List of Referees

Parenthesis denote a referee who has not reffed a battle in 6 months or more, but who is still eligible to ref without retaking the test.

Head Referee

  • Ash K.

Senior Referees and Ref Testers

  • Dash
  • Elrond
  • Monbrey
  • Xali

Ref Wages

  • Any Senior Ref
  • Gold

Active Referees

  • Ash K.
  • (Ataro)
  • (BlueTowel)
  • (CommBA)
  • Dash
    (Ebail)
  • Elrond 2.0
  • (Fabled)
  • Fierce Deity
  • Gold
  • juliorain
  • (Lovecraft)
  • Mistral
  • Monbrey
  • Morru
  • (Neonsands)
  • Nitro
  • (Siless)
  • (swiftgallade46)
  • (Synthesis)
  • (The Artist…)
  • VeloJello
  • (WinterVines)
  • Xali
    Zolar

Past or Inactive Referees

  • Alaskapigeon
  • All-Star
  • AmericanTreeFrog
  • Anna Egorov
  • antithesicSolipse
  • august13th
  • ball
  • Black Hawk
  • BlueJello
  • Bryce
  • Bumblebee
  • Buoysel
  • Buzzer
  • Captain Dude
  • ChainReaction01
  • Chaotic Despair
  • ClashKingDan
  • CloudOfNines
  • Cress Albane
  • DarkGardevoir
  • DaRkUmBrEoN
  • derian
  • DrStubbsberg
  • Echo
  • Eeveedude
  • Elamite
    Elysia
  • EmBreon
  • Eraizaa-kun
  • ~Falcon~
  • Fenix
  • Finglonger
  • Fire Away
  • Fossil Fusion
  • FlammenWarfare
  • Focal
  • GliscorMan
  • gmandiddy
  • Gold Rush
  • Haze
  • HKim
  • husnain
  • infested88
  • iReign
  • Iridium
  • Jack of Clovers
  • Johnbdm
  • King Zark
  • KnittyDragon
  • Leman
  • Lord Khajmer
  • Loyal Arcanine
  • LS the Door Mat
  • Magare
  • Marshy
  • Matt
  • Marth
  • Masami
  • Menegoth
  • Mitsuzo-kun
  • Mubz
  • Near
  • Nefarious
  • Neon Skarmory
  • NightBreaker
  • Nitrous Oxide
  • Nyurgh
  • -Pichu Boy-
  • Pidge
  • poke123
  • Princess Crow
  • Psychedelic Shroomish
  • Ridley
  • Rohypnol
  • Roulette Dares
  • Scourge of Nemo
  • Sec
  • Seppe
  • Shinies
  • SiberianTiger
  • Sky Lark
  • SLCalamity
  • Snow Fairy Sugar
  • Speed-X
  • Stinky
  • Syas
  • Tamer San
  • TheEvilDookie
  • TieSoul
  • The Jr. Trainer
  • Trainer17
  • Turtwig A
  • Volcanflame
  • WebMaster
  • We Taste Pies…
  • Zeferin

Passed Ref Quiz

  • Black Reaper
  • Haxaurus4
  • Kaustic
  • PokeViper
  • Wrave
  • Bakura Boy
  • Luciole
  • Kantomasta
  • Soulmaster
  • MuddyMudkip
  • Axion
  • DarknessRuler
  • Eridanus
  • Speed-X
  • Fawkes
  • Kakashi Hatake
  • Mashin Chaser
  • dylanpiera
  • Surfer Liam
  • Sou
  • OmegaBlazer
  • Rick
  • Mikey57
    CowboyJake

Sources and Calculators

Sources

To check what moves a Pokemon learns or its data, you can access URPG’s official Pokedex — The Ultra Dex. Mechanics-wise, there are many pages on the Internet that provides those information. Some are more reliable and in-depth than others, with in-game testing being the most reliable obviously.

Generally speaking, Smogon is usually the most accurate due to their members doing actual testing, but several Sun and Moon mechanics are lacking recently. The Reffing Encyclopedia is updated and draws information from Smogon’s Sun and Moon research thread and Bulbapedia, however. As a general rule of thumb, you should be using the URPG’s Reffing Encyclopedia mostly. Bulbapedia is rather concise and has useful information on Sun and Moon mechanics, with very few known errors.

 

Calculators

 

The reffing calculator is a ref’s most important tool, hopefully for obvious reasons. The URPG Desktop Reffing Calculator is written by Monbrey, based on the the HTML/Javascript Calculator by Pikachu.
Credits also to Monbrey, DaRkUmBrEoN, Espeon and WebMaster for maintenance.

Battle Modes and Rules

Battle Modes

All battle modes use the newest set of data for moves, abilities, items, etc. The battle mode is determined by selection from each of these categories.

Generation

  • Gold/Silver/Crystal (GSC)
    All Pokemon have no abilities (excluding Truant/Defeatist/Slow Start on Slaking/Archeops/Regigigas respectively). Whether a move is physical or special is determined by its type.
  • Ruby/Sapphire/Emerald (RSE)
    Pokemon have abilities. Whether a move is physical or special is determined by its type.
  • Standard Meta (S/M)
    All mechanics function as per the latest game.

Privacy

  • Public
    All Pokemon and moves are sent in the public chat. A dice is rolled to determine who sends first unless specified otherwise.
  • Private
    All Pokemon and moves are sent privately to the referee.

Team Format

  • Full
    A complete team of Pokemon, with abilities and held items, is sent to the referee prior to the battle. Leads are selected after the team is sent.
  • Preview
    Similar to full, however the referee will reveal both teams before leads are selected.
  • Open
    Pokemon are sent during the battle – teams are not predetermined.

Note: Full and Preview require sending the team privately to the ref even if Privacy is set to Public.

Battle Rules
Along with the battle modes, there are many optional battle rules. If a rule is not specified to be on, then it is assumed to not be used. Some Battle Rules are incompatible with other Battle Rules.

In a normal battle, before you begin, you and your opponent must both agree on what battle mode and rules to use as well as how many Pokemon are to be used for each battler. Special kinds of battles, such as gym battles and tournament battles, leave the rule making to the leader or the tournament host. There is no limit to the number of Pokémon you can use.

After rules are selected and the first Pokemon are sent, you begin selecting your moves. After moves are selected, the referee refs the turns and posts the stats of the outcome for that turn. Moves are sent again, and this continues until a battler is victorious.

Battling in Public Modes
It is important to note that in battle modes in which you select your moves in the chat or thread, you must alternate sending your Pokemon and moves first. The battlers can agree on who sends his/her Pokemon first, or the ref can roll to see who gets to decide. Gym leaders are allowed to force the challenger to send first. After a battler sends his/her Pokemon out first, the other battler sends his/her Pokemon and move. Afterwards, the person who sent his/her Pokemon first sends their move second. Then battlers take turns alternating sending first. If a single Pokemon is knocked out in a turn, the battler replaces that Pokemon, but this does not count as sending first or second, so the alternation of sending first continues normally. If both Pokemon are knocked out in a single turn, then the battlers select their Pokemon as though they are continuing alternating. Sending implied moves, such as continuing Outrage, recharging for Hyper Beam, and a battler sending his/her last remaining Pokemon still count for alternating sending first or second.

Free-For-Alls (FFAs)
Free-For-Alls are composed of 6 or more battlers. Each battler sends a single Pokemon to the ref. The ref reveals all the Pokemon, and then you start sending moves. Random targets cannot be selected unless using Outrage or another rampaging move. The longer your Pokemon lasts compared to other Pokemon, the higher you place, and the more money you get. The battle will last until only one Pokemon remains. Not sending a move for the first turn of the FFA counts as not participating in it, and therefore a player will not get paid if they don’t send for at least one turn. Players may not send a move before stats are posted during any round. If they do, the move does not count.

Anyone who has been a ref less than two months cannot ref FFAs.

Referees have some freedom to set the time in which battlers must send their moves each round. This period of time must be at least five minutes.

FFAs are likely to have special rules. Restrictions exist on what kind of rules are acceptable. First, all special rules must be approved by a Senior Referee before the FFA begins. If a special rule has been approved in the past, that rule is fair game for all referees to use in the future unless counter-indicated by a Senior Referee. Please note that even minor changes to a past FFA rule will require re-approval. Furthermore, any FFA rule that involves one or more of these is explicitly forbidden, unless the rule is approved by staff members in advance:

Wonder Launcher
When the Wonder Launcher is enabled, battlers are able to use special points to purchase items during the battle to use on his/her Pokemon. Each battler starts with 0 points, and each battler gains 1 point at the end of each turn. If a battler has 14 unused points, he/she will gain no additional points until he/she uses some. The list of purchasable items can be found by clicking here. When an item is purchased, it must be used immediately. Battlers cannot buy items and store them for later use. When an item is purchased and used, the battler forgoes his/her move that turn to use the item, and the opponent is aware of the use of the item. Items that increase a Pokemon’s stat stages or critical hit stages and ‘Urge Items’ can only be used on a controlled active Pokemon. Revive and Max Revive can only be used on fainted Pokemon. The rest of the items can be used on any Pokemon in the battler’s party. If a battler purchases an item that is unable to do anything for the battler’s current party, the item will do nothing, and points will still be lost. In-depth information of the effects of items can be found here.

Double Battles
In a Double Battle, each trainer has two Pokemon out at the same time. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

Each Pokemon is able to target any other Pokemon on the field, including its own ally. However, there are moves that affect multiple Pokemon at once. These moves can be found by clicking here. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

When Reflect, Light Screen, and Aurora Veil are used in a Double Battle, they benefit both Pokemon on the side it is used. However, instead of halving damage like in Single Battles, the damage is reduced by 1/3 instead.

Triple Battles
In a Triple Battle, each battler has three Pokemon out at the same time, and the battlers may choose their own Pokemon’s position. A Pokemon can be positioned on the left, center, or right. Two Pokemon cannot occupy the same position. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

The position of Pokemon is important. Pokemon cannot target another Pokemon with most moves unless it is adjacent to that Pokemon. A Pokemon is considered adjacent to another Pokemon if it is right in front of it, diagonal to it, or next to it, meaning Pokemon can target their allies. However, there are certain attacks that are capable of targeting any Pokemon on the field, regardless of its position. These moves are attacking Flying moves, ‘Pulse moves’, and Aura Sphere. To be more specific, these moves are: Bug Buzz, Dark Pulse, Dragon Pulse, Heal Pulse, Water Pulse, Aura Sphere, and any damaging Flying-type move.

There are also moves that affect multiple Pokemon at once. If a Pokemon moves out of range of an attack that hits more than one Pokemon at once, the attack will hit any new Pokemon in that spot rather than fail on the evasive Pokemon. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

Instead of attacking, Pokemon are also able to change positions. Only Pokemon on the left and right can do this. When a Pokemon changes positions, it swaps places with the Pokemon in the center, unless there is no Pokemon there, in which case, it will merely move to the center. Changing positions has no priority; therefore, the movement will occur when the Pokemon would usually attack. If a Pokemon is targeting another Pokemon, or is being targeted, but the target moves out of range of the attack, the move will fail. When only one Pokemon is remaining on each side of the battle, and those Pokemon are not adjacent to each other, the Pokemon are automatically moved to the center position at the end of the turn.

Rotation Battles
In rotation battles, each battler has three Pokemon out at the same time, but the battling is more similar to a Single Battle than a Triple Battle. Out of the three Pokemon sent by a battler, one Pokemon is selected to be in the front, while the other two Pokemon are on standby. When a Pokemon is KO’d, the battler must replace the KO’d Pokemon with one from their stats at the end of the turn if they have any more sends left. Otherwise, one of the standby Pokemon should be rotated to the front.

During each turn, a battle may select for his front Pokemon to attack, for one of his standby Pokemon to rotate to the front and attack, or switch out his/her front Pokemon for one in his/her party still in its Pokeball. Attacking does not involve targeting, as the attack will always target the opposing Pokemon in the front at the execution of the move. Moves that hit more than one Pokemon in a Double or Triple Battle only hit the opponent’s front Pokemon. Rotating Pokemon has very high priority, and there is no known move that is faster than a rotation. Pokemon in a standby position are essentially safe from all effects until they are sent to the front.

Rotating a Pokemon into and out of a standby position is very different than switching a Pokemon into and out of its Pokeball. When a Pokemon is rotated out, it keeps any buffs and conditions, such as stat boosts and drops, Substitute, Taunt, and more. If a Pokemon that is rotated out has an effect that has a duration or counter, such as Encore, Sleep, or Toxic, the counter will remain unchanged on that Pokemon until it is rotated back in.

There are many abilities that activate when a Pokemon is switched or sent into battle. It is important to remember that rotating and switching are not the same thing. Abilities that activate when a Pokemon is sent into battle, such as Drizzle and Intimidate, will only activate if the Pokemon is sent onto the field in the front position. Rotating a Pokemon with an ability of this sort will not cause the ability to activate.


General Reffing

Damage Formula

Damage modification – Bulbapedia, the community-driven Pokémon encyclopedia
The Complete Damage Formula for Black & White (B/W) – Smogon University

As a ref, you will most likely not use the actual damage formula to calculate damage. Instead, you will use a special reffing calculator. However, it’s important to understand the basis of how we get damage values. One of the most important things you should know about calculating damage: physical attacks use the attacker’s Attack stat, and the target’s Defense stat; special attacks use the attacker’s Special Attack stat, and the defender’s Special Defense stat.

A Pokemon’s stat points in URPG are the stats of that Pokemon at level 100 with max IV points in all stats, max EV points in all stats (ignoring the normal 510 total limit), and a neutral nature. That means HP is equal to double the base stat plus 204, while other stats are equal to double the base stat plus 99.

Rolling Dice

On Discord, URPG Dicebot will roll dice given the following commands (X is the number of sides, Y is the number of dice):

!d X
!d Y,X
!d Y, X

Some rolls will need to be privately done on either the offline calculator, random.org, or by directly messaging URPG Dicebot a roll command.

Types
Every Pokemon can have one or two types. The image below is a chart displaying the effectiveness of every Pokemon type against another. Although the reffing calculator automatically calculates effectiveness, it is important to know the type relationships for the purpose of knowing whether damage seems correct or not.

In DPP and newer generations, whether a move is physical or special is a property of the move itself. In RSE and older generations, a move can be determined to be physical or special by its type.

Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Rock, Steel, Poison
Special: Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, Water, (Fairy)


Status Conditions
Status ailment – Bulbapedia, the community-driven Pokémon encyclopedia

There are five main status conditions that affect a Pokemon when it is active. A Pokemon may not be under multiple main status conditions at once. Some status conditions end on their own. Certain moves, abilities, and items prevent status conditions, remove them, or alter how they work.

Burn (BRN) 

Freeze (FRZ) 

Paralysis (PAR) 

Poison (PSN) 

Sleep (SLP) 

In addition to the immunities above, Grass-type Pokemon are immune to any status-inflicting Spore or Powder moves, such as Sleep Powder and Stun Spore. They are also immune to Leech Seed. Ghost-type Pokemon are immune to the effects of any move (besides damage) or ability that would render them unable to switch out of battle. Dark-type Pokemon are immune to any move if it has been given increased (or further increased) priority due to the effects of the Prankster ability as long as the move has been boosted to above 0 priority. This includes moves called with Assist, Metronome, Me First, Copycat, Mirror Move, or Sleep Talk.

There are also other conditions that a Pokemon can have. These conditions are removed when the Pokemon switches out. A Pokemon may have as many of these conditions at once as possible, along with one main status condition.

Infatuation/Attract

Confusion


Stats
Stats – Bulbapedia, the community-driven Pokémon encyclopedia

A Pokemon’s stats can be increased or lowered in intervals called stages by certain moves and abilities. The highest stage is +6 and the lowest is -6. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.

For example, a Charmander with Defense-4 would have its Defense, 185, multiplied by (2/6), resulting in a Defense of 61, rounding down (you round down when calculating stat numbers).

Note: In regards to the speed stat, any rolls to decide a speed tie will be rolled privately.


Accuracy & Evasion
Pokemon can also have altered Accuracy and Evasion, making it easier or harder to hit Pokemon. These work like the stage system of stats, but the multipliers are different. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.

The standard formula for any Accuracy drop or Evasion boost is 3/(3+x), where x is the lowered Accuracy, or increased Evasion.
The flipped formula is also true for increased Accuracy or lowered Evasion, (3+x)/3.

