the end of your next turn, but this status does not interrupt the execution of a linked move. |
Blaze Kick | Fire | Physical | 6 | 6d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. This Move has a Critical Chance of 17-20. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Blizzard | Ice | Special | 3 | 8d6 | 7 | If your Hit roll's d20 shows 17 or higher, the hit target Frozen. This Move cannot Miss if it is Hailing. This Move targets any creatures in this Room. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. |
Block | Normal | Other | 8 | N/A | 12 | The target becomes Rooted. Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Body Slam | Normal | Physical | 6 | 5d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Bone Club | Ground | Physical | 6 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Bonemerang | Ground | Physical | 3 | 5d6 | 14 | If you have used this Move this turn, you may activate this Move up to one more time, for a total of 2 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Bone Rush | Ground | Physical | 2 | 6d6 | 8 | If you have used this Move this turn, you may activate this Move up to four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Bounce | Flying | Physical | 8 | 8d6 | 11 | Bounce. If your Hit roll's d20 shows 17 or higher, the hit target is Paralyzed. Bounce: You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Brave Bird | Flying | Physical | 6 | 8d6 | 6 | Take Recoil Damage. Recoil Damage: Take 1.2 Damage for every 10 Maximum HP you have. |
Brick Break | Fighting | Physical | 6 | 6d6 | 12 | Removes the effects of the Moves Reflect, and Light Screen from the target before dealing damage. |
Brine | Water | Special | 6 | 4d6 | 8 | This Move is a Critical Hit if the target's HP is less than half of its Maximum HP (this move must still hit first). |
Bubble | Water | Special | 5 | 3d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 to all Move Speeds. This Move has a range of 10. |
BubbleBeam | Water | Special | 5 | 4d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 to all Move Speeds. This Move has a range of 10. |
Bug Bite | Bug | Physical | 8 | 5d6 | 12 | If the target has a seed, berry, or food item, you steal it and may choose to eat it as a Free Action before your next turn. |
Bug Buzz | Bug | Special | 4 | 6d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 stage of Special Defense. This Move targets any adjacent targets. |
Bulk Up | Fighting | Other | N/A | N/A | 16 | Gain +1 Stage of Attack and Defense. |
Bullet Punch | Steel | Physical | 6 | 3d6 | 16 | This Move has a Reach of 2. |
Bullet Seed | Grass | Physical | 2 | 4d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. This Move has a range 2 Spaces. |
Calm Mind | Psychic | Other | N/A | N/A | 19 | Gain +1 Stage of Special Attack and Special Defense. |
Camouflage | Normal | Other | N/A | N/A | 22 | Changes your Type to match the Dungeon's terrain. Town Terrain changes you into a normal Type. |
Captivate | Normal | Other | N/A | N/A | 20 | The target gains -2 Stages of Special Attack. |
Charge | Electric | Other | N/A | N/A | 20 | Gain +1 Stage of Special Defense. If you hit with an Electric Type Move next turn, it is a Critical Hit. |
Charge Beam | Electric | Special | 6 | 4d6 | 12 | If your Hit roll's d20 shows 17 or higher, gain +1 Stage of Special Attack. |
Charm | Normal | Other | 4 | N/A | 22 | The target gains -2 Stages of Attack. |
Chatter | Flying | Special | 4 | 5d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. This Move targets any adjacent targets. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Clamp | Water | Physical | 4 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Constricted. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Close Combat | Fighting | Physical | 5 | 8d6 | 7 | Gain -1 Stage of Defense and Special Defense. |
Comet Punch | Normal | Physical | 2 | 3d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Confuse Ray | Ghost | Other | 8 | N/A | 13 | The target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Confusion | Psychic | Special | 6 | 4d6 | 22 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Constrict | Normal | Physical | 4 | 3d6 | 22 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Constricted. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Conversion | Normal | Other | N/A | N/A | 22 | Change your Type to match the Type of any single Move you know. This change is permanent. |
Conversion2 | Normal | Other | N/A | N/A | 22 | The next time you are hit by a move before your next turn, and after you take damage from or are affected by that move, your Type is changed to be any Type which is resistant to that move. This Move has no effect if you were already Resistant or Immune to that move's Type. This Type change lasts until the end of the Floor. |
Copycat | Normal | Other | N/A | N/A | 19 | Use the same move as the last move used by the target. |
Cosmic Power | Psychic | Other | N/A | N/A | 14 | Gain +1 Stage of Defense and Special Defense. |
Cotton Spore | Grass | Other | 4 | N/A | 17 | The target gains -1 to all Move Speeds. |
Counter | Fighting | Physical | N/A | N/A | 17 | Next time you take damage from a Physical Move or attack which deals Physical Damage, you take half as much damage, and the attacker takes twice as much damage as you take. |
Covet | Normal | Physical | 6 | 4d6 | 27 | If your Hit roll's d20 shows 17 or higher, steal the hit target's Held Item. You may choose to make it your own Held Item as a Free Action before the start of your next turn. |
Crabhammer | Water | Physical | 4 | 7d6 | 12 | This Move has a Critical Chance of 17-20. |
Cross Chop | Fighting | Physical | 5 | 7d6 | 10 | This Move has a Critical Chance of 17-20. |
Cross Poison | Poison | Physical | 6 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. This Move has a Critical Chance of 17-20. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Crunch | Dark | Physical | 6 | 6d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Defense. |
Crush Claw | Normal | Physical | 7 | 6d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Defense. |
Crush Grip | Normal | Physical | 6 | Special | 6 | This Move deals higher damage the higher the target's current HP. After you hit, divide the target's HP by their Maximum HP. Multiply the result by 10. This Move deals (x)d6 damage, in which (x) is the result of the final multiplication. Keep a calculator handy. In full, this equation is (HP/Maximum HP)*10=(x). |
Curse | Ghost | Other | 8 | Special | 17 | Halve your HP. The hit target takes reduces their HP by one quarter of their Maximum HP at the end of their next turn. This is not damage. If you are not a Ghost Type, instead gain +1 Stage of Attack and Defense, and gain -1 to all Move Speeds. |
Cut | Normal | Physical | 4 | 5d6 | 10 | This Move targets any adjacent creatures. |
Dark Pulse | Dark | Special | 4 | 6d6 | 10 | Targets any adjacent creatures. If your Hit rolls' d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Dark Void | Dark | Other | 6 | N/A | 8 | Targets any creatures in this Room. The targets begin to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Defend Order | Bug | Other | N/A | N/A | 13 | Gain +1 Stage of Defense and Special Defense. |
Defense Curl | Normal | Other | N/A | N/A | 16 | Gain +1 Stage of Defense. |
Defog | Flying | Other | 8 | N/A | 14 | Targets any creatures in this Room. Targets gain -1 Evasion. The effects of the moves Mist, Smokescreen, Fog, and any other cloud or haze vanish from this Room. |
Destiny Bond | Ghost | Other | 8 | N/A | 12 | When you take damage, the target reduces their HP by just as much. This is not Damage. This effect ends at the start of your next turn. |
Detect | Fighting | Other | 4 | N/A | 12 | Any Moves, skills, or attacks which target you fail to affect you or damage you until the start of you next turn. |
Dig | Ground | Physical | 8 | 8d6 | 12 | Dig. Dig: You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Disable | Normal | Other | 8 | N/A | 9 | The target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Discharge | Electric | Special | 4 | 4d6 | 8 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. This Move targets any targets in this Room. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Dive | Water | Physical | 8 | 8d6 | 12 | Dive. Dive: You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Dizzy Punch | Normal | Physical | 7 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Doom Desire | Steel | Other | N/A | N/A | 11 | All damage you deal becomes 25 True Damage. |
