monball.net
1·0/6
496 moves
  • one-hit KO

    PowerAcc.30PP8
    Contact
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Wind
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.85PP20
    Contact
  • Power120Acc.75PP8
    Contact
  • one-hit KO

    PowerAcc.30PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.90PP20
    Contact
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • sleep

    PowerAcc.55PP16
    Sound
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user's evasiveness +1

    PowerAcc.PP16
  • restores 1/2 of max HP

    PowerAcc.PP8
  • user's evasiveness +2

    PowerAcc.PP12
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • user faints

    Power200Acc.100PP8
  • paralysis

    PowerAcc.100PP20
  • transforms into the target

    PowerAcc.Sure-hitPP12
  • user faints

    Power250Acc.100PP8
  • 20% chance: paralysis, burn, or freeze

    Power80Acc.100PP12
  • damage equal to 1/2 of the target's remaining HP

    PowerAcc.90PP12
    Contact
  • !

    crit stage +1 (12.5%)

    Power80Acc.100PP20
    ContactSlicing
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • HP −1/2 (of max HP) · Attack rank → 6 · fails if HP below 1/2 · fails if Attack already maxed

    PowerAcc.PP12
  • all who hear it faint in 3 turns · switching out cancels

    PowerAcc.PP8
    Sound
  • user's next move can't miss

    PowerAcc.Sure-hitPP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • confusion · target's Attack +2

    PowerAcc.85PP16
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • cures the whole party's status conditions

    PowerAcc.PP8
    Sound
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • switches out, passing stat changes on

    PowerAcc.PP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • target's evasiveness −2

    PowerAcc.100PP20
  • restores 1/2 of max HP

    PowerAcc.PP8
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • [Priority +2]

    Power80Acc.100PP8
    Contact
  • [Priority +3] flinch · usable only on the user's first turn out

    Power40Acc.100PP12
    Contact
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • user's Defense/Sp. Def +1 · stores up to 3 times

    PowerAcc.PP20
  • power 100 per Stockpile

    PowerAcc.100PP12
  • restores 1/4 of max HP

    PowerAcc.PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +2] draws opponents' moves to the user this turn

    PowerAcc.PP20
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • end of next turn: restores 1/2 of max HP · also heals a replacement

    PowerAcc.PP8
  • recovers the used-up held item

    PowerAcc.PP12

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