However, these formulas often result in some terrible percentages. Look at the following scenario as an example:

A Scrafty with Accuracy+2 is using High Jump Kick on a Zoroark with Evasion+4
High Jump Kick is 90% accurate. (90/100)
Accuracy+2 = (3+2)/3 = (5/3)
Evasion+4 = 3/(3+4) = (3/7)

To calculate the chance of this hitting, you would multiply them together. (90/100)*(5/3)*(3/7) = (90/100)*(15/21) = 64.28%

This is not an easy number to roll for.
Instead, we use two dice rolls, and treat it as a 90% accurate move that has a (5/3)*(3/7) = (15/21) chance of hitting.

First roll a 100 sided die for the moves normal, unaltered accuracy. If it gets 90 or lower, then we have passed the first condition.
Then roll a 21 sided die, to account for the accuracy modifier. If it is 15 or lower, we have passed the second condition and the move hits.

Special Cases:
OHKO moves have their own accuracy formula: (User’s Level – Target’s Level) + 30%.
In URPG, where Pokemon are all treated as being Level 100, this always calculates as 30% (except Sheer Cold for non-Ice types). Stat modifiers in Accuracy and Evasion do not affect OHKO moves.
The only exception is No Guard or Lock-On/Mind Reader, which boosts the accuracy to 100%.


Critical Hits
Damage modification – Bulbapedia, the community-driven Pokémon encyclopedia

If a move is a critical hit, then for the purpose of that move’s damage, it will temporarily ignore any drops in stages for the attacker, any gains in stages for the defender, Reflect, Light Screen, and Aurora Veil, and then deal 1.5 times the usual damage. Do note that the status condition Burn still reduces damage of physical attacks. For example, a Sandile with Attack-2 critically hitting a Cottonee with Def+3 with a physical move would be calculated as though both Pokemon are at stage 0 in their respective stats, and the damage would be multiplied by 1.5.

The chance of scoring a critical hit depends on what stage a Pokemon is in for critical hits. In URPG, moves cannot score a critical hit unless the stage is increased by a move, ability, or item. It should be noted that with the release of Gen VI, Focus Energy now increases the critical hit level by two stages. This means that after using Focus Energy, any move with a high critical hit chance will have a 100% chance of scoring a critical hit.

The following chart displays each stage and what chances they give for a critical hit.

  1. (0/16) or 0% in URPG, (1/16) or 6.25% in other Pokemon games
  2. (1/8) or 12.5%
  3. (1/2) or 50%
  4. (1/1) or 100%

Weather
Some moves and abilities can introduce weather into the battle. Battlers may also choose to start a battle with a certain weather condition. If a starting weather is present, other weathers ending will revert to that weather. Weather has a vast amount of effects on several moves and abilities. Two weathers can not exist at the same time. Therefore, whenever a move or ability causes a new weather, the old weather ceases. If a Pokemon uses a weather move and it is already that weather, the move will fail. The abilities Cloud Nine and Air Lock negate all effects of weather, but do not stop the weather itself. The ability Overcoat prevents damage from weather.

Rain:
The move Rain Dance and the ability Drizzle cause the Rain weather condition for 5 turns (or 8 turns if the user is holding Damp Rock). Rain increases the damage of Water moves by 50% and decreases the damage of Fire moves by 50%. Moves affected by Rain that are not Water or Fire are: Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Rain are: Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.

Sun:
The move Sunny Day and the ability Drought cause the Sun weather condition for 5 turns (or 8 turns if the user is holding Heat Rock). Sun increases the damage of Fire moves by 50% and decrease the damage of Water moves by 50%. No Pokemon can be frozen while Sun is active, but it will not instantly thaw Pokemon that are already frozen. Moves affected by Sun that are not Fire or Water are: Growth, Hurricane, Moonlight, Morning Sun, Solar Beam, Synthesis, Thunder, and Weather Ball. Abilities affected by Sun are: Chlorophyll, Dry Skin, Flower Gift, Forecast, Harvest, Leaf Guard, and Solar Power.

Sandstorm:
The move Sandstorm and the ability Sand Stream cause the Sandstorm weather condition for 5 turns (or 8 turns if the user is holding Smooth Rock). At the end of each turn, Sandstorm damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ground, Rock, or Steel type, or has the ability Sand Veil. Sandstorm increases the Special Defense of Rock type Pokemon by 50%. Moves affected by Sandstorm are: Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Sandstorm are: Sand Force, Sand Rush, Sand Veil.

Hail:
The move Hail and the ability Snow Warning cause the Hail weather condition for 5 turns (or 8 turns if the user is holding Icy Rock). At the end of each turn, Hail damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ice type or has the ability Snow Cloak. Moves affected by Hail are: Blizzard, Moonlight, Morning Sun, Solar Beam, Synthesis, and Weather Ball. Abilities affected by Hail are: Forecast, Ice Body, Slush Rush, and Snow Cloak.

Fog:
No move or ability causes the Fog weather condition. It can only occur if the rules of the battle are set to start with Fog. Accuracy of all moves in Fog is multiplied by 90%. Moves that ignore accuracy modification, such as Aerial Ace, are not affected. The move Defog removes Fog. Moves affected by Fog are: Moonlight, Morning Sun, Synthesis, Weather Ball.


Terrain
When battling, battlers may choose a terrain (bar Electric/Grassy/Misty/Psychic Terrain). The terrain only affects the moves Camouflage, Nature Power, and Secret Power. If no terrain is mentioned for the battle, it will be assumed to be building terrain. The following table lists all of the terrains and how they work with the previously mentioned moves.

Applicable to Choose Terrain Camouflage Type Nature Power Move Secret Power Effect
Y Building Normal Tri Attack Paralysis
Y Cave Rock Power Gem Flinch
Y Ice Ice Ice Beam Freeze
Y Puddles Ground Mud Bomb Lowers Speed by one stage
Y Sand / Badlands Ground Earth Power Lowers Accuracy by one stage
Y Snow Ice Frost Breath Freeze
Y Tall Grass Grass Energy Ball Sleep
Y Water Water Hydro Pump Lowers Attack by one stage
Y Volcano Fire Lava Plume Burn
Y Burial Grounds Ghost Shadow Ball Flinch
Y Soaring Flying Air Slash Lowers Speed by one stage
Y Space Dragon Draco Meteor Flinch
N Electric Terrain Electric Thunderbolt Paralysis
N Grassy Terrain Grass Energy Ball Sleep
N Misty Terrain Fairy Moonblast Lowers Special Attack by one stage
N Psychic Terrain Psychic Psychic Lowers Speed by one stage

Generations VI and VII introduced four new Terrain types which can only be activated by their moves of the same name. All Terrain moves last for five turns unless boosted by the Terrain Extender held item. The effects of these Terrains only apply to Pokemon that are touching the ground, unless otherwise noted. Flying Type Pokemon, those with Levitate, or Pokemon holding an Air Balloon, are not affected. Pokemon under the effects of Magnet Rise or Telekinesis are also unaffected. If however, Smack Down, Thousand Arrows or Gravity is used on the airborne Pokemon, they will become affected as well.

Electric Terrain:

Grassy Terrain:

Misty Terrain:

Psychic Terrain:

*It is currently unknown how Psychic Terrain interacts with the the moves Ally Switch and Future Sight; further testing will be conducted.


Unclear Battle Results
In some situations, the winner of a battle my be unclear. For example, if a Pokemon finishes off the opponent’s last Pokemon with an attack with Life Orb, and the Life Orb recoil causes the user to faint as well. Or if a Pokemon uses Explosion and both player’s final Pokemon are knocked out. Here is a list of these scenarios and who wins in each of them, taken from Pokemon VGC’s Tournament Guidelines.


Priority and Timing

Priority Moves
Some moves can occur before or after other moves despite speed. Moves with higher priority occur before moves with lower priority. If two Pokémon use an attack with the same priority, the faster Pokémon goes first. The priority of a Z-Move is always 0 unless it is a Z-Status move in which case the Z-Status move is the same priority as its base.

*Uncertain about exact location of Focus Punch, Beak Blast, and Shell Trap charging message, however it shouldn’t have any actual bearing on the battle. If you’d like to do some priority testing for the Focus Punch message and/or Prankster Helping Hand in relation to switching/rotating/mega evolving, contact a Senior/Head Ref.


Timing Notes: Attack Success Checks
When multiple immunities are in play, there is a sequence to follow to determine which check would prioritize first. For example, based on the table below, King’s Shield would still lower the opponent’s Attack stat even if Aegislash was immune to the attack. Other examples would include Ground-types being able to Magic Coat Thunder Wave, and you can no longer tell if a protecting target is airborne (since Protect check happens before Flying immunity and Levitate).

When multiple attack redirection happen due to Follow Me / Lightning Rod / Storm Drain, Follow Me has priority.

As of Gen VII, the order of checks that are done before a move can successfully hit its target is detailed as followed:

  1. Check each target for Wide Guard / Quick Guard
  2. Check each target for Protect / Detect
  3. Check each target for Magic Coat (skip the rest of these steps and check other targets before bouncing back the move)
  4. Check each target for Magic Bounce (skip the rest of these steps and check other targets before bouncing back the move)
  5. Check each target for Dry Skin / Flash Fire / Lightning Rod / Motor Drive / Sap Sipper / Soundproof / Storm Drain / Telepathy / Volt Absorb / Water Absorb / Wonder Guard
  6. Check each target for type immunity (Thunder Wave is the only Status move that checks type immunities at this step)
  7. Check each target for Levitate
  8. Check each target for accuracy
  9. Check each target for substitute
  10. Check each target for status / powder immunity due to typing
  11. Check each target for status / powder immunity due to Ability (Limber/Water Veil/Overcoat/Flower Veil/etc)

Timing Notes: Attack Sequence
After an attack is successful, the following happens:

  1. Most “attack is successful” effects
  2. Additional effects
  3. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  4. Grudge/Rage
  5. Most Ability effects
  6. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  7. Item effects that trigger if the target is hit by the attack (including Air Balloon and Sticky Barb)
  8. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  9. The target faints if it has 0 HP
  10. Destiny Bond if the target fainted
  11. Recoil
  12. Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  13. Attacker’s Shell Bell
  14. The target thaws out if attack is a Fire-type attack
  15. Rapid Spin/Circle Throw/Dragon Tail/Pluck/Bug Bite/Smelling Salt/Wake-Up Slap/Thief/Covet (only if attacker hasn’t fainted)

After all hits of a successful attack have resolved (Ability and item effects mentioned below don’t occur if the attacker has Sheer Force and the attack has an additional effect):

  1. Color Change
  2. Red Card (only if attacker and item’s holder haven’t fainted)
  3. Eject Button message (only if item’s holder hasn’t fainted; if more than one target’s Eject Button could trigger, only the first such target in turn order triggers).
  4. Shell Bell/Life Orb (only if attacker hasn’t fainted)
  5. Eject Button effect (only if item’s holder hasn’t fainted). If effect happens, the U-turn message/effect doesn’t happen.
  6. U-turn message (only if attacker hasn’t fainted)
  7. Pickpocket (only if the target hasn’t fainted)
  8. U-turn effect (only if attacker hasn’t fainted)
  9. If a Pokémon that gained an Ability through an effect faints, its Ability doesn’t revert to its original until the above effects finish resolving.

Timing Notes: Veto Tiers
When multiple effects act on the same Pokemon to prevent the execution of a move, the referee will first check one effect, then the next, and so on. This is the order that is checked. When a move is vetoed from being executed, no other checks are performed.

  1. Freeze / Sleep
  2. Truant
  3. Disable
  4. Imprison
  5. Heal Block
  6. Confuse
  7. Flinch
  8. Taunt
  9. Gravity
  10. Attract
  11. Paralysis

Timing Notes: End of Turn Effects
There are many moves and effects that can occur at the end of the turn. The order they occur is listed in the following quote. The numbers indicate the overall order of the effects. All effects that start with 21. occur for the faster Pokemon, and then they occur for the slower Pokemon. For example, a Jolteon’s Reflect would wear off, then its Tailwind would wear off, and then a Slowpoke’s Reflect would wear off, and then its Tailwind would wear off if they were to end on the same turns.

  1. Grassy Terrain heals
  2. Weather/Terrain Ends
  3. Sandstorm damage, Hail damage, Rain Dish, Dry Skin, Solar Power, Ice Body
  4. Future Sight, Doom Desire
  5. Wish
    1. Fire Pledge + Grass Pledge damage
    2. Shed Skin, Hydration, Healer
    3. Leftovers, Black Sludge
  6. Aqua Ring
  7. Ingrain
  8. Leech Seed
  9. Poison damage, Burn damage, Nightmare, Poison Heal
  10. Curse (from a Ghost-type)
  11. Bind, Wrap, Fire Spin, Clamp, Whirlpool, Sand Tomb, Magma Storm, Infestation
  12. Taunt ends
  13. Encore ends
  14. Disable ends, Cursed Body ends
  15. Magnet Rise ends
  16. Telekinesis ends
  17. Heal Block ends
  18. Embargo ends
  19. Yawn
  20. Perish Song
    1. Reflect ends
    2. Light Screen ends
    3. Safeguard ends
    4. Mist ends
    5. Tailwind ends
    6. Lucky Chant ends
    7. Water Pledge + Fire Pledge ends, Fire Pledge + Grass Pledge ends, Grass Pledge + Water Pledge ends
  21. Gravity ends
  22. Trick Room ends
  23. Wonder Room ends
  24. Magic Room ends
    1. Uproar message
    2. Speed Boost, Bad Dreams, Harvest, Moody
    3. Toxic Orb activation, Flame Orb activation, Sticky Barb
  25. Shields Down, Zen Mode
  26. Pokémon is switched in (if previous Pokémon fainted)
    1. Healing Wish, Lunar Dance
    2. Spikes, Toxic Spikes, Stealth Rock, Sticky Web (hurt in the order they are first used)

Mega Evolution
In order to Mega Evolve, a Pokemon must be holding its corresponding Mega Stone and the trainer must have purchased a Mega or Z-Ring from the Mart. Mega Evolution can only occur once per battle. Primal Reversion does not count as Mega Evolution and is not limited to once per battle.

Mega Evolution has a unique speed priority, and will always occur at the start of battle before anyone attacks but after any switches have occured. As of Sun and Moon, a newly Mega Evolved Pokemon will immediately have access to its Ability and speed order is determined based on the base Speed stat of the Mega Pokemon and its Ability. A Pokemon can Mega Evolve and become fully paralyzed in that same turn.

If a Mega Evolving Pokemon uses Pursuit on a target that is switching out, the message: “Pokemon, come back!” would display first. The Pursuit user would then Mega Evolve, use Pursuit, and finally the opponent would switch out (or faint).

Z-Moves*
(*The Z-Move Section is still a work-in-progress. Please rely on other sources such as Bulbapedia until it is complete for most accurate info)
A Z-Move can only be conducted successfully once per trainer per battle. In order to conduct a Z-Move, the Pokemon executing the move must be holding the correct Z-Crystal:

When conducting a Z-Move, the player must first specify which move will transform into a Z-Move. This move must correspond to the type of Z-Crystal the Pokemon is holding. The Base Power of a damaging Z-Move varies depending on the Base Power of the move being transformed. If the move being transformed is a status move, converting it into a Z-Move will create additional effects (called Z-Effects) that vary depending on the move being transformed. A status-based Z-Move always has the same priority as the move being transformed.


Reffing FAQs

General Mechanics

Q: Is recoil damage rounded up or down?
A: With the release of BW, recoil damage is now rounded half up, but not less than 1 HP. Rounded half up means that if the decimal point is 0.5 or higher, it would round up instead. If for example, the recoil damage to be received is 43.25 HP, it would thus round down and become 43.

Q: Is healing/Life Orb recoil/Substitute health/etc rounded up or down?
A: All other calculations are to retain with rounding down.

Q: Does confusion count increase while sleeping?
A: Yes.


Battler Etiquette

Q: Do the battlers have to send every turn, even when locked into a move or they only have one option?
A: Yes, battlers must send for every turn of the battle.

Q: Do I have to answer questions from the battlers? What questions am I not allowed to answer?
A: The referee does not have to answer any questions asked by the battler. You are free to do so, as long as you do not give an answer that reveals any hidden information about the battle. Common questions asking about current stats are fine. Battlers may also ask for confirmation on how much damage a move will do – in these situations, you may provide an answer EXACTLY as they specify the conditions. If they don’t mention the enemy’s ability, possible item, or other things that could change the result, don’t factor it into calculations.