Double-Edge | Normal | Physical | 7 | 8d6 | 12 | Take Recoil Damage. Recoil Damage: Take 2 Damage for every 10 Maximum HP you have. |
Double Hit | Normal | Physical | 4 | 3d6 | 13 | If you have used this Move this turn, you may activate this Move one more time, for a total of 2 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Double Kick | Fighting | Physical | 4 | 4d6 | 13 | If you have used this Move this turn, you may activate this Move one more time, for a total of 2 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
DoubleSlap | Normal | Physical | 2 | 3d6 | 10 | If you have used this Move this turn, you may activate this Move up to four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Double Team | Normal | Other | N/A | N/A | 17 | Gain +1 Evasion. |
Draco Meteor | Dragon | Special | 5 | 6d6 | 5 | Gain -2 Stages of Special Attack. This Move targets any creatures in this Room. |
Dragon Breath | Dragon | Special | 5 | 5d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. This Move has a range of 10. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Dragon Claw | Dragon | Physical | 6 | 6d6 | 10 | N/A |
Dragon Dance | Dragon | Other | N/A | N/A | 22 | Gain +1 Stage of Attack and +1 to all Move Speeds. |
Dragon Pulse | Dragon | Special | 7 | 5d6 | 10 | N/A |
Dragon Rage | Dragon | Special | 8 | Special | 8 | This Move deals 30 True Damage. |
Dragon Rush | Dragon | Physical | 5 | 8d6 | 8 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Drain Punch | Fighting | Physical | 6 | 5d6 | 8 | Heal for an amount of HP equal to this Move's two highest damage die rolls. |
Dream Eater | Psychic | Special | 8 | 7d6 | 13 | This Move can only be activated on a Sleeping Creature. Heal for an amount of HP equal to this Move's three highest damage die rolls. |
Drill Peck | Flying | Physical | 6 | 6d6 | 13 | N/A |
DynamicPunch | Fighting | Physical | 4 | 5d6 | 13 | The target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Earth Power | Ground | Special | 6 | 4d6 | 8 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Special Defense. This Move targets any creatures in this Room. |
Earthquake | Ground | Physical | 3 | 4d6 | 10 | This Move automatically Critically Hits targets with the Dig Condition. This Move targets any creatures in this Room. |
Egg Bomb | Normal | Physical | 4 | 5d6 | 15 | N/A |
Embargo | Dark | Other | N/A | N/A | 18 | The target cannot use items until the end of the Floor. |
Ember | Fire | Special | 6 | 4d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Encore | Normal | Other | 8 | N/A | 12 | The target can only use the last move it used until 4 turns have passed. If the target has not used a move this Floor, this Move Misses. |
Endeavor | Normal | Physical | 8 | Special | 12 | The targets HP is reduced to be equal to your HP. |
Endure | Normal | Other | N/A | N/A | 17 | You cannot Faint or be reduced beneath 1 HP until the start of your next turn. |
Energy Ball | Grass | Special | 6 | 6d6 | 11 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Special Defense. This Move has a range of 10. |
Eruption | Fire | Special | 5 | Special | 6 | This Move deals higher damage the higher the target's current HP. After you hit, divide the target's HP by their Maximum HP. Multiply the result by 10. This Move deals (x)d8 damage, in which (x) is the result of the final multiplication. Keep a calculator handy. In full, this equation is (HP/Maximum HP)*10=(x). |
Explosion | Normal | Special | N/A | Special | 6 | Halve your HP. This is not damage. Deal 60 True Damage in a 2 Space AoE centered on yourself (you do not take this damage). Fire Type Creatures and creatures Resistant or Immune to Fire Damage take half as much True Damage. All Traps within this AoE are destroyed. This Move cannot be used if it is Raining, or if a creature on this Floor has the Damp Ability. |
Extrasensory | Psychic | Special | 6 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
ExtremeSpeed | Normal | Physical | 6 | 6d6 | 12 | You may activate this Move while it is not your turn by using your Primary Action from your last turn, it you did not use it, or your Primary Action from next turn if you did use a Primary Action last turn. This Move has a Reach equal to your highest Move Speed. |
Facade | Normal | Physical | 5 | 6d6 | 12 | If this Move hits while you are Burned, Poisoned, or Badly Poisoned this Move is a Critical Hit. |
Faint Attack | Dark | Physical | N/A | 4d6 | 25 | This Move cannot Miss. |
Fake Out | Normal | Physical | 5 | 4d6 | 12 | This Move has a reach of 2. If the target is not adjacent to you, it Flinches. Individual creatures may only Flinch from your Fakeout once per Floor. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Fake Tears | Dark | Other | 8 | N/A | 22 | The target gains -2 Stages of Special Defense. |
False Swipe | Normal | Physical | 8 | 8d6 | 15 | Leaves the target with 1 HP if it would otherwise have Fainted from this Move |
Feather Dance | Flying | Other | 8 | N/A | 22 | The target gains -2 Stages of Special Attack. |
Feint | Normal | Physical | 6 | 4d6 | 12 | This Move ignores the effect of moves which make moves Miss or fail to effect the target, such as Protect, Detect, Bounce, Fly, Dig, or Dive. |
Fire Blast | Fire | Special | 6 | 8d6 | 9 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Fire Fang | Fire | Physical | 6 | 5d6 | 13 | If your Hit roll's d20 shows 17 or higher roll 1d4. On a 1, the target is Burned. On a roll of 2, the target Flinches. On a roll of 3, the target Flinches and is Burned. On a roll of 4, there is no additional effect. Flinch: You cannot activate Moves or skills until the start of your next turn. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Fire Punch | Fire | Physical | 4 | 6d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Fire Spin | Fire | Special | 4 | 3d6 | 19 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Constricted. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Fissure | Ground | Physical | 1 | Special | 10 | The target Faints. |
Flail | Normal | Physical | 8 | Special | 17 | This Move deals double damage if you are missing at least one quarter of your HP. This Move is a Critical Hit if this Move hits while you are missing at least half of your HP. |
Flamethrower | Fire | Special | 5 | 7d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. This Move has a range of 10 Spaces. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Flame Wheel | Fire | Physical | 6 | 5d6 | 14 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Flare Blitz | Fire | Physical | 6 | 8d6 | 6 | Take Recoil Damage. If your Hit roll's d20 shows 17 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. Recoil Damage: Take 2 Damage for every 10 Maximum HP you have. |
Flash | Normal | Other | 8 | N/A | 24 | The target gains -1 Hit. |
Flash Cannon | Steel | Special | 6 | 6d6 | 11 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 stage of Special Defense. |
Flatter | Dark | Other | 8 | N/A | 17 | The target becomes Confused and gains +1 Stage of Special Attack. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Fling | Dark | Other | 8 | N/A | 16 | Select two targets, one adjacent target, and one target within 4 spaces of you. Lift and throw the adjacent target into the other target. Both targets take 10 + Attack True Damage, and the thrown target becomes adjacent to the other target. |
Fly | Flying | Physical | 8 | 8d6 | 12 | Fly. Fly: You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Focus Blast | Fighting | Special | 6 | 8d6 | 6 | If your Hit roll's d20 shows 17 or higher, the hit target gain -1 Stage of Special Defense. This Move has a range of 10. |
Focus Energy | Normal | Other | N/A | N/A | 27 | Gain +3 Critical Chance for the next 3 turns. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. Choose one version of Focus Energy when you learn Focus Energy. |