Q: If the ref rolls an unnecessary dice (for instance, freeze roll while it is Sunny) part way through the turn and then needs more rolls later in the turn (for instance, accuracy on a slower Pokémon’s move), what should that roll be used for? How about if a roll earlier in the turn was forgotten instead (for instance, that freeze roll was forgotten but needed as Sun ended)?
A: All rolls should be used for only what they were intended for. If an unnecessary dice is rolled, that dice is ignored. If a roll is forgotten, it should be rolled as soon as it is noticed.


Duration & Mechanics of 5-turn moves, Disable, Encore, Taunt, Torment, etc

Q: How do I count Light Screen/Reflect/Trick Room/Gravity/etc. ?
A: Basically, for any move that has the description “For 5 turns…”, you start counting from LS-1 the turn it was used, even if the move was used before its opponent’s move. Light Screen will then end on turn 5, which also means you don’t post LS-5. Light Screen ends on the fifth turn. This includes Tailwind.

Q: How long is Encore/Taunt’s duration and how does the counting of turns work?
A: Encore/Taunt lasts for three times the affected Pokémon attempts to move. This can go Enc0, Enc1, Enc2, ends or Enc1, Enc2, ends, depending who moves first when it is used.

Q: Does the Encore count increase while sleeping?
A: Yes, the Encore count still increases while a Pokemon stays asleep.

Q: What happens when Disable/Torment is used on a move that was Encored?
A: The target is forced to Struggle until the effects of either move wear off. Similarly, if Torment is used after Encore, the target is forced to Struggle on every other turn. If the affected move runs out of PP, the effect ends.

Q: Does Encore work on a move that was Protected/Disabled?
A: As of Gen V onward, Encore forces the target to repeat its last successfully executed move.

Q: Pokemon A uses Move. Pokemon B uses Spore. Next turn, Pokemon attempts move (not Sleep Talk/Snore), but is fast asleep. Pokemon B uses Encore. Will Encore work or fail?
A: Encore would work on the target’s last successfully executed move, even if that wasn’t the most recent time the Pokémon attempted to move.

Q: What happens when a Taunted Pokemon uses a non-damaging move?
A: If the non-damaging move was used on the same turn just as the user was being Taunted, the move will fail and can be reffed as “Can’t use [move] under the effects of Taunt”. Otherwise, you do not allow the player to use any move that is not allowed by Taunt. You need to ask for a new move.

Q: If a Pokemon A uses Move A and Pokemon B uses Move B, then next turn Pokemon A uses Torment and Pokemon B uses Move B, will Move B work?
A: Yes. However, next turn, Pokemon B may not choose to use Move B.


Mechanics Regarding Moves

Q: Does Leech Seed heal 12.5%?
A: No, Leech Seed heals by however much HP (12.5% or 1/8 of the target’s max HP) was sapped from the opposing Pokemon.

Q: Does a Pokemon under the effects of Leech Seed lose health when it just KO’d a Pokemon?
A: Leech Seed will only sap if there is something on the other side to give the sapped health to. So if a Leech Seeded Pokemon KO’d a Pokemon, it will not lose health at the end of the turn. However, the Leech Seed still remains on the Pokemon and saps the Pokemon at the end of every turn there is a Pokemon on the other side. This also means in FFAs, since a Pokemon has no teammates, KO-ing the sapper will effectively prevent the Pokemon from being sapped.

Q: In Public rules, if you send your move first and use U-turn or Baton Pass, can you wait until after your opponent has sent their move to select a recipient for the attack?
A: Yes, you send your Pokemon when the move is executed.

Q: In the situation:

Person A sends Pokemon first.
Person B sends Pokemon.
Person B sends move.
Person A sends move. (Explosion)
Both die.

Who would send the first mon?
A: Person A would send their mon, then Person B would send a mon and a move, then Person A would send a move. This is the same even if Person B was the one who sent Explosion.

Q: If a Pokemon KOs the opposing Pokemon with U-turn, who sends their new Pokemon first?
A: The U-turn-er sends their Pokemon first.

Q: Pokemon A used Bulk Up previous turn. Now, Pokemon A uses Focus Punch. Pokemon B uses Encore. Would Encore work on Bulk Up, Focus Punch, or fail?
A: Encore would work on Bulk Up, and Pokemon A will be forced to use Bulk Up.

Q: Does a Pokemon become Confused if its Outrage or similar move is not successful?
A:If a Pokemon’s Outrage is unsuccessful, the Outrage ends. If the Pokemon was not going to end its Outrage that turn, then the Pokemon does not become Confused.

Q: Does Roar/Whirlwind/Dragon Tail/Circle Throw in Open rules just select a random Pokemon from the opponents stats?
A: Not necessarily. Phasing moves work by forcing out a replacement Pokemon from the user’s team. However in Open, the team may not be complete yet. For example:

Venusaur [KO], Charizard [75%], Blastoise [100%], Dragonite [50%], ???, ???

Blastoise is currently active, and is getting forced out of battle by one of these moves. There are three other slots that could be forced out, Charizard, Dragonite, or the last two empty slots. The ref would roll a 4-sided dice. 1 = Charizard, 2 = Dragonite, and 3 or 4 = a random Pokemon from their stats, which would then also be rolled by the ref and couldn’t be a Pokémon already in the battle like Charizard or Dragonite.

Q: Can a Pokemon have a status effect while it is drowsy from the effects of Yawn?
A: Yes, and it will thus prevent the drowsiness from putting the Pokemon to sleep.

Q: Can Metronome call out moves that the user already learns?
A: Yes, Metronome can call out moves currently in the user’s moveset (Smogon is incorrect on this).

Q: Can Future Sight and Doom Desire be in queue at the same time?
A: No.

Q: Can two Wish be in queue at the same time?
A: No.

Q: What happens if a Pokemon uses Super Fang on a Pokemon with Substitute?
A: The amount of damage Super Fang does will be based on the Pokemon’s HP remaining, while the damage is dealt to the Substitute. So if a Tyranitar has 303 HP remaining and it has a 101 HP Substitute, the Substitute will take 151 HP damage (and be destroyed).

Q: If Stealth Rocks are in play and an Imposter Ditto switches in, does Stealth Rock damage activates before or after the transformation?
A: Entry hazards occur before ability activation.

Q: On top of the BP change in weather, does Weather Ball receive a x1.5 boost from Sun or Rain?
A: Yes, it does.

Q: Does Swagger’s Attack raise go through Safeguard?
A: Yes, Swagger will still raise Attack through Safeguard.

Q: Does Mimic prevent a move being used later in the turn under the effects of Imprison?
A: Yes.


Mechanics Regarding Abilities

Q: Are Bulldoze/Icy Wind affected by Sheer Force?
A: Yes, Bulldoze/Icy Wind’s effect states that they have a 100% chance to lower the foe’s Speed. As 100% is regarded as a chance, Sheer Force still activates, and thus the move’s effect is negated. This also means that Life Orb recoil will be negated if the user is holding one.

Q: If you switch in a Pokemon with Trace against a Pokemon with Intimidate, will the Trace Pokemon copy Intimidate and then activate Intimidate’s effect against the opponent?
A: Yes.

Q: Does Speed Boost/Moody activate when a Pokemon with Speed Boost/Moody is switched in using a move like U-turn or Baton Pass or by normal switching?
A: No, Speed Boost/Moody does not activate.

Q: Does Prankster work on Endeavor?
A: No, Endeavor’s priority is not boosted by Prankster as Endeavor is regarded as a Physical Attack Move.

Q: Is there any message that announces a Pokemon’s Regenerator or Natural Cure ability healed it?
A: No. If Private rules are in effect and a battler asks about the health of a Pokémon which can have Regenerator or the status of a Pokémon which can have Natural Cure, the referee should only state what the Pokémon switched out at unless the one asking specifies “after Regenerator” (or something like that) or is the Pokémon’s trainer.

Q: If the bearer of Rough Skin is attacked while it has a Substitute, is it possible for the attacker to take damage from Rough Skin?
A: No.

Q: If the ability Unburden is activated and somehow lost, would the Speed boost still be in play or removed?
A: Removed. Losing Unburden would remove the Speed boost.

Q: What happens when Imposter/Role Play is used on Stance Change?
A: Stance Change cannot be Traced, copied with Role Play, suppressed with Gastro Acid, or replaced with Simple Beam, Worry Seed, Entrainment, or Skill Swap. If a Pokémon other than Aegislash obtains Stance Change with Imposter, the Pokémon will copy that particular Form and not change Form.

Q: How are Slaking, Archeops, and Regigigas balanced in GSC rules?
A: Slaking’s Truant and Archeops’s Defeatist abilities are not removed/negated by GSC rules. That is, Slaking is still forced to waste a turn, and Archeops will still be crippled at 50%. This also applies to Regigigas’s Slow Start ability.


Mechanics Regarding Held Items

Q: How does Life Orb + Seismic Toss or Endeavor or other moves that do a set amount of damage work?
A: Life Orb will deal recoil to the user, but not boost any damage done by those moves.

Q: Does Life Orb recoil activate with OHKO moves like Guillotine?
A: No.

Q: Does Substitute prevent the user’s Red Card from activating?
A: Yes.

Q: Does Toxic Orb or Flame Orb activate on a switch? What about when replacing a KO’d Pokemon?
A: Yes, it activates on the switch, but since burn damage and poison damage occur before the activation of one of those items in the End of Turn Effects, the Pokemon would not be damaged by burn or poison until the end of the next turn. If a Pokemon is merely replacing a Pokemon that was just KOd, the Orb would not activate, since the End of Turn Effects already occurred. View End of Turn Effects in the previous post for more detailed information.

Q: Can Pokemon A select a different move in the following scenario?

A @ Choice Item

B uses Fake Out on A.
A flinches.

A: Yes.

Q: Can Espeon select a different move in the following scenario?

Espeon @ Choice Scarf
Mewtwo @ Choice Specs

Espeon uses Calm Mind.
Mewtwo uses Trick on Espeon. Choice Specs for Choice Scarf.

A: Yes. If this item is replaced with another Choice item, then the user will not be locked into their original choice.

Q: If a Pokemon obtains a Choice item after using an attack, will they be locked onto that attack?
A: No. Using Trick doesn’t lock into the affected Pokemon into a move previously used (Smogon is incorrect on this).

Q: If a battler forgets to send an item, can the ref prompt for one?
A: Yes. Sending without an item can be considered an incomplete send. The battler will tell you if it was intentional.


Abilities

Notes:

Enter / Active / Hidden:

Adaptability | Hidden
If an attack by bearer shares a type with one of bearer’s types, that attack’s effectiveness is doubled instead of multiplied by 1.5.

Aerilate | Hidden
Any Normal-type attacks used by the bearer become Flying-type and have have their power multiplied by 1.2. his effect takes priority over Ion Deluge. Hidden Power is not affected.

Aftermath | Active
If a contact move by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total HP unless an active Pokémon that isn’t rotated out has Damp (not considered recoil damage).

Air Lock | Enter
No effects due to the weather are applied. Weather can still occur though. For example, rain could be the current weather but there would be no damage modifier for Water or Fire type attacks or for abilities like Rain Dish.

Analytic | Hidden
Power of attacks by bearer is multiplied by 1.3 if bearer strikes last this round. If the opponent switches out, the bonus is still applied for the bearer. (For the use of Pursuit as a Pokémon is about to switch, bearer “strikes last” if all other Pokémon have started to take an action this round.)

Anger Point | Active
Whenever bearer is hit by an attack by a non-bearer that results in a critical hit, bearer’s Attack modifier becomes Attack +6. This does not activate when behind a Substitute.

Anticipation | Enter*
When bearer becomes active, a message is displayed if any opposing Pokémon has a one-hit KO move that would not be ineffective against bearer or a damaging move whose original type has at least double effectiveness against bearer’s types, but not Hidden Power, Judgment, Natural Gift, Counter, Mirror Coat, or Metal Burst. Anticipation also triggers if the opponent has either Self-Destruct or Explosion.
*The ability is NOT revealed if there is no “dangerous” moves.

Arena Trap | Active*
An adjacent opposing Pokémon can’t switch or flee unless it has Levitate, is under the effects of Magnet Rise, or its current type includes Flying or Ghost. The opposing Pokemon can still switch by means of Baton Pass, U-Turn, or Volt Switch (provided that the opponent is not immune to it) or if the opposing Pokemon is holding a Shed Shell.
*Only when a battler tries to switch when they can’t. They must still send a move. Because of this, switching out against a Pokémon which can have this ability while you would be unable to if it had it cannot be cancelled after sending in Private rules (Flying or Ghost types and Pokémon with Levitate are unaffected).

Aroma Veil Active
The bearer and its allies are protected from effects that would reduce their move choices, specifically: Taunt, Torment, Encore, Disable, Heal Block, and Attract. Imprison is NOT prevented. Unlike other ability immunities, Aroma Veil only prevents the conditions from happening and does not cure them instantly if it happens.

Aura Break | Enter
The effects of the Fairy Aura and Dark Aura abilities are reversed.

Bad Dreams | Active
At the end of each round, each sleeping adjacent opposing Pokémon loses 1/8 of total HP. (This effect is cumulative.) This does not work on allied Pokemon.

Battery | Hidden
Bearer’s allies have their Special moves boosted by 30%.

Battle Armor | Hidden
Attacks against bearer will never result in critical hits.

Battle Bond | Active
A Greninja with this ability will transform into Ash-Greninja after causing an opponent to faint. Water Shuriken used by Ash-Greninja has it’s power increased from 15 to 20 and always hits 3 times. A Greninja with the ability Battle Bond cannot use Role Play.

Beast Boost | Active
Boosts the bearer’s highest stat by one stage after knocking out a Pokemon, ignoring modifiers from status conditions, items or moves. In the case of equal highest stats, the priority order is Attack, Defence, Special Attack, Special Defence, Speed.

Berserk | Active
Boosts the bearer’s Special Attack by one stage every time the bearer’s HP drops below 50% as a result of direct damage. Indirect damage (i.e. Leech Seed, Poison, recoil, Hail, Sticky Barb, Rocky Helmet etc.) does not trigger this ability.

Big Pecks | Active
Bearer’s Defense stat cannot be lowered by opponent’s moves. Guard Swap still works as normal.

Blaze | Hidden
If bearer’s current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Fire-type attacks by bearer is multiplied by 1.5.

Bulletproof Active
The bearer is immune to “ball” and “bomb” attacks. The following moves are blocked by this ability:

Cheek Pouch | Active
The bearer regains 1/3 Max HP when eating a Berry in addition to the Berry’s regular effect.

Chlorophyll | Hidden
During sunny weather, bearer’s Speed is doubled. This is NOT Speed +2.

Clear Body | Active
Attacks and Abilities by non-bearers can’t reduce bearer’s stat stages. Moves the bearer uses may still lower stat stages if applicable (Examples: Superpower, Shell Smash, Close Combat). This ability does not prevent the effects of Power Swap, Guard Swap, or Power Trick.

Cloud Nine | Enter
No effects due to the weather are applied. Weather can still occur though. For example, rain could be the current weather but there would be no damage modifier for Water or Fire type attacks or for abilities like Rain Dish.

Color Change | Active
After taking a hit from a damaging hit from a non-bearer, the bearer’s type changes to the type of the attack used by the non-bearer. For multi-hit attacks like Rock Blast, this effect occur after the last hit of the attack.

Comatose | Active
Effects of the Sleep status are inflicted on the bearer, without the status being applied. The bearer is immune to status conditions. Bearer is able to use Sleep Talk, but not Snore or Rest. Bearer will take doubled damage from Hex and Wake-Up Slap, and can be affected by Dream Eater. Comatose cannot be Traced, copied with Role Play, swapped by Skill Swap, suppressed with Gastro Acid, or negated by Mold Breaker, Turboblaze or Teravolt.

Competitive | Active
Whenever an attack by a non-bearer or an Ability from a non-bearer causes a stat stage of bearer to be reduced, bearer’s Special Attack is increased by 2 stages. (Triggers once for each stat stage reduced.) Moves used by the bearer that trigger a stat stage to drop do not activate this ability (Examples: Close Combat, Superpower, Shell Smash).

Compoundeyes | Hidden
Accuracy of attacks by bearer is multiplied by 1.3.

Contrary | Hidden*
Effects that would decrease bearer’s stat stages increase bearer’s stat stages by the same amount instead, and vice versa. (Effects that merely copy or reset stat stages are not affected.)
*While it never says Contrary, the fact that the boosts happen reversed is public.