Focus Energy | Normal | Other | N/A | N/A | 27 | The next Move you use before the end of your next turn is a Critical Hit if it hits. Choose one version of Focus Energy when you learn Focus Energy. |
Focus Punch | Fighting | Physical | 8 | 8d6 | 8 | Focus. Focus: The Move you activated which initiated this Condition only activates once Focus has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Follow Me | Normal | Other | N/A | N/A | 15 | If a creature is capable and willing to attack or harm you on their turn, they must attack or harm you on their turn. |
Force Palm | Fighting | Physical | 6 | 5d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Foresight | Normal | Other | N/A | N/A | 22 | Removes all bonuses granted to the targets Evasion by moves or skills. If the target is a Ghost Type, they lose Immunity to Fighting Type Moves and Normal Type Moves until two of your turns have passed. |
Frenzy Plant | Grass | Special | 5 | 8d6 | 6 | Become Paused. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Frustration | Normal | Physical | 8 | 8d6 | 16 | Deals -2 Damage Die per IQ Ability you have equipped. |
Fury Attack | Bug | Physical | 2 | 3d6 | 12 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Fury Cutter | Bug | Physical | 3 | 3d6 | 12 | If you have used this Move this turn, you may activate this Move one more time, for a total of 2 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Fury Swipes | Normal | Physical | 2 | 4d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Future Sight | Psychic | Special | N/A | N/A | 13 | All damage you deal becomes 20 True Damage. |
Gastro Acid | Poison | Other | 8 | N/A | 16 | The target loses their Abilities until the end of the Floor. |
Giga Drain | Grass | Special | 6 | 5d6 | 10 | Heal for an amount of HP equal to this Move's three highest damage die rolls. |
Giga Impact | Normal | Physical | 5 | 8d6 | 4 | You become Paused. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Glare | Normal | Other | 8 | N/A | 22 | The target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Grass Knot | Grass | Special | 6 | Special | 20 | This Move deals an amount of damage equal to the target's Size Number + the target's Size Number + Attack. |
GrassWhistle | Grass | Other | 6 | N/A | 12 | The target begins to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Gravity | Psychic | Other | N/A | N/A | 10 | Flying Type Creatures on this Floor lose their Immunity to Ground Moves and become Vulnerable to Ground Moves. Creatures on this Floor with the Ability Levitate lose the Ability Levitate. |
Growl | Normal | Other | N/A | N/A | 20 | Any creatures in this Room gain -1 Stage of Attack. This Move cannot Miss. |
Growth | Grass | Other | N/A | N/A | 20 | Gain +1 Stage of Special Attack. |
Grudge | Ghost | Other | N/A | N/A | 12 | Reduce the PP of any move which makes you Faint on this Floor to 0. The move regains all PP lost by this Move at the end of this Floor. |
Guard Swap | Psychic | Other | N/A | N/A | 11 | You and the target swap all Stage changes to Defense and Special Defense. This Move cannot Miss. |
Guillotine | Normal | Physical | 1 | Special | 12 | The target Faints. |
Gunk Shot | Poison | Physical | 5 | 7d6 | 6 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. This Move has a range of 10. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Gust | Flying | Special | 6 | 3d6 | 19 | This Move is a Critical Hit against a creature with the Flying or Bouncing condition, or against a creature which is flying and which is not a Mysterious Creature. |
Gyro Ball | Steel | Physical | 6 | 3d6 | 12 | This Move is a Critical Hit if it hits while your Movement Speed is beneath 5 and while you are Jarred. |
Hail | Ice | Other | N/A | N/A | 13 | It begins to Hail on this Floor. Hail: You cannot heal naturally. If you are not an Ice Type, take 5 Ice Type Damage at the start of each of your turns. |
Hammer Arm | Fighting | Physical | 5 | 7d6 | 16 | Gain -1 to all Movement Speeds. |
Harden | Normal | Other | N/A | N/A | 16 | Gain +1 Stage of Defense. |
Haze | Ice | Other | N/A | N/A | 13 | All creatures in this Room remove all alterations to the Stages of their stats. |
Headbutt | Normal | Physical | 7 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Head Smash | Rock | Physical | 5 | 8d6 | 5 | Take Recoil Damage. Recoil Damage: Take 3 Damage for every 10 Maximum HP you have. |
Heal Bell | Normal | Other | N/A | N/A | 12 | Any creatures in this Room are no longer Poisoned, Badly Poisoned, Burned, Paralyzed, Frozen, or Sleeping. |
Heal Block | Psychic | Other | N/A | N/A | 16 | Creatures in this Room cannot heal. |
Heal Order | Bug | Other | N/A | N/A | 12 | Heal for half of your Maximum HP. |
Healing Wish | Psychic | Other | N/A | N/A | 16 | Any creatures in this Room regain all spent PP, are fully healed, and are no longer Poisoned, Badly Poisoned, Burned, Paralyzed, Frozen, or Sleeping. Reduce your HP to 1. This is not damage. |
Heart Swap | Psychic | Other | N/A | N/A | 10 | You and the target swap all Stage changes to stats. This Move cannot Miss. |
Heat Wave | Fire | Special | 5 | 5d6 | 8 | This Move targets any creature in this Room. If your Hit roll's d20 shows 17 or higher, the hit target(s) become Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Helping Hand | Normal | Other | N/A | N/A | 16 | Any creatures in this Room (besides yourself) gain +1 Stage of Attack and Special Attack. |
Hi Jump Kick | Fighting | Physical | 7 | 8d6 | 11 | Take Recoil Damage if this Move Misses. Recoil Damage: Take 3 Damage for every 10 Maximum HP you have. |
Hidden Power | Special | Special | 6 | 4d6 | 12 | Roll 1d20 when you learn this Move. This Move becomes a type depending on the number rolled. If you learn this Move a second time, you may choose for it to be the first Type rolled instead. If you learn this Move a third or more time, you must choose one of the two previously rolled Types. Normal (1), Fire (2), Fighting (3), Water (4), Flying (5), Grass (6), Poison (7), Electric (8), Ground (9), Psychic (10), Rock (11), Ice (12), Bug (13), Dragon (14), Ghost (15), Dark (16), Steel (17), if you roll 18 or higher. Choose one version of Hidden Power when you learn Focus Energy. |
Hidden Power | Special | Special | 6 | 4d6 | 12 | Roll 1d20 when you enter a dungeon. This Move becomes a type depending on the number rolled. Normal (1), Fire (2), Fighting (3), Water (4), Flying (5), Grass (6), Poison (7), Electric (8), Ground (9), Psychic (10), Rock (11), Ice (12), Bug (13), Dragon (14), Ghost (15), Dark (16), Steel (17), if you roll 18 or higher. Choose one version of Hidden Power when you learn Focus Energy. |
Horn Attack | Normal | Physical | 8 | 4d6 | 18 | If any of this Move's Damage Die roll a 1, reroll them until they do not roll a 1. |
Horn Drill | Normal | Physical | 1 | Special | 12 | The target Faints. |
Howl | Normal | Other | N/A | N/A | 27 | Gain +1 stage of Attack. |
Hydro Cannon | Water | Special | 5 | 8d6 | 6 | You become Paused. This Move may target any creature within 10 Spaces. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Hydro Pump | Water | Special | 4 | 8d6 | 8 | This Move may target any creature within 10 Spaces. |
Hyper Beam | Normal | Special | 6 | 8d6 | 8 | You become Paused. This Move may target any creature within 10 Spaces. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Hyper Fang | Normal | Physical | 6 | 6d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Hypnosis | Psychic | Other | 6 | N/A | 13 | The target begins to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Ice Ball | Ice | Physical | 2 | 3d6 | 15 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Ice Beam | Ice | Special | 5 | 6d6 | 8 | If your Hit roll's d20 shows 17 or higher, the hit target Frozen. This Move has a range of 10. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. |
Ice Fang | Ice | Physical | 6 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target Frozen. If your Hit roll's d20 shows 16, the hit target Flinches. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Ice Punch | Ice | Physical | 6 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target Frozen. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. |
Ice Shard | Ice | Physical | 6 | 3d6 | 16 | This Move has a Range of 2 Spaces. |
Icicle Spear | Ice | Physical | 2 | 3d6 | 8 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Icy Wind | Ice | Special | 4 | 4d6 | 13 | This Move may target any creature within 10 spaces. The target gains -1 to all Move Speeds. |
Imprision | Psychic | Other | 8 | N/A | 15 | The target become Paused. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Ingrain | Grass | Other | N/A | N/A | 22 | You cannot move or be moved from your space while this Move is active. You may deactivate this Move at any time as a Free Action. Heal 10 HP at the end of each of your turns. This Move deactivates after 10 turns have passed. |
Iron Defense | Steel | Other | N/A | N/A | 16 | Gain +2 Stages of Defense. |
Iron Head | Steel | Physical | 5 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Iron Tail | Steel | Physical | 4 | 8d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Defense. |
Jump Kick | Fighting | Physical | 6 | 6d6 | 13 | Take Recoil Damage if this Move Misses. Recoil Damage: Take 2 Damage for every 10 Maximum HP you have. |
Karate Chop | Fighting | Physical | 7 | 5d6 | 18 | N/A |
Kinesis | Psychic | Other | 8 | N/A | 17 | The target gains -1 Hit. |
Knock Off | Dark | Other | 8 | N/A | 22 | The target drops their Held Item in an adjacent space. |
Last Resort | Normal | Physical | 5 | Special | 7 | This Move can only be used if the user has a move with 0 PP remaining. This Move deals double damage if you have at least two moves with 0 PP. This Move is a Critical Hit if you hit while you have at least three moves with 0 PP. |
Lava Plume | Fire | Special | 4 | 6d6 | 10 | This Move targets any adjacent creatures. If your Hit roll's d20 shows 17 or higher, the hit target(s) become Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Leaf Blade | Grass | Physical | 6 | 6d6 | 12 | This Move has a Critical Chance of 17-20. |
Leaf Storm | Grass | Special | 5 | 8d6 | 5 | Gain -2 Stage of Special Attack. This Move may target any creature within 10 Spaces. |
Leech Life | Bug | Physical | 7 | 3d6 | 19 | Heal for an amount of HP equal to this Move's highest damage die roll. |
Leech Seed | Grass | Other | 8 | N/A | 17 | The target takes 10 True Damage at the end of each of its turns, and you heal for the same amount when they take this damage. This effect wears off after the target has taken this damage four times. |
Leer | Normal | Other | N/A | N/A | 27 | The target gains -1 Stage of Defense. This Move cannot Miss. |
Lick | Ghost | Physical | 8 | 3d6 | 20 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Light Screen | Psychic | Other | N/A | N/A | 14 | You take half as much damage from Special Moves. This Move wears off after three turns have passed. |
Lock-On | Normal | Other | N/A | N/A | 7 | Your Moves cannot Miss until the end of your second turn after activating this Move (a total of three turns including this turn). |
Lovely Kiss | Normal | Other | N/A | N/A | 11 | Any adjacent targets begin to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Low Kick | Fighting | Physical | 7 | Special | 16 | This Move deals an amount of damage equal to the target's Size Number + the target's Size Number + Attack. |
Lucky Chant | Normal | Other | N/A | N/A | 22 | Critical Hits against you are treated as normal hits until the end of your second turn after activating this Move (a total of three turns including this turn). |
Lunar Dance | Psychic | Other | N/A | N/A | 12 | Any creatures in this Room regain all spent PP, are fully healed, and are no longer Poisoned, Badly Poisoned, Burned, Paralyzed, Frozen, or Sleeping. Reduce your HP to 1. This is not damage. |
Luster Purge | Psychic | Special | 6 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Special Defense. |
Mach Punch | Fighting | Physical | 7 | 4d6 | 22 | This Move has a Reach of 2. |
Magic Coat | Psychic | Other | N/A | N/A | 19 | If a move targets you which would make you Confused, Poisoned, Badly Poisoned, Burned, Paralyzed, Flinch, or Sleep without requiring a particular result on a die (such as 17 or higher) the one who used the move becomes the target instead. |
Magical Leaf | Grass | Special | N/A | 5d6 | 8 | This Move cannot Miss. |
Magma Storm | Fire | Special | 8 | 5d6 | 5 | If your Hit roll's d20 shows 14 or higher, the target becomes Constricted by you. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Magnet Bomb | Steel | Physical | N/A | 5d6 | 10 | This Move cannot Miss. |
Magnet Rise | Electric | Other | N/A | N/A | 13 | Gain the Ability Levitate until the end of the Floor. Levitate: You are Immune to Ground Type Moves. Your Walk Speed is reduced to 0. Gain +5 Levitate Speed. |
Magnitude | Ground | Physical | 8 | Special | 15 | Roll 1d6. This Move deals damage correlative to the result. Add your Attack to this Damage. This Move targets any creatures in this Room. 1: 3d6, 2: 4d6, 3: 5d6, 4: 5d6, 5: 7d6, 6: 8d6 |
Me First | Normal | Other | N/A | N/A | 22 | Use one of the target's moves at random, but gain +2 Stages of Attack and Special Attack specifically for that move. The Move fails if the target has no moves which deal damage. |
Mean Look | Normal | Other | N/A | N/A | 12 | The target becomes Rooted. Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Meditate | Psychic | Other | N/A | N/A | 22 | Gain +1 Stage of Attack. |
Mega Drain | Grass | Special | 6 | 4d6 | 17 | Heal for an amount of HP equal to this Move's two highest damage die rolls. |
Megahorn | Bug | Physical | 5 | 8d6 | 7 | N/A |
Mega Kick | Normal | Physical | 5 | 6d6 | 12 | N/A |
Mega Punch | Normal | Physical | 6 | 6d6 | 12 | N/A |
Memento | Dark | Other | N/A | N/A | 15 | Reduce your HP to 1. This is not damage. Then, any creatures in this Room gain -3 Stages of Attack and Special Attack. |
Metal Burst | Steel | Physical | N/A | N/A | 12 | When you take damage from a Move or attack, you may choose for any adjacent creatures to take half as much damage. |
Metal Claw | Steel | Physical | 7 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, gain +1 Stage of Attack. |
Metal Sound | Steel | Other | N/A | N/A | 17 | The target gains -3 Stages of Special Defense. |
Meteor Mash | Steel | Physical | 5 | 7d6 | 9 | If your Hit roll's d20 shows 17 or higher, gain +1 Stage of Attack. This Move may target any creature within 10 Spaces. |
Milk Drink | Normal | Other | N/A | N/A | 15 | Any creatures on this Floor heal for one quarter of their Maximum HP. |
Mimic | Normal | Other | 8 | N/A | 17 | Use the same move that the target last used against the target. |
Mind Reader | Normal | Other | N/A | N/A | 12 | Your Moves cannot Miss until the end of your next turn. |
Minimize | Normal | Other | N/A | N/A | 27 | Gain +1 Evasion. |
Miracle Eye | Psychic | Other | N/A | N/A | 27 | Remove any bonuses to Evasion granted by Moves. If the target is a Dark Type, they become Vulnerable to Psychic Type Moves until the end of the Floor. |
Mirror Coat | Psychic | Other | N/A | N/A | 15 | Any damage you take from Special Moves or from Offensive Magical Skills is also dealt to the damage dealer. |
Mirror Move | Flying | Other | N/A | N/A | 7 | Next time you are the target of a move used by an adjacent creature before the end of your next turn, instead use that move on the creature which used that move. |
Mirror Shot | Steel | Special | 6 | 5d6 | 10 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Hit. |
Mist | Ice | Other | N/A | N/A | 17 | Your stats cannot be lowered until the end of the Floor. |
Mist Ball | Psychic | Special | 6 | 6d6 | 10 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Special Attack. |
Moonlight | Normal | Other | N/A | N/A | 12 | Any creatures on this Floor heal for one quarter of their Maximum HP. If the weather is Sunny, they heal for twice as much. If the weather is something besides Clear or Sunny, they heal for half as much. |
Morning Sun | Normal | Other | N/A | N/A | 12 | Any creatures on this Floor heal for one quarter of their Maximum HP. If the weather is Sunny, they heal for twice as much. If the weather is something besides Clear or Sunny, they heal for half as much. |
Mud Bomb | Ground | Special | 6 | 5d6 | 10 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Hit. |