Corrosion | Hidden*
Bearer is able to inflict the Poison and Toxic statuses on any type, ignoring the immunity of Poison and Steel-type Pokemon. Does not allow the bearer to damage Steel-type Pokemon with Poison-type moves. Does not negate the abilities Immunity, Comatose, or Shields Down. Poison and Steel type Pokemon will still be immune to Toxic Spikes. Works in tandem with Baneful Bunker.
*While the Ability is never announced, a Poison or Steel-type Pokemon becoming Poisoned is still public.

Cursed Body | Active
Whenever a non-bearer hits the bearer with a damaging attack, the effect of Disable may begin against that non-bearer with the affected move set to that move, unless Disable is in effect against that non-bearer (30% chance, not considered an additional effect; doesn’t stop any multi-hit attack in progress). Ability may activate even if the bearer faints. This ability does not activate if the bearer has a Substitute, but it may activate if the non-bearer is behind a Substitute. Cursed Body can activate on a Z-Move. It will disable the Z-Move and not the base move, however, effectively making it useless in this case. A disable counter should still be applied, however, and for the duration of this counter no other move can be disabled on the affected Pokemon.

Cute Charm | Active
Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may become infatuated if its gender is different from bearer’s and neither is genderless (30% chance, not considered an additional effect).

Damp | Active
Self-Destruct, Explosion and Mind Blown will fail for all active Pokémon. The ability Aftermath is also negated. The user will not faint if either Self-Destruct or Explosion is used.

Dancer | Active
Bearer will immediately attempt to copy any Dance move used by another Pokemon, with the exception of Rain Dance. This does not use the bearer’s turn. The bearer may hurt itself in confusion or flinch when attempting to copy a dance. A copied Petal Dance will last a single turn. The bearer will still attempt to copy a dance but fail if it is not able to execute the move, such as due to the effect of Taunt or being locked into a move such as Outrage.

Dark Aura | Enter
Any Dark-type moves used by the bearer and its allies are increased in power by 50%.

Dazzling | Active
If an opponent uses a priority damaging or status move (including moves boosted by Prankster, Gale Wings or Triage) on bearer or bearer’s allies, the opponent is prevented from executing the move (similar to Taunt mechanics). Negative priority moves boosted by Prankster are not blocked, as their priority is still at or below 0.

Moves that target all Pokemon like Haze and moves that target all foes cannot be blocked even if they become priority moves (except Perish Song, Flower Shield, and Rototiller). Queenly Majesty has no effect on allies’ priority moves.

Defeatist | Hidden
If bearer’s HP is less than or equal to half of total HP, bearer’s Attack and Special Attack are halved.

Defiant | Active
Whenever an attack by a non-bearer or an Ability from a non-bearer causes a stat stage of bearer to be reduced, bearer’s Attack is increased by 2 stages. (Triggers once for each stat stage reduced.) Defiant is triggered twice when Memento is used. Moves used by the bearer that trigger a stat stage to drop do not activate this ability (eg. Close Combat, Superpower, Shell Smash). Defiant is not triggered when an ally uses Strength Sap on the bearer.

Delta Stream Active
When bearer becomes active, the effect of a Mysterious Air Current begins. This weather causes all weather-inducing moves and abilities to fail except Desolate Land, Primordial Sea, Air Lock, and Cloud Nine. While this wethaer is in effect, all Flying-type Pokemon take neutral damage from Rock, Electric, and Ice-type moves instead of Super Effective damage. In an Inverse Battle, Flying-type Pokemon instead take neutral damage from Bug, Fighting, Grass, and Ground-type moves instead of Super Effective damage. This weather has no effect on Stealth Rock or Anticipation. Damage-reducing Berries and Weakness Policy do not activate if the holder takes damage from a move that is no longer Super Effective due to this weather. This weather remains in effect until it is replaced or the bearer leaves the field.

Desolate Land Active
When bearer becomes active, the effect of Extremely Harsh Sunlight begins. This weather has all of the same effects as Sun, but also causes all Water-type moves and all weather-inducing moves and abilities to fail except Primordial Sea, Delta Stream, Air Lock, and Cloud Nine. This weather remains in effect until it is replaced or the bearer leaves the field.

Disguise | Active
Once per battle, when the bearer is hit by a damaging attack or takes damage from the Confusion status, Disguise will prevent damage. Other effects of the move can still occur. Activates on the first hit of a multi-hit move and only prevents the damage of one hit. Sound-based moves and Infiltrator do not bypass Disguise. Weakness Policy and type-resist Berries do not activate if Disguise prevents damage to the bearer. Substitute will block damage to the bearer before Disguise activates. Recoil moves do not damage the attacker if it breaks a Disguise. Entry hazards still affect a Pokemon with a Disguise but do not break it. Rocky Helmet still does damage if the holder’s Disguise is in tact. Kee Berry, Maranga Berry, Red Card, and Eject Button activate immediately after a Disguise breaks from an attack (on the same turn). Transform, Imposter, and Illusion copy the current form of the bearer of Disguise, but Disguise will not protect a transformed Pokemon from damage. Secondary move effects occur before Disguise is busted. Disguise cannot be negated, copied, or stolen by any means.

Download | Active
When bearer becomes active or gains this Ability, if the opposing Pokemon’s Defense stat is lower than the Special Defense stat, bearer’s Attack stat stage is increased by 1; otherwise, the bearer’s Special Attack stage is increased by 1.

Drizzle | Active
When bearer becomes active, the effect of Rain Dance begins, and continues for five turns. Does not reset any pre-existing Rain counter or lack thereof.

Drought | Active
When bearer becomes active, the effect of Sunny Day begins, and continues for five turns. Does not reset any pre-existing Sun counter or lack thereof.

Dry Skin | Active*
At the end of every round, if Rain Dance is in effect, bearer gains 1/8 of total HP. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP. Power of Fire-type attacks against bearer is multiplied by 1.25. Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and the attack becomes ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)
*Reveals for healing from Rain, damage from Sun, and healing from Water hits. Hidden for Fire hits.

Early Bird | Hidden
Bearer’s sleep counter is decreased by 2 after being rolled or otherwise determined. The bearer must still be asleep for at least 1 turn, unless cured by an item or other effect.This ability affects the sleep count if Rest is used.

Effect Spore | Active
Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may be poisoned, paralyzed, or put to sleep (30% chance of occurring; 1-11 causes SLEEP, 12-21 causes PARALYZE, 22-30 causes POISON; if the target is immune to the status condition that is rolled, the effect does not occur; not considered an additional effect, prevented by Safeguard but not a Substitute on the attacking Pokemon).

Electric Surge | Active
When bearer becomes active, the effect of Electric Terrain begins, and continues for five turns. Does not reset any pre-existing Electric Terrain counter or lack thereof.

Emergency Exit | Active
Forces the bearer to switch out when it’s health drops to or below 50%. The Pokemon switching in can be selected by the battler. Activates after held items (pending further testing). If the held item raises the bearer’s health above 50%, the ability will not activate.

Fairy Aura | Enter
Any Fairy-type moves used by the bearer and its allies are increased in power by 1/3.

Filter | Hidden
Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer’s types is multiplied by 3/4.

Flame Body | Active
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be burned (30% chance, not considered an additional effect, Safeguard and Substitute don’t affect this).

Flare Boost | Hidden
As long as bearer is burned, the power of special attacks by bearer against non-bearers is multiplied by 1.5.

Flash Fire | Active
Whenever a Fire-type attack by a non-bearer targets bearer (even non-damaging ones, even if bearer is frozen, and even if the attack is otherwise ineffective against it), that attack is ineffective against bearer, and effectiveness of Fire-type attacks by bearer is multiplied by 1.5 (effect is not cumulative) until bearer is replaced or bearer doesn’t have this Ability. (Applied after effects that change targets, but before accuracy check and damage calculation.) If the ability activates in battle, select Flash Fire On in the abilities menu.

Flower Gift | Active
During Sunny Day, Attack and Special Defense of bearer and its allies are multiplied by 1.5. (This effect is cumulative.)

Flower Veil
Prevents the stats of the bearer (only if it is Grass-type) and its Grass-type allies from being lowered. Self-inflicted stat reductions, such as from Leaf Storm or Weak Armor, are not prevented. The bearer (if it is Grass-type) and its Grass-type allies are also immune to major status conditions and Yawn. It does not prevent a Pokemon from falling asleep if it is already drowsy from Yawn. Rest, Flame Orb, and Toxic Orb is not affected.

Fluffy | Hidden
Bearer will take half damage from moves which make contact, and doubled damage from Fire-type moves. Fire-type moves which make contact will deal regular damage.

Forecast | Active
When bearer becomes active, if bearer’s species is Castform, bearer’s type becomes Fire during Sunny Day, Water during Rain Dance, Ice during Hail, and Normal otherwise.

Forewarn | Active
When bearer becomes active, a message displays a random move with the highest power among all moves known by all opposing Pokémon. For moves that have differing base powers or are not assigned a base power, see the chart below for assigned base powers.

Friend Guard
Effectiveness of attacks against allies of the bearer (except confusion damage or recoil) is multiplied by 3/4. (This effect is cumulative.)

Frisk | Active
When bearer becomes active, a message displays the name of the item held by the opposing Pokemon. If it is a Double Battle or greater, all Held Items are revealed.

Full Metal Body | Active
Attacks and Abilities by opponents can’t reduce bearer’s stat stages. Moves the bearer uses may still lower stat stages if applicable (Examples: Superpower, Shell Smash, Close Combat). This ability does not prevent the effects of Power Swap, Guard Swap, or Power Trick. This ability is not negated by Mold Breaker, Teravolt or Turboblaze.

Fur Coat | Hidden
The damage taken from physical moves by the bearer is reduced by 50%.

Gale Wings | Hidden
Any Flying-type moves used by the bearer gain +1 Priority only if the bearer is at full HP. If Fly is used, it gets priority for both turns. Hidden Power Flying is not affected.

Galvanize | Hidden
Any Normal-type attacks used by the bearer become Electric-type and have their power multiplied by 1.2. his effect takes priority over Ion Deluge. Hidden Power is not affected.

Gluttony |
Bearer uses “pinch” Berries (Liechi, Salac, etc.) when bearer’s HP is less than or equal to half instead of 1/4 of total HP.

Gooey Active
If a Pokemon with Gooey is hit by a contact move, the attacker will have their Speed decreases by one stage. Activates on each hit of a multi-hit move.

Grass Pelt | Hidden
The bearer’s Defense stat is boosted in Grassy terrain.

Grassy Surge | Active
When bearer becomes active, the effect of Grassy Terrain begins, and continues for five turns. Does not reset any pre-existing Grassy Terrain counter or lack thereof.

Guts | Hidden
If bearer is burned, poisoned, paralyzed, or asleep, bearer’s Attack is multiplied by 1.5. Attack reduction for burns is ignored.

Harvest | Active
At the end of each round, if bearer isn’t holding an item and the last item consumed by the bearer is a Berry, the bearer has a 50% chance of receiving the last item consumed by the bearer and that item is reset. This ability always activates if the weather is sunny.

Healer Active
At the end of each round, each of bearer’s adjacent allies is cured of its status problem at a 30% chance each.

Heatproof | Hidden
Power of fire-type attacks against bearer is halved, and bearer loses 1/16 instead of 1/8 of total HP because of burns.

Heavy Metal | Hidden
Bearer’s weight is doubled.

Honey Gather | Active
If bearer appears anywhere in party and has no items, bearer gains Honey after the battle (National Park Item).

Huge Power | Hidden
Bearer’s Attack is doubled.

Hustle | Hidden
Bearer’s Attack is multiplied by 1.5. Accuracy of physical attacks by bearer is multiplied by 4/5. This does not count as Attack+1.

Hydration | Active
At the end of every round, if Rain Dance is in effect, bearer is cured of its status problem. (No effect if Rain Dance’s effect just ended.)

Hyper Cutter | Active
Attacks and Abilities by non-bearers can’t reduce bearer’s Attack stat stage. Bearer may still reduce its own Attack stat through means like Superpower. Power Swap and Power Trick still work as normal.

Ice Body | Active
At the end of every round, if Hail is in effect, bearer gains 1/16 of total HP and doesn’t lose HP because of the Hail effect.

Illuminate | Hidden
This ability has no function in URPG battling.

Illusion | Active*
As bearer becomes active, bearer’s appearance becomes that of the last listed unfainted Pokémon in the bearer’s party (unless the bearer is the last Pokemon) until bearer doesn’t have this Ability or a non-bearer hits the bearer with a damaging attack (Illusion is not announced). (Bearer is not considered to have transformed.) Illusion still remains if the user is hit by indirect damage like Sandstorm or Hail. If Illusion is used, you should keep track of the exact order of the party, accounting for switches swapping the old active’s position with the new active’s position.
*Upon “breaking”

Immunity | Active
Bearer can’t be poisoned. If Bearer was poisoned before gaining this Ability, it is healed of poison. Items always activate before a gained Ability can cure the Bearer.

Imposter | Active
Transforms into an exact copy of the Enemy Pokémon, copying all of the opponent’s current typing, stats (except HP), stat modifications (but not stat multipliers such as with Choice Specs), and moves. All moves will only have 5 PP. Fails during the effects of moves like Fly or Dig. Fails if the opponent is transformed, has Illusion, or is behind a Substitute.

A transformed Pokemon can use Z-Moves exclusive to a species it has Transformed into, if it holds an appropriate Z-Crystal. If the user Transformed into a Mega-Evolved Pokemon, it cannot use any Z-Moves, even if it holds the appropriate crystal. If a Pokemon Transforms into a Pokemon with Disguise/Shields Down/Battle Bond, the ability will not work for the transformed Pokemon. A Pokemon can Transform into an already existing Ash-Greninja, but Water Shuriken will not be boosted by Battle Bond still. Imposter/Transform Ditto is not affected by Eviolite.

Infiltrator | Hidden
Attacks by the bearer ignore the effects of Reflect, Light Screen, Aurora Veil, Mist and Safeguard on the opposing Pokémon’s side, and allows attacks to bypass Substitute. Does not work on anything not listed like Protect or Lucky Chant. Does not bypass Magic Bounce. Does not bypass Disguise.

Innards Out | Active
When the bearer faints as a result of direct damage, damage is dealt to the attacker equal to the amount of HP the bearer had remaining before fainting.

Inner Focus | Active
Effects can’t cause bearer to flinch. (Triggers only after an attack that causes flinching is used, and not at the beginning of bearer’s turn.) This ability does not apply to being hit while trying to use Focus Punch.

Insomnia | Active
Bearer can’t fall asleep (even with Rest). If Bearer was put to sleep before gaining this Ability, it is healed of sleep. Items always activate before a gained Ability can cure the Bearer.

Intimidate | Enter
When bearer becomes active or gains this Ability, decreases each opposing Pokémon’s Attack by 1 stage. Fails against Substitute.

Iron Barbs | Active
Whenever bearer is hit by a contact move from a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage, stacks with Rocky Helmet). Applies to each hit of a multi-hit contact move.

Iron Fist | Hidden
Power of “punch” attacks by the bearer is multiplied by 1.2. The following moves are “punch” attacks (Sucker Punch is not affected by this ability):

Justified | Active
Whenever bearer is hit by a damaging Dark-type attack by a non-bearer, bearer’s Attack is increased by 1 stage. Triggers for each hit of Beat Up. Does not provide immunity.

Keen Eye | Active
Attacks and Abilities by non-bearers can’t reduce bearer’s accuracy stat stage. The bearer will also ignore its target’s Evasion boosts.

Klutz | Hidden
Effects due to bearer’s held item are not applied.

Leaf Guard | Active
During Sunny Day, bearer can’t receive status problems. This includes Rest, Flame Orb, and Toxic Orb. Yawn will fail against bearer. This Ability does not cure pre-existing Status.

Levitate | Active
Bearer is immune to damaging Ground-type attacks. This ability also includes immunity to Spikes, Toxic Spikes, and the ability Arena Trap. The move Sky Drop also deals no damage. Gravity, Ingrain, or the held item Iron Ball negate Levitate, though the move Roost does not.

Light Metal | Hidden
Bearer’s weight is halved.