Mud Shot | Ground | Special | 3 | 5d6 | 13 | If your Hit roll's d20 shows 17 or higher, the target gains -1 to all Move Speeds. |
Mud-Slap | Ground | Special | 5 | 3d6 | 16 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Hit. |
Mud Sport | Ground | Other | N/A | N/A | 17 | Electric Type Moves deal minimum damage on this Floor. |
Muddy Water | Water | Special | 5 | 7d6 | 10 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Hit. |
Nasty Plot | Dark | Other | N/A | N/A | 20 | Gain +2 Stages of Special Attack. |
Natural Gift | Normal | Physical | 6 | Special | 17 | This Move's Type changes depending on what Item you are Holding. Normal: Apple, Plain Seed, any other held item Fighting: Life Seed, Violent Seed Flying: Quick Seed Poison: Oran Berry, Oren Berry, Vile Seed Ground: Reviver Seed Rock: Blast Seed Bug: Stun Seed, Vanish Seed Ghost: Eyedrop Seed, Totter Seed Steel: Soothing Seed Fire: Cheri Berry Water: Chesto Berry, Pure Seed Grass: Rawst Berry, Heal Seed Elecrtic: Pecha Berry Psychic: Sitrus Berry, Warp Seed Ice: Sleep Seed, Slip Seed Dragon: Golden Seed Dark: Ban Seed |
Nature Power | Normal | Other | Special | Special | 24 | This Move is a different move depending on your location. Sort this one out yourself, or learn the move Natural Gift instead, honestly. If you would gain Natural Gift from this move but already had Natural Gift, gain one of the items listed within Natural Gift. This Item can only be used to modify Natural Gift's Type, and cannot perform any other task. |
Needle Arm | Grass | Physical | 6 | 8d6 | 11 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Nightmare | Ghost | Other | 6 | N/A | 12 | The target falls asleep. The target cannot heal or be healed while under this Sleep. If this Sleep wears off naturally, the creature takes 1.5 Damage per Level they have. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Night Shade | Ghost | Special | 6 | Special | 8 | Any adjacent creatures take an amount of True Damage equal to your Level-10. Do not add your Special Attack to this damage. |
Night Slash | Dark | Physical | 6 | 5d6 | 12 | This Move has a Critical Chance of 17-20. |
Octazooka | Water | Special | 5 | 4d6 | 15 | If your Hit roll's d20 shows 17 or higher, the target gains -1 Hit. This Move may target any creature within 10 Spaces. |
Odor Sleuth | Normal | Other | 8 | N/A | 22 | Remove any bonuses to Evasion granted by Moves. If the target is a Ghost Type, they lose their Immunity to Normal Type and Fighting Type Moves until the end of the Floor. This Move targets any creatures in this Room. |
Ominous Wind | Ghost | Special | 4 | 4d6 | 6 | This Move targets any creatures in this Room. If any of your Hit rolls' d20s show 20, you gain +1 Stage of Attack, Defense, Special Attack, and Special Defense. |
Outrage | Dragon | Physical | 2 | 3d8 | 6 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. All activations of this Move in a turn must be made against the same target. At the end of your turn, become Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Overheat | Fire | Special | 5 | 7d6 | 10 | Gain -2 Stages of Special Attack. This Move targets any adjacent creatures. |
Pain Split | Normal | Other | 8 | Special | 22 | Add Your HP and the target's HP, then divide it equally between the two of you. |
Payback | Dark | Physical | N/A | N/A | 16 | Next time you take damage from a Physical Move or attack which deals Physical Damage, you take half as much damage, and the attacker takes twice as much damage as you take. |
Pay Day | Normal | Physical | 7 | 4d6 | 16 | If the target faints, gain 30 Currency. |
Peck | Flying | Physical | 8 | 3d6 | 26 | N/A |
Perish Song | Normal | Other | 1 | N/A | 15 | Any creatures on this Floor Faint after 3 turns have passed. |
Petal Dance | Grass | Physical | 2 | 4d6 | 9 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Pin Missile | Bug | Physical | 2 | 4d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. This Move has a Range of 10 Spaces. Every activation of this Move in a turn must be against the same target. |
Pluck | Flying | Physical | 8 | 5d6 | 15 | If the target's Held Item has a berry or seed, take their Held Item. |
Poison Fang | Poison | Physical | 4 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Badly Poisoned. Badly Poisoned: Reduce your HP by 5 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. |
Poison Gas | Poison | Other | 6 | N/A | 27 | The target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Poison Jab | Poison | Physical | 6 | 6d6 | 14 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Poison Powder | Poison | Other | 8 | N/A | 22 | The target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Poison Sting | Poison | Physical | 4 | 3d6 | 19 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Poison Tail | Poison | Physical | 6 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Pound | Normal | Physical | 7 | 4d6 | 27 | N/A |
Powder Snow | Ice | Special | 7 | 3d6 | 10 | This Move targets any creatures in this Room. If your Hit roll's d20 shows 17 or higher, the hit target Frozen. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. |
Power Gem | Rock | Special | 6 | 5d6 | 15 | N/A |
Power Swap | Psychic | Other | N/A | N/A | 13 | Swap all changes to Stages of Attack and Special Attack with the target. |
Power Trick | Psychic | Other | N/A | N/A | 13 | Swap all of your Stage changes between Attack and Defense. |
Power Whip | Grass | Physical | 5 | 8d6 | 8 | N/A |
Present | Normal | Physical | 8 | N/A | 19 | Roll 1d4. You may choose for the result to be 1. On a result of 1, the target is healed for one quarter of their maximum HP. On a 2, this Move deals 20 True Damage. 3, this Move deals 40 True Damage. 4, this Move deals 60 True Damage. |
Protect | Normal | Other | N/A | N/A | 10 | Any Moves, skills, or attacks which target you fail to affect you or damage you until the start of you next turn. |
Psybeam | Psychic | Special | 4 | 5d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. This Move may target any creature within 10 spaces. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Psychic | Psychic | Special | 6 | 8d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Special Defense. |
Psych Up | Normal | Other | N/A | N/A | 17 | Copy the stat Stage changes of the target. |
Psycho Boost | Psychic | Special | 6 | 8d6 | 5 | Gain -2 Stages of Special Attack. |
Psycho Cut | Psychic | Physical | 6 | 5d6 | 14 | This Move has a Critical Chance of 17-20. |
Psycho Shift | Psychic | Other | N/A | N/A | 10 | Lose a single Condition. The target gains that Condition. |
Psywave | Psychic | Special | 8 | Special | 19 | This Move may target any creature within 10 Spaces. The target takes an amount of damage equal to your Level-10. Do not add your Special Attack to this damage. |
Punishment | Dark | Physical | 6 | 3d6 | 8 | This Move is a Critical Hit if the target's Attack, Defense, Special Attack, and/or Special Attack have been increased by any number of Stages. |
Pursuit | Dark | Other | N/A | N/A | 17 | Next time you take damage from a Physical Move or attack which deals Physical Damage, you take half as much damage, and the attacker takes twice as much damage as you take. Choose one version of Pursuit when you learn Pursuit. |
Pursuit | Dark | Other | 8 | 3d6 | 17 | This Move is automatically a Critical Hit against a target which Moved away from you during their last turn. Choose one version of Pursuit when you learn Pursuit. |
Quick Attack | Normal | Physical | 6 | 3d6 | 13 | This Move has a Reach of 2. |
Rage | Normal | Other | N/A | N/A | 22 | Gain +1 Stage of Attack each time you take damage. These Stage increases go away after 5 turns have passed. |
Rain Dance | Water | Other | N/A | N/A | 12 | It begins to Rain on this Floor. |
Rapid Spin | Normal | Physical | 7 | 3d6 | 17 | Ends the effect of the moves Leech Seed, Shadow Hold, and Ingrain, from any adjacent creatures, and removes the Constricted and/or Rooted from any adjacent creatures. |
Razor Leaf | Grass | Physical | 4 | 3d6 | 12 | This Move has a Critical Chance of 17-20. This Move targets a single creature within 10 spaces. |
Razor Wind | Normal | Special | 8 | 8d6 | 13 | This Move has a Critical Chance of 17-20. Focus. Focus: The Move you activated which initiated this Condition only activates once Focus has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Recover | Normal | Other | N/A | N/A | 12 | Heal half of your Maximum HP. |
Recycle | Normal | Other | N/A | N/A | 10 | Repairs a used TM to a functioning state. Cannot Recycle a used Recycle TM. |
Reflect | Psychic | Other | N/A | N/A | 22 | Take half as much physical damage and half as much damage from physical Moves until the start of your next turn. |
Refresh | Normal | Other | N/A | N/A | 17 | Remove the Burned, Poisoned, Badly Poisoned, Paralyzed, Sleeping, and Confused conditions from any creatures in this Room. |
Rest | Psychic | Other | N/A | N/A | 8 | Heal an amount of HP equal to your Maximum HP. Lose the Conditions Poisoned, Badly Poisoned, Burned, and Paralyzed. You begin to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Return | Normal | Physical | 8 | 3d6 | 12 | This Move gains +1 Damage Die per IQ Ability you have equipped. |
Revenge | Normal | Physical | 8 | Special | 12 | Keep track of all damage you take until this Move ends. You cannot Faint or use any Move Speeds until this Move ends. When this Move ends Faint if you would have Fainted while this Move was active. If you did not Faint, immediately use any Move Speed to become adjacent to a creature and deal double the damage you took while this Move was active to that creature. This Move Lasts for 3 rounds (including the round you activated it on) |
Reversal | Fighting | Physical | 3 | 3d6 | 12 | This Move deals higher damage the lower your HP is. While you are missing one quarter of your HP, this Move gains +1 Damage Die. While you are missing one half of your HP, this Move gains +2 Damage Die. While you are missing three quarters of your HP, this Move cannot Miss. |
Roar | Normal | Other | N/A | N/A | 14 | The target is flung 8 spaces in a straight line, stopping upon colliding with a creature or wall. All creatures involved take 10 True Damage. |
Roar of Time | Dragon | Special | 5 | 8d6 | 4 | The target(s) becomes Paused. This Move targets any creatures in this Room. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Rock Blast | Rock | Physical | 2 | 3d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. |
Rock Climb | Normal | Physical | 6 | 5d6 | 14 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Rock Polish | Rock | Other | N/A | N/A | 22 | Gain +2 to all Move Speeds. |
Rock Slide | Rock | Physical | 6 | 5d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Rock Throw | Rock | Physical | 7 | 4d6 | 16 | N/A |
Rock Tomb | Rock | Physical | 3 | 5d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 to all Move Speeds. |
Rock Wrecker | Rock | Physical | 6 | 8d6 | 7 | This Move may target any creature within 10 Spaces. Become Paused. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Role Play | Psychic | Other | N/A | N/A | 8 | Replace your Ability with the target's Ability until the end of the Floor. |
Rolling Kick | Fighting | Physical | 6 | 5d6 | 13 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Rollout | Rock | Physical | 2 | 3d6 | 14 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. Each time this Move hits it deals +4 Damage until it misses. If this Move misses, you cannot activate it again this turn. |
Roost | Flying | Other | N/A | N/A | 14 | Increase your HP by half of your Maximum HP. If you are a Flying-type, lose the Flying-type until the start of your next turn. |
Sacred Fire | Fire | Special | 6 | 8d6 | 10 | If your Hit roll's d20 shows 11 or higher, the hit target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Safeguard | Normal | Other | N/A | N/A | 13 | Any creatures in this Room become incapable of gaining Conditions from Moves and/or Skills until two turns have passed (a total of three turns including this turn). |
Sand-Attack | Ground | Other | 5 | N/A | 20 | The target gains -1 Hit. |
Sandstorm | Rock | Other | N/A | N/A | 14 | A Sandstorm begins on this Floor. |
Sand Tomb | Ground | Special | 4 | 3d6 | 17 | If your Hit roll's d20 shows 17 or higher, the target becomes Constricted by you. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Scary Face | Normal | Other | N/A | N/A | 14 | The target gains -1 to all Move Speeds. |
Scratch | Normal | Physical | 7 | 4d6 | 28 | N/A |
Screech | Normal | Other | 8 | N/A | 22 | The target gains -2 Stages of Defense. |
Secret Power | Normal | Physical | 6 | 6d6 | 10 | Chance to trigger other effects depending on the dungeon's terrain |
Seed Bomb | Grass | Physical | 6 | 6d6 | 11 | N/A |
Seed Flare | Grass | Special | 4 | 8d6 | 5 | If your Hit roll's d20 shows 17 or higher, the hit target gains -2 Stages of Special Attack. This Move targets any adjacent creatures. |
Seismic Toss | Fighting | Physical | 8 | Special | 10 | The target takes an amount of True Damage equal to your Level. Do not add your Attack to this damage. |
Selfdestruct | Normal | Physical | N/A | Special | 12 | Halve your HP. This is not damage. Deal 35 True Damage in a 2 Space AoE centered on yourself (you do not take this damage). Fire Type Creatures and creatures Resistant or Immune to Fire Damage take half as much True Damage. All Traps within this AoE are destroyed. This Move c annot be used if it is Raining, or if a creature on this Floor has the Damp Ability. |
Shadow Ball | Ghost | Special | 5 | 6d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target gains -1 Stage of Special Defense. This Move has a range of 10. |
Shadow Claw | Ghost | Physical | 6 | 5d6 | 10 | This Move has a Critical Chance of 17-20. |
Shadow Force | Ghost | Physical | 8 | 8d6 | 6 | Shadow Force. Shadow Force: You cannot be targeted by Moves until the start of your next turn. The Move you activated which initiated this Condition only activates once Shadow has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. This Move ignores the effect of the moves Protect and Detect. |
Shadow Punch | Ghost | Physical | N/A | 4d6 | 8 | This Move cannot miss. |
Shadow Sneak | Ghost | Physical | 6 | 3d6 | 16 | This Move has a Reach of 2. |
Sharpen | Normal | Other | N/A | N/A | 17 | Gain +1 Stage of Attack. |
Sheer Cold | Ice | Special | 1 | Special | 12 | The target Faints. |
Shock Wave | Electric | Special | N/A | 4d6 | 8 | This Move cannot Miss. This Move may target any creature within 10 Spaces. |
Signal Beam | Bug | Special | 4 | 4d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. This Move may target any creature within 10 Spaces. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Silver Wind | Bug | Special | 3 | 4d6 | 7 | This Move targets any creatures in this Room. If any of your Hit rolls' d20s show 20, you gain +1 Stage of Attack, Defense, Special Attack, and Special Defense. |
Sing | Normal | Other | 6 | N/A | 13 | The target begins to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Sketch | Normal | Other | N/A | N/A | 1 | Learn the last move used by the target. This learned move replaces Sketch. Sketch cannot Miss. |
Skill Swap | Psychic | Other | 8 | N/A | 14 | Give a single ability of yours to the target, and gain a single of the target's abilities of your choice. This swap lasts until the end of this Floor. |
Skull Bash | Normal | Physical | 8 | 8d6 | 15 | Focus. Gain +1 Stage of Defense while Focusing. Focus: The Move you activated which initiated this Condition only activates once Focus has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Sky Attack | Flying | Physical | 7 | 8d6 | 6 | Fly. If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. Fly: You cannot be targeted until the start of your next turn. The Move you activated which initiated this Condition only activates once Bounce has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Sky Uppercut | Fighting | Physical | 7 | 6d6 | 12 | This Move may target a creature which has the Flying or Bouncing Condition, and has a reach of 5 for the purpose of any creature which is not a Mysterious Creature and which is flying, levitating, or falling. |
Slack Off | Normal | Other | N/A | N/A | 17 | Heal half of your maximum HP. |
Slam | Normal | Physical | 4 | 6d6 | 12 | N/A |
Slash | Normal | Physical | 6 | 6d6 | 11 | This Move has a Critical Chance of 17-20. |