Lightning Rod | Active
All single-target electric type attacks are drawn toward the bearer. (If more than one non-user has this Ability, higher speed stat determines the target). The ability happens after Follow Me but before Magic Coat. If an electric type attack targets the bearer, bearer’s Special Attack is increased by 1 stage and that attack is ineffective against bearer. The boost is still given if the bearer has a type immunity to electric type attacks. Static is not prevented by this ability

Limber | Active
Bearer can’t be paralyzed. If Bearer gains the Ability after being paralyzed, it will be healed of paralysis. Items always activate before a gained Ability can cure the Bearer.

Liquid Ooze | Active
When Absorb, Drain Punch, Giga Drain, Leech Life, Mega Drain, Oblivion Wing, Horn Leech, or the effect of Leech Seed drains HP from bearer, instead of a non-bearer recovering HP, that non-bearer loses that much HP.

Liquid Voice | Hidden
Any sound-based attacks used by the bearer become Water-type.

Long Reach | Hidden
If the bearer uses a contact move, it will not activate any effects caused by contact.

Magic Bounce | Active
Reflects any moves that change status effects (bar Memento), status conditions, entry hazards, Taunt, Encore, Disable, Topsy-Turvy, and all other pseudo-conditions, and provides an immunity to said effects. If both Pokemon have Magic Bounce, only the ability of the target triggers. Magic Bounce only activates once per turn. Prankster boosted moves that are reflected back to a Dark-type opponent still affect them. Does not reflect Abilities such as Intimidate.

Magic Guard | Hidden
Effects other than damage can’t reduce bearer’s HP, with these exceptions: Pain Split, Belly Drum, effects that make the bearer “faint” (Destiny Bond), Curse when used, confusion damage, Future Sight Doom Desire, and HP loss from Struggle. (Liquid Ooze will cause neither HP loss nor HP gain.)

Magician
The bearer will steal the held item of an opponent it hits with an attack. Assumed to have no effect if the bearer is already holding an item.

Magma Armor
Bearer can’t be frozen. If a frozen Pokemon gains the ability in the middle of a battle, it is instantly cured of freeze. Items always activate before a gained Ability can cure the Bearer.

Magnet Pull | Active*
An [adjacent] opposing Pokémon can’t switch or flee if its current type includes Steel but not Ghost.
*If they try to switch out while unable to. They will need to send a move still.

Marvel Scale | Hidden
Bearer’s Defense is multiplied by 1.5 if it has a status problem.

Mega Launcher | Hidden
Increases the power of “aura” and “pulse” moves used by the bearer by 50%. The following moves are affected by this ability: Aura Sphere, Dark Pulse, Dragon Pulse, Heal Pulse, Origin Pulse, and Water Pulse.

Merciless | Hidden (pending confirmation)
The bearer’s attacks become critical hits against targets with the Poison or Toxic status.

Minus Hidden
If at least one ally other than the bearer has this Ability or the Plus Ability, Special Attack of bearer is multiplied by 1.5.

Misty Surge | Active
When bearer becomes active, the effect of Misty Terrain begins, and continues for five turns. Does not reset any pre-existing Misty Terrain counter or lack thereof.

Mold Breaker | Enter
Abilities that hinder attacks by the bearer are negated. The following abilities are negated by Mold Breaker:

Moody | Active
At the end of every round, a random stat stage (including Accuracy and Evasion) of bearer is increased by 2 stages, and a different random stat stage of bearer is decreased by 1 stage. This is not altered by clauses. It can’t raise a maximized stat or lower a minimized stat or the one that it just raised.

Motor Drive | Active
Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets the bearer (accuracy is not checked), bearer’s Speed is increased by 1 stage and that attack is ineffective against bearer. This ability does not activate if the bearer has a type immunity to electric attacks.

Moxie | Active
Whenever an attack by the bearer causes an opposing non-bearer to faint, bearer’s Attack is increased by 1 stage. (Mummy takes precedence over this Ability.)

Multiscale | Hidden
If bearer’s HP is full, the effectiveness of attacks by non-bearers against bearer is halved. (Treats each hit of a multi-hit attack as a separate attack.)

Multitype | Hidden*
As bearer becomes active, if bearer is an Arceus, its type becomes a type that depends on the Plate held if bearer is actually holding a Plate, or Normal otherwise. Plates can’t be stolen or removed. Bearer remains Fire-type even after Burn Up is used.
*While technically Multitype isn’t announced, Arceus’ type is visible.

Mummy | Active
Whenever bearer is hit by a contact move by a non-bearer, that non-bearer’s Ability becomes this Ability until the non-bearer switches out, unless that non-bearer has Multitype, Wonder Guard, or this ability. A non-bearer given this ability can still use this ability like the bearer. Has no effect on Pokemon with Disguise.

Natural Cure | Hidden
As bearer is replaced (but not if it becomes active), bearer is cured of its status problem. (Checks bearer’s current Ability. Doesn’t apply during battle if effects due to the bearer’s Ability are not applied.)

Neuroforce | Hidden
Effectiveness of attacks by bearer against non-bearers is multiplied by 1.2 if the attack is super-effective.

No Guard | Hidden
Attacks by and against bearer hit without fail in accuracy checks.

Normalize | Hidden
Attacks by bearer have the Normal type and their Power is increased by 20%. STAB, weaknesses and resistances apply normally. However, a Normalized Will-O-Wisp will not activate Flash Fire and will burn Ghosts. Fire-types will not be burned because they are immune to the burn status.

Oblivious | Active
Bearer can’t be infatuated. Grants immunity to the moves Captivate and Taunt. If Bearer was infatuated or taunted before gaining this Ability, it is healed of infatuation or taunt. Items always activate before a gained Ability can cure the Bearer.

Overcoat | Active*
Bearer doesn’t lose HP because of Sandstorm and Hail, and is immune to Powder-based moves and Effect Spore.
*Immunity to Powder based moves mentions the ability, but for weather the Pokémon just doesn’t take damage and doesn’t announce why.

Overgrow | Hidden
If bearer’s current HP is less than or equal to 1/3 of its total HP, rounded down, Base Power for Grass-type attacks by bearer is multiplied by 1.5.

Own Tempo | Active
Bearer can’t be confused. If a non-bearer gains this ability during battle, it is instantly cured of its confusion. Items always activate before a gained Ability can cure the Bearer.

Parental Bond
Allows the bearer to move twice in a single turn when using a single-target damaging attack. The second attack occurs at 25% power, but has an equal chance to trigger all effects. An accuracy check is only performed once; if the parent misses, then the baby misses. If the parent hits, then the baby hits. If Circle Throw is used, it deals damage twice and forces out the target only once. If Sleep Talk is used, what move that was selected will be used twice. If any recoil-causing move like Double-Edge is used, recoil only happens after the second hit, in which recoil is dealt for the total amount of damage done. If a move could hit multiple targets (Earthquake, Rock Slide, etc), it will not strike twice unless it can only hit one Pokemon (like in a Single battle). Counter, Mirror Coat, Metal Burst, and Bide will deal the full damage for both strikes. Does not trigger on Z-Moves.

Pickpocket
The bearer immediately steals an item from an attacker using a contact move even if the attacker is behind a substitute. Does not work if the Pickpocket Pokemon is holding an item, has a Substitute, or faints from the attack. (For multi-hit moves, the bearer steals on the final hit of the attack; works even if the non-bearer faints

Pickup | Active
At the end of each turn, if the non-bearer had used a one-time use item (including throwing an item with Fling or using Natural Gift), the bearer will collect the item if it is not holding anything. If multiple Pokemon possess Pickup or Harvest, the faster Pokemon will restore an item first. If multiple items can be collected, the Pokemon will collect the item most recently consumed. Pickup will not activate more than once per turn. Pickup will not collect an item if the Pokemon that consumed it is no longer on the field at the end of the turn (even if the Pokemon switched out and back in before the end of the turn), or if it had already been recovered (such as with Recycle or another Pokemon’s Pickup). Pickup cannot collect items that have been destroyed with Incinerate, eaten with Bug Bite or Pluck, knocked off with Knock Off, or a popped Air Balloon.

At the end of each URPG battle, there is also a 10% chance that the owner of the bearer is allowed a free item that is not an HM, Mega Ring/Z-Ring, Mega Stone, or Z-Crystal from the Pokemart. Trainers must post in the Pokémart (PWN | PXR) with a link to the battle log to claim the free item. Only one item may be claimed from Pickup per week.

Pixilate | Hidden
Any Normal-type attacks used by the bearer become Fairy-type and have their power multiplied by 1.2. This effect takes priority over Ion Deluge. Hidden Power is not affected.

Plus | Hidden
If at least one ally other than the bearer has this Ability or the Minus Ability, Special Attack of bearer is multiplied by 1.5.

Poison Heal | Active
If bearer is poisoned, bearer gains 1/8 of total HP at the end of every round instead of losing HP because of poison. (Takes precedence over Mummy.) Note: please keep count of how many turns have passed if the bearer has Toxic. If the ability is removed, damage is applied according to its current Toxic count (though the healing rate is always 1/8 of total HP).

Poison Point | Active
Whenever bearer is hit by a contact move from a non-bearer, that non-bearer may be poisoned (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute).

Poison Touch | Active
Whenever a non-bearer is hit by a contact move from the bearer, that non-bearer may be poisoned (30% chance; considered an additional effect by Shield Dust but not Serene Grace; prevented by Safeguard and when the bearer is behind a Substitute). Does not bypass Shields Down if Sunsteel Strike is used by a Pokemon with this Ability.

Power Construct | Active
Allows Zygarde to change into Complete Form. When Zygarde 10% Form or Zygarde 50% Form falls below 50% HP, it changes into Complete Form and gains HP equal to the difference between each form’s Max HP – 324 HP from 10% Form and 216 HP from 50% Form.

Power of Alchemy | Active
When the bearer’s ally faints in battle, the bearer will gain the fainted ally’s ability. The gained ability can activate immediately as if it had just entered battle. Power of Alchemy cannot cause the bearer to gain Wonder Guard, Stance Change, Zen Mode, Multitype, Imposter, Flower Gift, or Illusion.

Prankster | Hidden
The priority level of the bearer’s status moves is temporarily increased by 1 while determining priority. Dark-types are immune to any move that gain priority due to Prankster, including moves called by moves that call other moves (such as Assist and Nature Power). Immunity does not extend to ally Dark-types. Moves that target all Pokemon (such as Haze, weather moves, etc) and entry hazard moves are not blocked by Dark-types with Prankster, with the exception of Perish Song and Rototiller. Prankster Snatch is not blocked by Dark-types, but Defog is.

Dark-type Pokémon can still bounce moves back with Magic Bounce or Magic Coat; as moves that have increased priority due to Prankster which are reflected by Magic Bounce or Magic Coat can affect Dark-type Pokémon, unless the Pokémon that bounced the move with Magic Coat also has Prankster.

Primordial Sea | Active
When bearer becomes active, the effect of Heavy Rain begins. This weather has all of the same effects as Rain, but also causes all Fire-type moves and all weather-inducing moves and abilities to fail except Desolate Land, Delta Stream, Air Lock, and Cloud Nine. This weather remains in effect until it is replaced or the bearer leaves the field.

Pressure | Enter
Whenever an attack by a non-bearer [as well as those that target “opposing Pokémon’s side”] targets bearer when it is used, the PP of [the move that attack’s user chose for use this round] is reduced by an additional 1, but not to less than 0.

Prism Armor | Hidden
Effectiveness of super effective attacks by opponents against bearer is reduced to 75%. This ability is not negated by Mold Breaker, Turboblaze or Teravolt.

Protean | Active
Before doing damage, the bearer becomes the type of the move it is using. STAB and type effectiveness apply to the new type. If Sleep Talk is used, the Pokemon’s type is transformed into the type of the chosen move, and not the type of Sleep Talk. Protean will not change the Pokemon’s type when it is asleep, if it hits itself in confusion, if it is immobilized by love, or if it is fully paralyzed.

Psychic Surge | Active
When bearer becomes active, the effect of Psychic Terrain begins, and continues for five turns. Does not reset any pre-existing Psychic Terrain counter or lack thereof.

Pure Power | Hidden
Bearer’s Attack is doubled.

Queenly Majesty | Active
If an opponent uses a priority damaging or status move (including moves boosted by Prankster, Gale Wings or Triage) on bearer or bearer’s allies, the opponent is prevented from executing the move (similar to Taunt mechanics). Negative priority moves boosted by Prankster are not blocked, as their priority is still at or below 0.

Moves that target all Pokemon like Haze and moves that target all foes cannot be blocked even if they become priority moves (except Perish Song, Flower Shield, and Rototiller). Queenly Majesty has no effect on allies’ priority moves.

Quick Feet | Hidden
As long as bearer has a status problem, bearer’s Speed is multiplied by 1.5. Bearer’s Speed is not reduced because of paralysis.

Rain Dish | Active
At the end of every round, bearer gains 1/16 of total HP if Rain Dance is in effect.

Rattled | Active
Whenever bearer is hit by a damaging Dark-, Bug-, or Ghost-type attack by a non-bearer, bearer’s Speed is increased by 1 stage. For multi-hit attacks, each hit gives a speed boost to the bearer. Does not provide immunity.

Receiver | Active
When the bearer’s ally faints in battle, the bearer will gain the fainted ally’s ability. The gained ability can activate immediately as if it had just entered battle. Receiver cannot cause the bearer to gain Wonder Guard, Stance Change, Zen Mode, Multitype, Imposter, Flower Gift, or Illusion.

Reckless | Hidden
Power of attacks by bearer that cause recoil damage, as well as Jump Kick and High Jump Kick is multiplied by 1.2. (Struggle is excluded.)

Refrigerate | Hidden
Any Normal-type attacks used by the bearer are become Ice-type and have their power multiplied by 1.2. his effect takes priority over Ion Deluge. Hidden Power is not affected.

Regenerator | Hidden
As bearer is replaced (but not if it becomes active or a battle ends), if it has at least 1 HP, bearer gains 1/3 of total HP. (Checks bearer’s current Ability. Doesn’t apply during battle if effects due to the bearer’s Ability are not applied.)

Rivalry | Hidden
Power of attacks by bearer is multiplied by 1.25 if bearer and the bearer’s opponent are both male or both female, or multiplied by 75/100 if one is male and one is female. Damage is unaltered if either of the Pokemon are genderless.

RKS System | Hidden*
As bearer becomes active, if bearer is a Silvally, its type becomes a type that depends on the Memory held if bearer is actually holding a Memory, or Normal otherwise. Memories can’t be stolen or removed.
*While technically RKS System isn’t announced, Silvally’s type is visible.

Rock Head | Hidden
Bearer does not receive recoil damage (with the exceptions of Life Orb, Jaboca or Rowap Berries, or the recoil from missing Jump Kick or High Jump Kick).

Rough Skin | Active
Whenever bearer is hit by a contact move from a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage; stacks with Rocky Helmet).

Run Away | Hidden
This ability has no function in URPG battling.

Sand Force | Hidden
During Sandstorm, the power of Rock-, Steel-, and Ground-type attacks by bearer is multiplied by 1.3, and bearer doesn’t lose HP because of the Sandstorm effect.

Sand Rush | Hidden
During Sandstorm, bearer’s Speed is doubled and bearer doesn’t lose HP because of the Sandstorm effect. This is NOT Speed+2.

Sand Stream | Hidden
When bearer becomes active, the effect of Sandstorm begins, and continues for five turns. Does not reset any pre-existing Sandstorm counter or lack thereof.

Sand Veil | Hidden
During Sandstorm, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn’t lose HP because of the Sandstorm effect.

Sap Sipper | Active
Whenever a Grass-type attack (even a non-damaging one) by a non-bearer targets bearer, bearer’s Attack is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Schooling | Active
Allows Wishiwashi to switch between School Form and Solo Form. At the start of battle, switch in or end of a turn, if Wishiwashi’s HP is above 25% it will change to or remain in School Form. Schooling cannot be Traced, copied with Role Play, suppressed with Gastro Acid, or replaced with Simple Beam, Worry Seed, Entrainment, or Skill Swap.

Scrappy | Hidden
Normal- and Fighting-type attacks by bearer have normal effectiveness against the Ghost type.

Serene Grace | Hidden
Chance of additional effects from attacks by bearer is doubled.

Shadow Shield | Hidden
If bearer’s HP is full, the effectiveness of attacks by non-bearers against bearer is halved. (Treats each hit of a multi-hit attack as a separate attack.) This ability is not negated by Mold Breaker, Turboblaze or Teravolt.

Shadow Tag | Active*
An opposing Pokémon can’t flee or switch unless it has this Ability. The opposing Pokemon can still switch through the means of Baton Pass, U-Turn, Volt Switch, or the held item Shed Shell. Does not affect an allied Pokemon. Ghost types are immune.
*If they try to switch. They must still send a move.

Shed Skin | Active
At the end of each round, there is a 30% chance that bearer’s status problems will be removed.

Sheer Force | Hidden
Power of attacks by bearer with an additional effect is multiplied by 1.3. No secondary effects of attacks by the bearer can occur. Recoil, user stat penalties, increased critical hit ratio, perfect accuracy, and variable-power attacks are primary effects and so moves with these effects are not boosted by Sheer Force. If the selected move is boosted by Sheer Force, the following effects are negated: bearer’s Life Orb recoil, bearer’s Shell Bell HP restoration, target’s Red Card, target’s Eject Button and target’s Emergency Exit/Wimp Out.

Shell Armor | Hidden
Attacks against bearer can’t be critical hits.

Shield Dust | Hidden
No additional effects of attacks by non-bearers can occur against bearer. (Additional effects that don’t affect the bearer are not prevented.) This prevents effects from moves that ensure secondary effects (like Inferno and Dynamic Punch) but not moves in which the effect is the only thing the move intends (like Thunder Wave or Will-o-Wisp)

Shields Down | Active
At the start of battle, switch in or end of a turn, if Minior’s HP is above 50%, it will change to or remain in Meteor Form. If Minior’s HP is at or below 50%, it will change to or remain in Core Form. While in Meteor Form, Minior is immune to major status conditions, including drowsiness due to Yawn. Rest will fail when used by Minior in Meteor Form with Shields Down. If Minior receives a status condition while in Core Form and later changes into Meteor Form, the status condition remains in effect.

If Core Form Minior is switched in while grounded (due to Gravity or Baton Passed Ingrain), it will be poisoned by Toxic Spikes before Shields Down changes it back to Meteor Form. Shields Down cannot be copied by Trace, Power of Alchemy, or Receiver. Entrainment, Gastro Acid, Role Play, Simple Beam, and Worry Seed will fail if the target has Shields Down. Skill Swap fails if either Pokemon has Shields Down. Cannot be replaced by Mummy or suppressed by Core Enforcer. Any other Pokemon with Shields Down will not change forms, and will not be immune to status conditions (even if Ditto Transformed into Meteor Form Minior).

Simple | Hidden*
Effects that increase or decrease bearer’s stat stages by a certain number of stages do so by twice that many stages instead. Stat boosts are still capped at +/-6. Effects that copy or steal modifiers such as Psych Up, Heart Swap, or Baton Pass will transfer or copy stat boosts at the stage they were, it won’t double or halve them. Any stats gained through Spectral Thief are doubled. Stat increases caused by the Z-Power effects of status Z-Moves are not modified by Simple. However, the stat stage increases from Extreme Evoboost is modified.
*The ability is not announced, however the stat modifiers are publicly doubled.

Skill Link | Hidden
Multi-hit attacks by bearer that “strike two to five times in a row” always strike five times. Double Kick and Triple Kick are unaffected.

Slow Start | Enter, Active*
When bearer becomes active, bearer’s Attack and Speed are halved for five rounds, including the current round, or until bearer is replaced or bearer loses this Ability. The effect is reset whenever bearer adopts this Ability even if it already had this Ability.
*Announced both when entering and when it wears off

Slush Rush | Hidden
During Hail, bearer’s Speed is doubled and bearer doesn’t lose HP because of the Hail effect. This is NOT Speed+2.

Sniper | Hidden
If an attack by bearer is a critical hit, the damage dealt is 2.25x instead of 1.5x.

Snow Cloak | Hidden
During Hail, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn’t lose HP because of the Hail effect.

Snow Warning | Active
When bearer becomes active, the effect of Hail begins, and continues for five turns. Does not reset any pre-existing Hail counter or lack thereof.

Solar Power | Active*
During Sunny Day, bearer’s Special Attack is multiplied by 1.5. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP.
*Announced for being hurt by it, not boosting damage

Solid Rock | Hidden
Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer’s types is multiplied by 3/4.

Soul-Heart | Active
Boosts the bearer’s Special Attack by one stage every time a Pokemon faints.

Soundproof | Active
Bearer does not receive the effects of sound-based attacks. (Uproar can still affect bearer’s sleep status; bearer doesn’t receive a perish count, but its perish count will still decline; doesn’t affect Heal Bell). The following moves are blocked by this ability:

Perish Song can still be baton passed to a Pokemon with this ability.

Speed Boost | Active
At the end of each round, increases bearer’s Speed by 1 stage unless bearer became active after the beginning of this round. Still triggers on the same turn if it is gained via Skill Swap, Trace, Entrainment, Role Play, etc.

Stakeout | Hidden
Damage dealt to Pokemon switching in is doubled.

Stall | Hidden
Bearer strikes after all other Pokémon whose moves have equal or greater priority than bearer’s move.

Stamina | Active
Boosts the Defence stat of the bearer by one stage when hit by an attack, after damage is taken.

Stance Change | Active
Allows Aegislash to switch between Blade Form and Shield Form. Changes to Blade Form when using an attacking move, and reverts to Shield Form when using King’s Shield. Other status moves will not change its Form. Whenever Aegislash is sent in, it will always be in Shield Form.

As of Gen VII, if Aegislash attempts to use a move and cannot execute it due to an effect such as a status condition or confusion, Stance Change will no longer activate. Moves that call other moves such as Sleep Talk will not trigger Stance Change.

Stance Change cannot be copied by Trace, Power of Alchemy, or Receiver. Entrainment, Gastro Acid, Role Play, Simple Beam, and Worry Seed will fail if the target has Stance Change. Skill Swap fails if either Pokemon has Stance Change. Cannot be replaced by Mummy or suppressed by Core Enforcer. Any other Pokemon with Stance Change will not change forms (even if Ditto Transformed into Aegislash, Ditto would remain in whatever form it has Transformed into).

Static | Active
Whenever bearer is hit by a contact move by a non-bearer, that non-bearer may be paralyzed (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute). Ground type’s immunity, Volt Absorb, Lightning Rod and Motor Drive do not prevent this ability from occurring. Immunity to paralysis, such as from Limber or being Electric type will prevent it.

Steadfast | Active
Whenever bearer flinches, bearer’s Speed is increased by 1 stage. Focus Punch loss of focus doesn’t trigger this.

Steelworker | Hidden
Boosts the damage of Steel-type moves used by the bearer by 50%.

Stench | Active
Damaging attacks by the bearer that don’t already have an additional effect of causing the opponent to flinch may cause the opponent to flinch (10% chance; not cumulative with King’s Rock or Razor Fang; prevented by Substitute).

Sticky Hold
Bearer’s held item can’t be removed from it by non-bearers. (This includes Knock Off, Pluck, Incinerate, and Bug Bite.) (Bearer can use Trick, Switcheroo, and Bestow normally, and Item Drop can still be used on it.)

Storm Drain | Active
All single target Water-type attacks, even those from your ally in multi-battles, hit this Pokémon with 100% accuracy, regardless of the intended target, and give a Special Attack boost of one stage instead of doing damage. If a Pokemon with Storm Drain and a Pokemon using Follow Me are out at the same time, and a Pokemon uses a Water-type attack targeted at the Follow Me user’s team, Follow Me will take precedence and absorb the attack. Soak is never attracted by Storm Drain. Water moves that hit all Pokémon have their targetting unchanged by Storm Drain, but will still cause the stat rise from the part of the attack that hits the bearer. Activates on Perish Song if user has Liquid Voice.

Strong Jaw | Hidden
Power of “bite” attacks by the bearer is increased by 50%, as listed here.

Sturdy | Active
One-hit KO attacks against bearer will fail for non-bearers (whether or not bearer’s HP is full). If bearer’s HP is full and damage (including confusion damage) would reduce bearer’s HP to less than 1, instead that damage reduces bearer’s HP to 1. (Treats each hit of a multi-hit attack as a separate attack. Takes precedence over Focus Sash and Focus Band. Endure takes precedence over this Ability.)

Suction Cups | Active
Attacks by non-bearers and items held by non-bearers can’t force bearer to end a wild battle or cause bearer to be replaced with a different non-active Pokémon.

Super Luck | Hidden
Bearer’s critical hit rate increases one stage (See critical hits section for details).

Surge Surfer | Hidden
On Electric Terrain, bearer’s Speed is doubled. This is NOT Speed+2.

Swarm | Hidden
If bearer’s current HP is less than or equal to 1/3 of its total HP, rounded down, the base power for Bug-type attacks by bearer is multiplied by 1.5.

Sweet Veil
The bearer and its allies are immune to sleep.

Swift Swim | Hidden
During Rain Dance, bearer’s Speed is doubled. This is NOT Speed+2.

Symbiosis
Passes along the user’s item to its partner immediately after the partner’s item is consumed. Will not trigger if opponent removes an ally Pokemon’s item through the use of Thief, Covet, Knock Off, Magician, or Pickpocket. If a Pokemon is given a Choice item via Symbiosis, it will be able to choose a different move on the next turn.

Synchronize | Active
Whenever the bearer is burned, poisoned, or paralyzed by an attack by a non-bearer or an Ability from a non-bearer, that non-bearer also receives the same status problem. (This doesn’t include Toxic Spikes. Safeguard and Substitute don’t affect this. If bearer became badly poisoned, the non-bearer becomes badly poisoned. Effect happens immediately.) This ability is not triggered by self-inflicted statuses. This will trigger but fail if the opponent is immune to the status condition that the bearer received.

Tangled Feet | Hidden
As long as bearer is confused, accuracy of attacks against bearer is multiplied by 80/100.

Tangling Hair | Active
If a Pokemon with Tangling Hair is hit by a contact move, the attacker will have their Speed decreases by one stage. Activates on each hit of a multi-hit move.

Technician | Hidden
If an attack by bearer against a non-bearer has a power of 60 or less, that attack’s power is multiplied by 1.5. (Includes Struggle. Applied after effects of the attack itself that vary its power and after Defense Curl and Helping Hand, and before other effects that modify its power.)

Telepathy
Pokemon with Telepathy cannot be damaged by allies in a double or triple battle.

Teravolt | Enter
While bearer is using an attack, effects that hinder the bearer’s moves are negated. The following is a list of abilities negated by Teravolt:

Thick Fat | Hidden
Damage from Fire- and Ice-type attacks against bearer is halved.

Tinted Lens | Hidden
Damage of attacks by bearer against non-bearers whose types have less than normal effectiveness against bearer’s types is doubled.

Torrent | Hidden
If bearer’s current HP is less than or equal to 1/3 of its total HP, rounded down, the power for Water-type attacks by bearer is multiplied by 1.5.

Tough Claws | Hidden
Power of attacks by the bearer which make direct contact is multiplied by 1.3.

Toxic Boost | Hidden
As long as bearer is poisoned, the bearer’s Attack stat is multiplied by 1.5. This is not Attack+1.

Trace | Active
When bearer becomes active, it adopts the Ability of a random adjacent opposing Pokémon that actually has an Ability other than Multitype, Wonder Guard, Trace, Forecast, Flower Gift, Zen Mode, Illusion, Imposter, Stance Change, Disguise, Power Construct, Battle Bond, Schooling, or Shields Down. If there is no such Pokémon, this Ability doesn’t trigger. Any Pokemon whose ability is changed by Trace will revert to its originally sent ability if it leaves the field.

Triage | Hidden
Grants +3 priority to damaging moves and status moves used by the bearer which restore HP. Does not give added priority to Leech Seed, Pain Split, or Ingrain. Wish, Healing Wish, and Lunar Dance are affected by Triage.

Truant | Active
Every other round, bearer does nothing instead of using an attack. Moves that cause the user to lose a turn (like Hyper Beam) will recharge on the turn Truant affects. Bearer is immune to Worry Seed, Entrainment and Simple Beam.

Turboblaze | Enter
While bearer is using an attack, abilities that hinder the attack are negated. The following abilities are negated by Turboblaze:

Unaware | Hidden
Attacks by bearer against non-bearers ignore their opponent’s Defense, Special Defense, and evasiveness stat changes. Attacks by non-bearers against bearer ignore the Attack, Special Attack, and accuracy stat changes. (This effect applies only in damage calculation and accuracy checks. Punishment and Stored Power are not specially affected.) Boosts that stem from abilities like Sand Force, Aerilate, or Pixilate are not affected.

Unburden | Hidden
Bearer’s Speed is doubled if an item that the bearer held was consumed or removed from the bearer while bearer had this Ability and since bearer became active. (This applies even if the item switches to the same or different item. This includes if the bearer drops its held item because of Knock Off.) This is not Speed+2. If the Pokemon gains a new item after receiving an Unburden boost, the boost is removed. Boost is not affected by Haze.

Unnerve | Enter
Berries held by opposing Pokémon can’t trigger. (Item Urge will have no effect for Berries held by such Pokémon. An opposing Pokémon can use Natural Gift and Fling normally and items involved in Pluck, Bug Bite, and Fling attacks by and against an opposing Pokémon will take effect normally.) Non-bearer is notified of this ability.

Victory Star | Hidden
Accuracy of attacks by bearer and its allies is multiplied by 1.1. (This effect is cumulative.)

Vital Spirit | Active
Bearer can’t fall asleep. Rest will fail when used by the bearer. If a Pokémon is sleeping, and then gains Vital Spirit, it is instantly cured of sleep. Items always activate before a gained Ability can cure the Bearer.

Volt Absorb | Active
Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.) Protect when used against an Electric type attack does not trigger Volt Absorb.

Water Absorb | Active
Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.) Protect when used against an Watertype attack does not trigger Water Absorb. Activates on Perish Song if user has Liquid Voice.

Water Bubble | Hidden
Doubles the power of damaging Water-type moves used by the bearer and halves damage taken by the bearer from Fire-type moves. Pokemon with this ability cannot be Burned.

Water Compaction | Active
Boosts the Defence stat of the bearer by two stages when hit by a Water type attack, after damage is taken.

Water Veil | Active
Bearer can’t be burned. If a Pokémon is burned, and then gains Water Veil, it is instantly cured of its burn. Items always activate before a gained Ability can cure the Bearer.

Weak Armor | Active
Whenever bearer is hit by a physical attack by a non-bearer, bearer’s Defense is decreased by 1 stage and its Speed is increased by 2 stages. Multi-hit moves trigger this ability on each hit.

White Smoke | Active
Attacks and Abilities by non-bearers can’t reduce bearer’s stat stages. Moves the bearer uses may still lower stat stages if applicable (Examples: Superpower, Shell Smash, Close Combat). This ability does not prevent the effects of Power Swap, Guard Swap, or Power Trick.

Wimp Out | Active
Forces the bearer to switch out when it’s health drops to or below 50%. Activates after held items (pending further testing). The Pokemon switching in can be selected by the battler.

Wonder Guard | Active
Bearer is immune to damaging attacks whose type has less than double effectiveness against bearer’s types.

Wonder Skin | Active
Accuracy of non-damaging attacks by non-bearers against bearer is 50% (before accuracy-modifying effects).

Zen Mode | Active
At the end of each round, if bearer is a Darmanitan and hasn’t transformed, bearer assumes Zen Mode if its current HP is less than or equal to half of total HP, or Standard Mode otherwise, and bearer reverts to Standard Mode when it’s replaced or when bearer doesn’t have this Ability. (Its stats are recalculated if it changes to a different form this way.)


Items

Absorb Bulb
Whenever holder is hit by a damaging Water-type attack by a non-holder, this item is consumed and holder’s Special Attack is increased by 1 stage. Damage is not nullified.

Adamant Orb
If the holder is Dialga, the power of the holder’s Dragon and Steel type attacks are multiplied by 1.2.

Adrenaline Orb
Whenever the holder is affected by the ability Intimidate, item is consumed and holder gains Speed +1.

Air Balloon
When a holder is sent into battle with this item, a message is given indicating the holder is holding this item. Holder is immune to Ground-type attacks, and holder is unaffected by Spikes and Toxic Spikes, and holder can switch and flee despite Arena Trap, as though it had Levitate (even if effects due to the holder’s Ability are not applied). (Overridden by Ingrain and Gravity.) If a non-holder hits the holder with a damaging attack, this item is consumed (the item “pops”).

Apicot Berry
When holder’s HP is less than or equal to 1/4 of total HP, increases holder’s Special Defense by 1 stage and this item is consumed.

Assault Vest
Increases the Special Defense of the holder by one stage, but prevents the use of status moves.