Sleep Powder | Grass | Other | 5 | N/A | 13 | The target begins to Sleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Sleep Talk | Normal | Other | N/A | N/A | 17 | You must be Sleeping to use this Move, and you may use this Move while Sleeping. Activate 1 random Move. If you would use Sleep Talk, roll again. |
Sludge | Poison | Special | 6 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Sludge Bomb | Poison | Special | 4 | 7d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. This Move may target any creature within 10 Spaces. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
SmellingSalt | Normal | Physical | 6 | 5d6 | 15 | If the hit target is Paralyzed, this Move is a Critical Hit. The target stop is no longer Paralyzed. |
Smog | Poison | Special | 4 | 3d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Poisoned. Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
SmokeScreen | Normal | Other | 8 | N/A | 10 | The target gains -4 Hit. |
Snatch | Dark | Other | N/A | N/A | 17 | If a creature on this Floor has their stats' Stages modified in any way, you gain those increases or decreases instead of the creature. If another creature activates this Move, or you leave this Floor, this effect ends. |
Snore | Normal | Special | 8 | 3d6 | 16 | You must be Sleeping to use this Move, and may use this Move while Sleeping. Any creature which deals damage to you takes half of the damage you took. When the creature takes this damage, roll 1d20. On a result of 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Softboiled | Normal | Other | N/A | N/A | 16 | Any consenting creatures in this Room heal for one quarter of their Maximum HP. |
Solar Beam | Grass | Special | 8 | 8d6 | 9 | Focus. If the weather on this Floor is Sunny, you may choose not to Focus in order to use this Move. Focus: The Move you activated which initiated this Condition only activates once Focus has ended (at the start of your next turn). When this Condition ends, you must spend your Primary Action in order for this Move to target a creature. Moves which initiate this Condition cannot be Linked. |
Sonic Boom | Normal | Special | 8 | Special | 11 | This Move deals 20 True Damage. |
Spatial Rend | Dragon | Special | 5 | 6d6 | 5 | This Move targets any creatures in the room. This Move has a Critical Chance of 17-20. |
Spark | Electric | Physical | 6 | 5d6 | 16 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Spider Web | Bug | Other | 8 | N/A | 16 | The target becomes Rooted. Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Spike Cannon | Normal | Physical | 2 | 4d6 | 10 | If you have used this Move this turn, you may activate this Move four more times, for a total of 5 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. This Move has a range of 10 Spaces. All activations of this Move in a turn must be made against the same target. |
Spikes | Ground | Other | N/A | N/A | 22 | Create a Spiked Tile Trap in any adjacent space. Spiked Tile Trap: You take 15 True Damage. |
Spit Up | Normal | Special | 6 | Special | 12 | This Move deals (Stockpile*2)d6 + Special Attack damage. Your Stockpile becomes 0. |
Spite | Ghost | Other | 8 | N/A | 15 | The last move the target used gains -5 PP. |
Splash | Normal | Other | N/A | N/A | 50 | This Move does nothing. |
Spore | Grass | Other | 6 | N/A | 12 | The target falls Asleep. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Stealth Rock | Rock | Other | N/A | N/A | 20 | Create a Stealth Rock Trap in any adjacent space.. Stealth Rock Trap: You take 12 Rock Type Damage. Has no effect on Rock type Mysterious Creatures. |
Steel Wing | Steel | Physical | 6 | 8d6 | 10 | If your Hit roll's d20 shows 17 or higher, gain +1 Stage of Defense. |
Stockpile | Normal | Other | N/A | N/A | 20 | Increase your Stockpile by +1. Passively, your Stockpile is equal to 0. Passively gain a number of Stages of Defense and Special Defense equal to your Stockpile. Your Stockpile cannot exceed 3. |
Stomp | Normal | Physical | 7 | 5d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Stone Edge | Rock | Physical | 5 | 8d6 | 7 | This Move has a Critical Chance of 17-20. |
String Shot | Bug | Other | 4 | N/A | 16 | The target gains -1 to all Move Speeds. This Move has a range of 3. |
Stun Spore | Grass | Other | 6 | N/A | 17 | Any adjacent targets become Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Submission | Fighting | Physical | 5 | 6d6 | 17 | Take Recoil Damage. Recoil Damage: Take 1 Damage for every 10 Maximum HP you have. |
Substitute | Normal | Other | 8 | N/A | 7 | If a creature is capable and willing to attack or harm you on their turn, they must attack or harm you on their turn. |
Sucker Punch | Dark | Physical | 6 | 6d6 | 7 | This Move has a Reach of 2. |
Sunny Day | Fire | Other | N/A | N/A | 12 | The weather on this Floor becomes Sunny. |
Super Fang | Normal | Physical | 8 | Special | 17 | Halve the target's HP. |
Superpower | Fighting | Physical | 7 | 8d6 | 11 | Gain -1 Stage of Attack and Defense. |
Supersonic | Normal | Other | 8 | N/A | 10 | The target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Surf | Water | Special | 6 | 8d6 | 11 | This Move is a Critical Hit if the target has the Dive Condition. |
Swagger | Normal | Other | 8 | N/A | 18 | The target becomes Confused and gains +2 Stages of Attack. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Swallow | Normal | Other | N/A | N/A | 15 | Heal (1.2*Stockpile) HP per 10 HP you have. Your Stockpile becomes 0. |
Sweet Kiss | Normal | Other | 8 | N/A | 15 | The target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Sweet Scent | Normal | Other | 8 | N/A | 22 | The target gains -1 Evasion. |
Swift | Normal | Special | N/A | 5d6 | 8 | This Move cannot Miss. |
Switcheroo | Dark | Other | 8 | N/A | 16 | Give your Held Item to the target, if possible, and steal the target's held Item, if possible. |
Swords Dance | Normal | Other | N/A | N/A | 7 | Gain +2 Stages of Attack. |
Synthesis | Grass | Other | N/A | N/A | 12 | Heal for one quarter of your Maximum HP. If the weather is Sunny, heal for twice as much. If the weather is something besides Clear or Sunny, heal for half as much. |
Tackle | Normal | Physical | 8 | 4d6 | 30 | N/A |
Tail Glow | Bug | Other | N/A | N/A | 22 | Gain +2 Stages of Special Attack. |
Tail Whip | Normal | Other | 8 | N/A | 22 | The target gains -1 Stage of Defense. |
Tailwind | Flying | Other | N/A | N/A | 12 | Any creatures in this Room gain +1 to all Move Speeds for 2 turns (a total of three turns including this turn). |
Take Down | Normal | Physical | 6 | 4d6 | 19 | Take Recoil Damage. Recoil Damage: Take 1 Damage for every 10 Maximum HP you have. |
Taunt | Dark | Other | 8 | N/A | 20 | The target can only use Moves and items that deal damage for 2 turns (a total of three turns including this turn). |
Teeter Dance | Normal | Other | 8 | N/A | 15 | This Move targets any creatures in this Room. All targets become Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Teleport | Psychic | Other | N/A | N/A | 7 | Teleport yourself and any consenting adjacent creatures to any Room/space/location (your choice) you have already been to on this Floor. |
Thief | Dark | Physical | 8 | 3d6 | 20 | Steal the target's Held Item. |
Thrash | Normal | Physical | 4 | 7d6 | 12 | The user makes attacks on 3 random adjacent tiles, determined by a d8 This Move targets 3 random adjacent spaces. Roll 3d8 to determine the targeted spaces (a result of 1 being up, going clockwise so the 8 is up and left diagonally). |
Thunder | Electric | Special | 4 | 8d6 | 7 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. This Move cannot Miss if the weather is Raining. This Move is capable of hitting a target the the Bounce Condition. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Thunderbolt | Electric | Special | 4 | 7d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. This Move targets any adjacent targets. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Thunder Fang | Electric | Physical | 6 | 5d6 | 15 | If your Hit roll's d20 shows 17 or higher roll 1d4. On a 1, the target is Paralyzed. On a roll of 2, the target Flinches. On a roll of 3, the target Flinches and is Paralyzed. On a roll of 4, there is no additional effect. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) Flinch: You cannot activate Moves or skills until the start of your next turn. |