Babiri Berry (Steel), Charti Berry (Rock), Chilon Berry (Normal), Chople Berry (Fighting), Coba Berry (Flying), Colbur Berry(Dark), Haban Berry (Dragon), Kasib Berry (Ghost), Kebia Berry (Poison), Occa Berry (Fire), Passho Berry (Water), Payapa Berry (Psychic), Rindo Berry (Grass), Roselie Berry (Fairy), Shuca Berry (Ground), Tanga Berry (Bug), Wacan Berry (Electric), Yache Berry (Ice)
Reduces the power of a super-effective move of its corresponding type by 50%. For normal, it reduces regardless of effectiveness. Do not activate if holder has a Disguise up when hit by a Super Effective attack.

Berserk Gene
As soon as a Pokemon holding this item is sent out (before commands are chosen; after Abilities activate; after entry hazards occur), if holder is holding this item, its Attack is increased by 2 stages and then, the holder becomes permanently confused until it leaves the field. This type of confusion can be passed by Baton Pass, and replaces regular confusion if Baton Pass is used to switch from a confused Pokemon to a Pokemon holding a Berserk Gene.

Big Root
The HP stolen by holder’s draining moves is increased by 30%. The item affects the moves Absorb, Drain Punch, Dream Eater, Giga Drain, Horn Leech, Leech Life, Mega Drain and Leech Seed. Aqua Ring and Ingrain are also amplified. This does not affect Regenerator.

Binding Band
The damage dealt at the end of the turn by multi-turn trapping moves (Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Whirlpool, Wrap) is increased from 1/8 to 1/6 of the target’s maximum HP.

Black Belt (Fighting), Blackglasses (Dark), Charcoal (Fire), Dragon Fang (Dragon), Hard Stone (Rock), Magnet (Electric), Metal Coat (Steel), Miracle Seed (Grass), Mystic Water (Water), Nevermeltice (Ice), Poison Barb (Poison), Sharp Beak (Flying), Silk Scarf (Normal), Silverpowder (Bug), Soft Sand (Ground), Spell Tag (Ghost), Twistedspoon (Psychic)
Power of attacks of the item’s corresponding type by holder is multiplied by 1.2.

Black Sludge
The holder loses 1/8 of total HP if the the holder’s type is not Poison at the end of each round. If the holder’s type is Poison, the holder restores 1/16 of total HP at the end of each round.

BrightPowder
Accuracy of attacks against the holder is multiplied by 0.9.

Bug Gem, Dark Gem, Dragon Gem, Electric Gem, Fighting Gem, Fire Gem, Flying Gem, Ghost Gem, Grass Gem, Ground Gem, Ice Gem, Normal Gem, Poison Gem, Psychic Gem, Rock Gem, Steel Gem, Water Gem
As an attack by the holder other than Fire Pledge, Grass Pledge, or Water Pledge begins, if it would deal damage against at least one of its targets and has the same type as that named by this item, that attack’s power is multiplied by 1.3 and this item is consumed before damage calculation. (Counts all hits of a multi-hit attack. Attacks used on different rounds are considered separate attacks. The appropriate type item will also trigger if Present would try to recover HP to the opponent, even if it can’t do so.)

Bug Memory, Dark Memory, Dragon Memory, Electric Memory, Fairy Memory, Fighting Memory, Fire Memory, Flying Memory, Ghost Memory, Grass Memory, Ground Memory, Ice Memory, Poison Memory, Psychic Memory, Rock Memory, Steel Memory, Water Memory
Pokemon with the RKS System ability become the type corresponding with the memory. Multi-Attack changes its type to correspond with the memory held.

Burn Drive (Fire), Chill Drive (Ice), Douse Drive (Water), Shock Drive (Electric)
Changes the type of the move Techno Blast to the corresponding type.

Cell Battery
Whenever holder is hit by a damaging Electric-type attack by a non-holder, holder’s Attack is increased by 1 stage and this item is consumed. Damage is not nullified.

Choice Band
Holder’s Attack is multiplied by 1.5. Holder can’t choose any move for use other than the first move it chose for use and that wasn’t prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn’t apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Choice Scarf
Holder’s Speed is multiplied by 1.5. Holder can’t choose any move for use other than the first move it chose for use and that wasn’t prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn’t apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Choice Specs
Holder’s Special Attack is multiplied by 1.5. Holder can’t choose any move for use other than the first move it chose for use and that wasn’t prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn’t apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Custap Berry
If holder’s HP is less than or equal to 1/4 of total HP and holder is holding this item after commands are chosen but before Pokémon are switched out, this item is consumed and holder strikes before all other Pokémon whose moves have equal or lower priority than holder’s move this round. (Affected by Gluttony.)

Damp Rock
If holder uses Rain Dance, its effect lasts eight rounds instead of five rounds.

Deep Sea Scale
Doubles Special Defense if the holder is Clamperl.

Deep Sea Tooth
Doubles Special Attack if the holder is Clamperl.

Destiny Knot
If the holder becomes infatuated, the foe does too.

Draco Plate (Dragon), Dread Plate (Dark), Earth Plate (Ground), Fist Plate (Fighting), Flame Plate (Fire), Icicle Plate (Ice), Insect Plate (Bug), Iron Plate (Steel), Meadow Plate (Grass), Mind Plate (Psychic), Pixie Plate (Fairy), Sky Plate (Flying), Splash Plate (Water), Spooky Plate (Ghost), Stone Plate (Rock), Toxic Plate (Poison), Zap Plate (Electric)
The power of moves with the corresponding plate type is multiplied by 1.2. Pokemon with the Multitype ability become the type corresponding with the plate.

Eject Button
At the end of all hits of a damaging attack by a non-holder, if holder has at least 1 HP and if there is at least one unfainted non-active Pokémon with the same controller as the holder, this item causes the holder to switch even if it cannot switch, and this item is consumed. (The new Pokémon becomes active immediately. Prevented by Sheer Force if the attack has an additional effect. Does not trigger if Knocked Off.) Activates before Emergency Exit/Wimp Out.

Electric Seed
Whenever Electric Terrain becomes active or holder becomes active during Electric Terrain the item is immediately consumed and holder gains Defense +1.

Enigma Berry
When holder is hit with a Super Effective attack, holder recover’s 1/4 of total HP after damage.

Eviolite
If holder’s species has a higher evolutionary form, its Defense and Special Defense are multiplied by 1.5.

Expert Belt
Effectiveness of attacks by holder against non-holders is multiplied by 1.2 if the attack is super-effective.

Flame Orb
At the end of each round, holder becomes burned. (Not prevented by Safeguard or Substitute.)

Float Stone
Holder’s weight is halved.

Focus Band
If the holder would normally faint from an attack, it has a 10% chance of surviving with 1 HP. (Treats each hit of a multi-hit attack as a separate attack. Endure and Sturdy take precedence over this item’s effect.)

Focus Sash
If holder’s HP is full and damage (including confusion damage) would reduce holder’s HP to less than 1, instead that damage reduces holder’s HP to 1 and this item is consumed immediately. (Treats each hit of a multi-hit attack as a separate attack. Includes returned attack from Future Sight and Doom Desire. Endure and Sturdy take precedence over this item’s effect.)

Full Incense
This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Full Incense are out at the same time, the faster Pokemon will move last. If a Pokemon holding Full Incense is facing a Pokemon with the ability Stall, the Pokemon with Full Incense will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Full Incense ignores the effects of Trick Room. This item is identical to Lagging Tail.

Ganlon Berry
When holder’s HP is less than or equal to 1/4 of total HP, increases holder’s Defense by 1 stage and this item is consumed.

Grassy Seed
Whenever Grassy Terrain becomes active or holder becomes active during Grassy Terrain the item is immediately consumed and holder gains Defense +1.

Grip Claw
If holder uses a multi-turn attack, its effect always lasts seven turns

Heat Rock
If holder uses Sunny Day, its effect lasts eight rounds instead of five rounds.

Icy Rock
If holder uses Hail, its effect lasts eight rounds instead of five rounds.

Iron Ball
Holder’s Speed is halved [even if Embargo is in effect for the holder and even if it has Klutz]. Ground-type moves have normal effectiveness against the holder if its current type includes Flying, and they are effective against the holder as though it did not have Levitate. Holder can receive the effect of Spikes and Toxic Spikes, and the holder is prevented from switching and fleeing because of Arena Trap, as though it did not have Levitate and as though its current type did not include Flying. (Overrides Magnet Rise and Telekinesis.)

Jaboca Berry
If the holder is hit by a physical attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

Kee Berry
When holder is hit by a physical attack, its Defense is raised one stage and the berry is consumed.

King’s Rock
Whenever a non-holder is hit by a damaging attack by the holder that doesn’t have an additional effect of causing its opponent to flinch, that non-holder may flinch this round (10% chance; considered an additional effect by Shield Dust and Serene Grace but not Sheer Force; not cumulative with Stench; prevented by Substitute). Each hit of a multi-hit move will have an independent chance to flinch.

Lagging Tail
This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Lagging Tail are out at the same time, the faster Pokemon will move last. If a Pokemon holding Lagging Tail is facing a Pokemon with the ability Stall, the Pokemon with Lagging Tail will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Lagging Tail ignores the effects of Trick Room. This item is identical to Full Incense.

Lansat Berry
When holder’s HP is less than or equal to 1/4 of total HP, and Focus Energy is not in effect for the holder, begins the effect of Focus Energy and this item is consumed.

Leftovers
At the end of each round, holder gains 1/16 of total HP.

Liechi Berry
When holder’s HP is less than or equal to 1/4 of total HP, increases holder’s Attack by 1 stage and this item is consumed.

Life Orb
Raw damage dealt by attacks by holder against non-holders is multiplied by 1.3. At the end of an attack by the holder, the holder loses 1/10 of total HP if the holder hit at least one non-holder at least once with that attack. The recoil damage is prevented by Sheer Force (if activated by move) and Magic Guard. If this item is taken by Thief or Covet, then the user of that move receives recoil damage.

Light Ball
If the holder is Pikachu, its Attack and Special Attack are doubled.

Light Clay
If holder uses Reflect, Light Screen, or Aurora Veil, its effect lasts eight rounds instead of five rounds.

Lucky Punch
If holder is a Chansey, its critical hit rate is increased by 2 stages.

Lum Berry
If the holder is afflicted with sleep, burn, paralysis, poison, toxic poison, confusion, or freeze, this item is immediately consumed and the holder is cured of its status problem.

Luminous Moss
If the holder is hit by a Water-type attack, its Special Defense is raised one stage and the item is consumed.

Maranga Berry
If the holder is hit by a special attack, its Special Defense is raised one stage and the berry is consumed.

Mental Herb
When holder is infatuated or Taunt, Disable, Torment, or Encore is in effect for the holder, holder is no longer infatuated and those moves’ effects end for the holder, and this item is consumed.

Metal Powder
If holder is a Ditto and hasn’t transformed, its Defense and Special Defense are multiplied by 1.5.

Metronome
The power of an attack is increased by 10% on each consecutive use, up to a maximum of +100%, i.e. double its original power. The boosts are lost if the holder uses another attack or switches out. The boost is only applied on multiple selections of a move, not multiple executions (like Rock Blast). If a Pokemon uses a move that selects another move (for instance, Sleep Talk), Metronome’s bonus will increase when that move selects and attack, and do nothing (neither boost nor reset the counter) when that move fails to select an attacking move.

Micle Berry
When the holder’s HP falls to 1/4 or less, this Berry is consumed and the holder’s next used move will always hit. Micle Berry ignores all accuracy and evasion modifiers.

Misty Seed
Whenever Misty Terrain becomes active or holder becomes active during Misty Terrain, the item is immediately consumed and the holder’s Special Defense increases by 1 stage.

Muscle Band
Power of physical attacks by holder is multiplied by 1.1.

Petaya Berry
When holder’s HP is less than or equal to 1/4 of total HP, increases holder’s Special Attack by 1 stage and this item is consumed.

Power Herb
Whenever the holder uses a two-turn attack other than Sky Drop, if that attack would take two turns, it takes one turn instead and this item is consumed. It affects Solar Beam, Solar Blade, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce, Shadow Force, Phantom Force, and Geomancy. Moves like Hyper Beam are unaffected.

Psychic Seed
Whenever Psychic Terrain becomes active or holder becomes active during Psychic Terrain the item is immediately consumed and holder gains Special Defense +1.

Protective Pads
Any damage or effects the holder may sustain from making contact when attacking is prevented.

Quick Claw
At a 20% chance, holder strikes before all other Pokémon with equal or lower priority than holder’s move. The effects of Trick Room are ignored if the chance succeeds

Quick Powder
If holder is a Ditto and hasn’t transformed, its Speed is doubled.

Razor Claw
Holder’s critical hit rate is increased by 1 stage.

Razor Fang
Whenever a non-holder is hit by a damaging attack by the holder that doesn’t have an additional effect of causing its opponent to flinch, that non-holder may flinch this round (10% chance; considered an additional effect by Shield Dust and Serene Grace but not Sheer Force; not cumulative with Stench; prevented by Substitute). Each hit of a multi-hit move will have an independent chance to flinch.

Red Card
The opponent is forced out immediately after attacking the holder, after all effects of the attack have occured. Will not activate if either Pokemon is KO’d as a result of the attack, if the attacking player has no valid Pokemon that can be forced in, or if the attack is boosted by Sheer Force. The item is consumed even if the effect is prevented. Red Card triggers simultaneous with Emergency Exit/Wimp Out and both Pokemon are forced out. Red Card triggers before an attacker switches out with U-Turn or Volt Switch.

Ring Target
Attacks against the holder have normal effectiveness against types that those attacks’ types would otherwise be ineffective against. (For example, if the holder’s type includes Dark, Psychic-type attacks against it have normal effectiveness against the Dark type.) Effects can inflict status problems on the holder if they otherwise wouldn’t because of the holder’s type.

Rocky Helmet
Whenever holder is hit by a contact move by a non-holder, that non-holder loses 1/6 of total HP (not considered recoil damage).

Rowap Berry
If the holder is hit by a special attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

Safety Goggles
Protects the holder from weather-related damage and the effects of powder and spore-based moves.

Salac Berry
When holder’s HP is less than or equal to 1/4 of total HP, increases holder’s Speed by 1 stage and this item is consumed.

Scope Lens
Holder’s critical hit rate is increased by 1 stage.

Shed Shell
The holder can switch out, even if under the effects of Ingrain, Arena Trap, Magnet Pull, Shadow Tag, Block, Mean Look, Spider Web, Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, or Wrap. Pokémon that have used Ingrain and or have the ability Suction Cups are still not affected by Roar and Whirlwind. A Pokemon locked into Ice Ball, Outrage, Petal Dance, Rollout, Thrash, or Uproar will still not be able to switch out.

Shell Bell
Whenever the holder deals damage, the holder restores 1/8 of the damage dealt as HP.

Sitrus Berry
When holder’s HP is less than or equal to 1/2 of total HP, restores 1/4 of total HP.

Smooth Rock
If holder uses Sandstorm, its effect lasts eight rounds instead of five rounds.

Snowball
When holder is hit with an Ice-type attack, its Attack is raised one stage and the item is consumed.

Soul Dew
Increases Psychic-type and Dragon-type moves by 20% if the holder is Latias or Latios.

Starf Berry
When holder’s HP is less than or equal to 1/4 of total HP and at least one of the Attack, Defense, Speed, Special Attack, or Special Defense stage is less than 6, increases by 2 stages one of those stat stages that are less than 6, and this item is consumed.

Stick
If holder is a Farfetch’d, its critical hit rate is increased by 2 stages.

Sticky Barb
At the end of every round, holder loses 1/8 of total HP. Whenever holder loses HP due to a contact move by a non-holder and that non-holder isn’t holding an item, that non-holder receives this item even if the holder has Sticky Hold, unless the holder has a substitute.

Terrain Extender
If holders uses Grassy Terrain, Mistry Terrain, Electric Terrain, or Psychic Terrain, it lasts eight rounds rather than five.

Thick Club
If holder is a Cubone or Marowak, its Attack is doubled.

Toxic Orb
At the end of each round, holder becomes badly poisoned. (Not prevented by Safeguard or Substitute.)

Weakness Policy
If the holder is hit by a super effective attack, its Attack and Special Attack are raised two stages. Does not trigger if the holder has a Diguise in-tact when it is hit with a Super Effective move..

White Herb
When holder has stats lowered to a stage below 0, they are brought back to 0 and then this item is consumed.