Thunder Punch | Electric | Physical | 6 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Thunder Shock | Electric | Special | 6 | 3d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Thunder Wave | Electric | Other | 7 | N/A | 17 | The target becomes Paralyzed. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Tickle | Normal | Other | 8 | N/A | 17 | The target gains -1 Stage of Attack and Defense. |
Torment | Dark | Other | 8 | N/A | 16 | The last move that the target used cannot be used again on this Floor. The target can only be under the effects of a single Torment at a time (the newest Torment replacing the previous Torment). |
Toxic | Poison | Other | N/A | N/A | 12 | The target becomes Badly Poisoned. Badly Poisoned: Reduce your HP by 5 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. |
Toxic Spikes | Poison | Other | N/A | N/A | 18 | Create a Toxic Spikes Trap in an adjacent space. Toxic Spikes Trap: You take 10 True Damage and become Poisoned. If you were already Poisoned, become Badly Poisoned. |
Transform | Normal | Other | N/A | N/A | 1 | Transform into another Mysterious Creature in this Room. Gain their Creature Types, Abilities, and Moves until you choose for this Move to end, or until the end of this Dungeon. |
Tri Attack | Normal | Special | 8 | 4d6 | 17 | If your Hit roll's d20 shows 17 or higher, roll 1d4. On a 1, the target is Paralyzed. On a 2, the target is Burned. On a 3, the target becomes Frozen. On a result of 4, roll again. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. Frozen: You cannot move, use items or attack. Items cannot be taken from you. You cannot take damage. You thaw if you are hit with a Fire Move or at the end of your second turn after having been frozen. |
Trick | Psychic | Other | N/A | N/A | 17 | Give your Held Item to the target, if possible, and steal the target's held Item, if possible. |
Trick Room | Psychic | Other | 8 | N/A | 10 | Roll 1d20. If you roll 10 or lower, all creatures on this Floor gain -1 to all Move Speeds. If you roll 11 or higher, all creatures on this Floor gain +1 to all Move Speeds. You may instead choose to activate this Move on a single creature in this Room. That creature loses any changes to Movement Speeds from Moves or skills. If the skill was Passive, they regain the bonus from that skill at the start of your next turn. |
Triple Kick | Fighting | Physical | 3 | Special | 15 | If you have used this Move this turn, you may activate this Move two more times, for a total of 3 times. Your Attack is only added to the third activation of this Move in a turn. Each time you use this Move in a turn, this Move gains +1 Damage Die. Only the first activation of this Move in a turn costs PP. |
Trump Card | Normal | Special | N/A | Special | 5 | This Move deals +1 Damage Die per PP this Move is missing. This Move cannot Miss. |
Twineedle | Bug | Physical | 2 | 4d6 | 10 | If your Hit roll's d20 shows 17 or higher, the hit target is Poisoned. If you have used this Move this turn, you may activate this Move one more time, for a total of 2 times. Your Attack is only added to the first activation of this Move in a turn. Only the first activation of this Move in a turn costs PP. Each activation has a chance to cause Poisoned on the target. This Move may target any creature within 10 Spaces. Poisoned: Reduce your HP by 3 at the end of each of your turns. Wears off after 8 Rounds. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3. |
Twister | Dragon | Special | 7 | 4d6 | 15 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Uproar | Normal | Other | N/A | N/A | 17 | Creatures cannot Sleep in the same Room as you are using this Move. |
U-turn | Bug | Physical | 6 | 4d6 | 12 | You may teleport to swap places with a consenting creature in this Room after this Move hits. |
Vacuum-Cut | None | Special | 8 | Special | 7 | This Move targets any creatures in this Room, and deals 15 True Damage. |
Vacuum Wave | Fighting | Special | 6 | 5d6 | 14 | This Move has a Range of 2 Spaces. |
Vice Grip | Normal | Physical | 7 | 4d6 | 22 | N/A |
Vine Whip | Grass | Physical | 6 | 4d6 | 18 | N/A |
Vital Throw | Fighting | Other | 8 | N/A | 17 | If you are hit with a Move or attack from an adjacent creature before the start of your next turn, you may lift and throw that creature to any other space which is adjacent to you. |
Volt Tackle | Electric | Physical | 5 | 8d6 | 8 | This Move has a Reach of 2. Take Recoil Damage if this Move Misses. If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. Recoil Damage: Take 2 Damage for every 10 Maximum HP you have. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Wake-Up Slap | Fighting | Physical | 6 | 5d6 | 10 | If the target was Sleeping, or sleeping, this Move is a Critical Hit. The target wakes up. |
Waterfall | Water | Physical | 6 | 6d6 | 12 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |
Water Gun | Water | Special | 6 | 4d6 | 17 | N/A |
Water Pulse | Water | Special | 5 | 5d6 | 12 | This Move targets a single creature within 10 spaces. If your Hit roll's d20 shows 17 or higher, the hit target becomes Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Water Sport | Water | Other | N/A | N/A | 19 | Fire-type moves used on the floor deal minimum damage. |
Water Spout | Water | Special | 5 | Special | 5 | This Move targets any creatures in this Room. This Move deals higher damage the higher your HP is. After you hit, divide your HP by your Maximum HP. Multiply the result by 10. This Move deals (x)d10 damage, in which (x) is the result of the final multiplication. Keep a calculator handy. In full, this equation is (HP/Maximum HP)*10=(x). |
Weather Ball | Normal | Special | 6 | 6d6 | 15 | The move's Type changes with the weather. This Move may target any creature within 10 Spaces. Rain = Water Fog = Water Sunny = Fire Hail = Ice Sandstorm = Rock |
Whirlpool | Water | Special | 4 | 3d6 | 17 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Constricted. This Move is a Critical Hit against any target with the Dive Condition. Constricted: You cannot spend Move Speeds. Reduce your HP by 5 at the start of each of your turns. If the creature Constricting you takes damage, you are no longer Constricted. |
Whirlwind | Normal | Other | 8 | N/A | 27 | The target is flung 8 spaces in a straight line, stopping upon colliding with a creature or wall. All creatures involved take 10 True Damage. |
Wide Slash | None | Physical | 6 | 7d6 | 10 | This Move targets a 1 space long and 3 space wide Line. |
Will-O-Wisp | Fire | Other | 8 | N/A | 17 | The target becomes Burned. Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Wing Attack | Flying | Physical | 8 | 4d6 | 20 | N/A |
Wish | Normal | Other | N/A | N/A | 15 | Heal 50% more from all sources of healing. |
Withdraw | Water | Other | N/A | N/A | 16 | Gain +1 Stage of Defense. |
Wood Hammer | Grass | Physical | 8 | 8d6 | 10 | Take Recoil Damage. Recoil Damage: Take 1 Damage for every 4 Maximum HP you have (or 2.5 Damage for every 10 HP you have). |
Worry Seed | Grass | Other | 8 | N/A | 14 | The target is Immune to Sleep until the end of the Floor. Creatures with the Ability Truant are are Immune to this Move. This Move may target any creature within 10 Spaces. |
Wrap | Normal | Other | 8 | N/A | 22 | Chance to inflict Wrapped status, making the target incapable of acting until the user next takes damage |
Wring Out | Normal | Special | 6 | Special | 10 | Deals more damage the higher the target's HP |
X-Scissor | Bug | Physical | 6 | 8d6 | 10 | N/A |
Yawn | Normal | Other | N/A | N/A | 17 | This Move cannot Miss. The target begins to Sleep at the end of their next turn. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Zap Cannon | Electric | Special | 3 | 7d6 | 9 | If your Hit roll's d20 shows 17 or higher, the hit target becomes Paralyzed. This Move may target any creature within 10 Spaces. Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) |
Zen Headbutt | Psychic | Physical | 6 | 6d6 | 9 | If your Hit roll's d20 shows 17 or higher, the hit target Flinches. Flinch: You cannot activate Moves or skills until the start of your next turn. |