Wide Lens
Accuracy of attacks by the holder is multiplied by 1.1.

Wise Glasses
Power of attacks by holder against non-holders is multiplied by 1.1 if the attack is special.

Zoom Lens
Accuracy of attacks by the holder is multiplied by 1.2 if holder strikes after their opponent this round. (Also applies to Future Sight and Doom Desire, even if holder didn’t strike after its opponent, except if the opponent became active after the beginning of the round.)


Moves

Range-

Tags

#Nr. | Attack | Type | Power | Hit % | PP | Category | Range | Tags |
[Description]

  1. Absorb | Grass | 20 | 100% | 25 | Special | 1 | (None) | 
    User Pokémon absorbs 1/2 the damage dealt to the Enemy Pokémon (rounded down).
    ZMove: Bloom Doom – 100 Base Power.
  2. Accelerock | Rock | 40 | 100% | 20 | Physical | 1 | Con | 
    Always attacks first. {Priority +1}
    Z-Move: Continental Crush – 100 Base Power. (Continental Crush is Priority 0.)
  3. Acid | Poison | 40 | 100% | 30 | Special | 2 | Force | 
    10% chance to lower SPECIAL DEFENSE -1.
    Z-Move: Acid Downpour – 100 Base Power.
  4. Acid Armor | Poison | n/a | n/a | 20 | Status | S | Sn | 
    Gain DEFENSE +2.
    Z-Acid Armor: Reset all of the user’s lowered stats (before Acid Armor’s effect).
  5. Acid Spray | Poison | 40 | 100% | 20 | Special | 1 | Force | 
    Lowers the target’s Special Defense by two stages.
    Z-Move: Acid Downpour – 100 Base Power.
  6. Acrobatics | Flying | 55 | 100% | 15 | Physical | 1 | Con | 
    Power doubles if the user is not holding an item. If the user is holding a Flying Gem, it will be consumed first, and Acrobatics will get the no-item boost in addition to the Flying Gem boost. Can hit non-adjacent opponents in a Triple Battle.
    Z-Move: Supersonic Skystrike – 100 Base Power.
  7. Acupressure | Normal | n/a | n/a | 30 | Status | S or A | (None) | 
    User Pokémon randomly gains Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, or Evasion +2. In a Double Battle, either the User Pokémon or Ally can be chosen as the target, though it will not work on the ally if they have a Substitute up.
    Z-Acupressure: Increase critical hit ratio by 2 stages.
  8. Aerial Ace | Flying | 60 | n/a | 20 | Physical | 1 | Con | 
    Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Can hit non-adjacent opponents in a Triple Battle.
    Z-Move: Supersonic Skystrike – 120 Base Power.
  9. Aeroblast | Flying | 100 | 95% | 25 | Special | 1 | (None) | 
    Increased Critical Hit rate (1 stage).
    Z-Move: Supersonic Skystrike – 180 Base Power.
  10. After You | Normal | n/a | n/a | 15 | Status | S | Sub | 
    After this move is used, the target will attack first the next turn, ignoring priority.
    Z-After You: Gain SPEED +1.
  11. Agility | Psychic | n/a | n/a | 30 | Status | S | Sn | 
    Gain SPEED +2.
    Z-Agility: Reset all of the user’s lowered stats (before Agility’s effect).
  12. Air Cutter | Flying | 60 | 95% | 25 | Special | 2 | (None) | 
    Increased Critical Hit rate (1 stage).
    Z-Move: Supersonic Skystrike – 120 Base Power.
  13. Air Slash | Flying | 75 | 95% | 15 | Special | 1 | Force | 
    30% chance to FLINCH. Can hit non-adjacent opponents in a Triple Battle.
    Z-Move: Supersonic Skystrike – 140 Base Power.
  14. Ally Switch | Psychic | n/a | n/a | 15 | Status | S | (None) | 
    Allows a user on one side of the field to swap places with the Pokémon on the opposite side. changes positions with the ally on the far side in a triple battle; will fail if the user is in the middle in a triple battle; changes positions with the ally in a double battle; will fail if the user is the last remaining Pokemon; will always fail in a single battle; and does not trigger Pursuit. {Priority+2}
    Z-Ally Switch: Gain SPEED +2.
  15. Amnesia | Psychic | n/a | n/a | 20 | Status | S | Sn | 
    Gain SPECIAL DEFENSE +2.
    Z-Amnesia: Reset all of the user’s lowered stats (before Amnesia’s effect).
  16. Anchor Shot | Steel | 80 | 100% | 20 | Physical | 1 | Con | 
    Enemy Pokémon can’t leave battle unless user Pokémon switches out. Can switch with U-Turn, Volt Switch, Eject Button, or Shed Shell. Can switch out with Baton Pass, but it is currently unknown if the effects are still passed on if the Baton Pass user is the one being trapped.
    Z-Move: Corkscrew Crash – 160 Base Power.
  17. Ancient Power | Rock | 60 | 100% | 5 | Special | 1 | Force | 
    User Pokémon has a 10% chance to gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1.
    Z-Move: Continental Crush – 120 Base Power.
  18. Aqua Jet | Water | 40 | 100% | 20 | Physical | 1 | Con | 
    Always attacks first. {Priority +1}
    Z-Move: Hydro Vortex – 100 Base Power. (Hydro Vortex is Priority 0.)
  19. Aqua Ring | Water | n/a | n/a | 20 | Status | S | Sn | 
    Recover 6.25% HP at the end of each turn. This effect is removed when User Pokémon switches or uses U-turn.
    Z-Aqua Ring: Gain DEFENSE +1.
  20. Aqua Tail | Water | 90 | 90% | 10 | Physical | 1 | Con | 
    No effect.
    Z-Move: Hydro Vortex – 175 Base Power.
  21. Arm Thrust | Fighting | 15 | 100% | 20 | Physical | 1 | Con | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: All-Out Pummeling – 100 Base Power.
  22. Aromatherapy | Grass | n/a | n/a | 5 | Status | P | Sn | 
    Cures BURN, FROZEN, PARALYZE, POISON, TOXIC, and SLEEP from every Pokémon on that team.
    Z-Aromatherapy: Fully restores HP.
  23. Aromatic Mist | Fairy | n/a | n/a | 20 | Status | S/A | Sub | 
    Target Ally Pokemon gains SPECIAL DEFENSE +1. Fails if used on Enemy Pokemon.
    Z-Aromatic Mist: User Pokemon gains SPECIAL DEFENSE +2.
  24. Assist | Normal | n/a | n/a | 20 | Status | R | (None) | 
    Uses a random move from a random Pokémon in Trainer’s party. Can pick moves from a fainted Pokémon. If Assist copies a multi-turn move (eg. Outrage), the user will be locked into that specific move. Assist cannot select the following attacks:
    Assist, Belch (even if the user has consumed a berry), Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Dig, Endure, Feint, Fly, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Whirlwind.
    Z-Assist: Turns the called move into its respective Z-Move. Z-Power effects from status moves will not apply.
  25. Assurance | Dark | 60 | 100% | 10 | Physical | 1 | Con | 
    If Enemy Pokémon has received damage on this turn before this move is used, for any reason (Life Orb damage, recoil, Spikes), this move has double power. If the user has Parental Bond and no other damage was incurred in the turn beforehand, the first hit has normal power and the second hit is doubled.
    Z-Move: Black Hole Eclipse – 120 Base Power.
  26. Astonish | Ghost | 30 | 100% | 15 | Physical | 1 | Con, Force | 
    30% chance to FLINCH.
    Z-Move: Never-Ending Nightmare – 100 Base Power.
  27. Attack Order | Bug | 90 | 100% | 15 | Physical | 1 | (None) | 
    Increased Critical Hit rate (1 stage).
    Z-Move: Savage Spin-Out – 175 Base Power.
  28. Attract | Normal | n/a | 100% | 15 | Status | 1 | Sub, Magic | 
    Enemy Pokémon of opposite gender will be induced with the ATTRACT status. 50% chance of not being able to attack every turn. Genderless Pokémon can’t be Attracted. Attract ends when the User or Enemy Pokémon faint, use Shed Shell, switch, Baton Pass, or U-Turn or Volt Switch out of the field. Attract does work through Substitute.
    Z-Attract: Reset all of the user’s lowered stats.
  29. Aura Sphere | Fighting | 80 | n/a | 20 | Special | 1 | (None) | 
    Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.
    Z-Move: All-Out Pummeling – 160 Base Power.
  30. Aurora Beam | Ice | 65 | 100% | 20 | Special | 1 | Force | 
    10% chance to lower ATTACK -1.
    Z-Move: Subzero Slammer – 120 Base Power.
  31. Aurora Veil | Ice | n/a | n/a | 20 | Status | P | Sn | 
    Halves the amount of damage from all attacks for 5 turns. Stacks with Reflect and Light Screen. Aurora Veil can only be used under Hail and will fail otherwise, but its effect remains even after Hail has ended. Cannot be used if Hail is in play but negated. In Double Battles, damage is reduced by 1/3 and affects both User and Ally. Aurora Veil can be removed by Brick Break, Defog or Psychic Fangs. Critical Hits ignore Aurora Veil.
    Z-Aurora Veil: Gain SPEED +1.
  32. Autotomize | Steel | n/a | n/a | 15 | Status | S | Sn | 
    Gain SPEED +2 and decreases the user’s weight by 220 lbs (100 kg). This effect is stackable but cannot reduce the user’s weight to less than 0.1kg. This lowers the base power of Heavy Slam (when used by the user of Autotomize), Low Kick and Grass Knot (when targeting the user of Autotomize), since these moves are calculated by the user’s weight. Autotomize’s weight reduction cannot be Baton Passed.
    Z-Autotomize: Reset all of the user’s lowered stats (before Autotomize’s effect).
  33. Avalanche | Ice | 60 | 100% | 10 | Physical | 1 | Con | 
    If User Pokémon is hurt by Enemy Pokémon (but not through Pain Split), deals double damage. Always attacks last. {Priority -4}
    Z-Move: Subzero Slammer – 120 Base Power. (Subzero Slammer is Priority 0.)
  34. Baby-Doll Eyes | Fairy | n/a | 100% | 30 | Status | 1 | Sn, Magic | 
    Lowers the target’s ATTACK one stage. {Priority +1}
    Z-Baby-Doll Eyes: User Pokemon gains DEFENSE +1.
  35. Baneful Bunker | Poison | n/a | n/a | 10 | Status | S | (none) | 
    Protects the user from all effects of moves that target it during the turn it is used, including damage. Additionally, if it blocks an attack that would make contact with the user, the attacker gets Poisoned. Inflicts POISON on Poison and Steel-type Pokemon if they make contact while the user has Corrosion. If used successfully consecutively, Detect/Protect/Endure/King’s Shield/Spiky Shield/Baneful Bunker’s succession rate is reduced by 1/3 each turn – eg. 100%, 1/3, 1/9, 1/27, 1/81 etc. Always fails if the user goes last. {Priority +4}
    Z-Baneful Bunker: Gain DEFENSE +1.
  36. Barrage | Normal | 15 | 85% | 20 | Physical | 1 | (None) | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: Breakneck Blitz – 100 Base Power.
  37. Barrier | Psychic | n/a | n/a | 20 | Status | S | Sn | 
    Gain DEFENSE +2.
    Z-Barrier: Reset all of the user’s lowered stats (before Barrier’s effect).
  38. Baton Pass | Normal | n/a | n/a | 40 | Status | S | (None) | 
    User Pokémon switches with another Pokémon in your Party.
    When this move is executed, the following conditions are passed: Aqua Ring, Bind, Block (both on you and your opponent), CONFUSE, Clamp, Curse (Ghost type), Embargo, Fire Spin, Focus Energy/Lansat Berry, Gastro Acid, Infestation, Ingrain, Leech Seed, Lock-On, Magma Storm, Magnet Rise, Mind Reader, Perish Song count, Power Trick, Sand Tomb, Substitute (keeps its HP), Whirlpool, Wrap, and any Stat boosts and drops.
    Note that as of Gen V, if the user uses Baton Pass after using either Mean Look or Spider Web, the effects are no longer passed on to the incoming Pokémon. It is currently unknown if the effects are still passed on if the Baton Pass user is the one being trapped. Also note that Baton Pass does not transfer drowsiness due to Yawn.
    When a Toxic’d Pokémon uses Baton Pass to a normal Poisoned Pokémon, the normal Poisoned Pokémon will not become Toxic.
    In Public Rules, you say what Pokémon will be Baton Passed to when the move is executed.
    Z-Baton Pass: Reset all of the user’s lowered stats.
  39. Beak Blast | Flying | 100 | 100% | 15 | Physical | 1 | (none) | 
    Moves first in turn to charge, and last in the same turn to Attack. If opponent makes physical contact between this, the opponent is Burned. Always moves last. {Priority -3}
    Z-Move: Supersonic Skystrike – 180 Base Power. (Supersonic Skystrike is Priority 0.)
  40. Beat Up | Dark | 1 | 100% | 10 | Physical | 1 | (None) | 
    Beat Up uses the Attack of the user and Defense of the target. Amount of hits is equal to the amount of ally party members that have not fainted an do not have a major status condition. Each hit has a different BP that is calculated based on each remaining ally party member that has not fainted and does not have a major status condition. BP for each hit = 5 + (Base Attack of eligible Party Member / 10). Beat Up does not announce the name of party member users. If the user’s Attack is boosted, all Beat Up hits will be boosted as well. Beat Up hits through Wonder Guard, even if the Pokémon isn’t weak to Dark. Life Orb only makes the Beat Up user lose 10%.
    Z-Move: Black Hole Eclipse – 100 Base Power.
  41. Belch | Poison | 120 | 90% | 10 | Special | 2 | (none) | 
    If the user is not holding a Berry, or has consumed a Berry with Natural Gift/Fling, Belch cannot be selected and the player is forced to select another move. After eating a Berry, the player may use Belch for the rest of the battle, even if the Pokémon has been switched out and back in or the Berry is restored with Recycle, Harvest, or Pickup. If Belch is used via Copycat, Me First, or Mirror Move, the move will fail, regardless of whether the user of that move has eaten a Berry or not.
    Z-Move: Acid Downpour – 190 Base Power.
  42. Belly Drum | Normal | n/a | n/a | 10 | Status | S | Sn | 
    Attack becomes ATTACK +6 while sacrificing 50% HP. Move fails if User Pokémon has HP 50% or less.
    Z-Belly Drum: Fully restore HP (before HP deduction from Belly Drum).
  43. Bestow | Normal | n/a | 100% | 15 | Status | 1 or A | Sub | 
    The user transfers its held item to the target, which can be either an ally or an opponent. It will always fail if the user has no held item or is holding Mail. It also fails if the target already has a held item or is behind a Substitute.
    Z-Bestow: Gain SPEED +2.
  44. Bide | Normal | n/a | 100% | 10 | Physical | 1 | Con | 
    Bide last three turns. The first two turns, User Pokémon takes any damage dealt to it. On the third turn, attacks the last Pokémon to hit it (even if it was an ally) for twice the damage received. Type resistence is negated. Ghost Types are immune. You can not do anything else while Bide is being used. Sleep ends Bide. Always attacks first. {Priority +1}
    Z-Move: Breakneck Blitz – 100 Base Power. (Breakneck Blitz is Priority 0.)
  45. Bind | Normal | 15 | 85% | 20 | Physical | 1 | Con | 
    Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target’s maximum HP at the end of each of those turns and preventing the target from switching. The target will only be freed at the end of the next turn (both flavor text and stats-wise). For example, if the target is trapped for 5 turns, the target will be dealt damage for 5 turns, and will be freed at the end of the 6th turn.
    If the user is holding a Grip Claw, the duration will always be 7 turns. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. If the user switches out or faints, the target is freed and the damage ends. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target’s maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    Z-Move: Breakneck Blitz – 100 Base Power.
  46. Bite | Dark | 60 | 100% | 25 | Physical | 1 | Con, Force | 
    30% chance to FLINCH.
    Z-Move: Black Hole Eclipse – 120 Base Power.
  47. Blast Burn | Fire | 150 | 90% | 5 | Special | 1 | (None) | 
    Attacks first turn. Must recharge second turn; can’t be switched out. Will not require recharge if the attack does not connect for any reason other than Substitute.
    Z-Move: Inferno Overdrive – 200 Base Power.
  48. Blaze Kick | Fire | 85 | 90% | 10 | Physical | 1 | Con, Force | 
    10% chance to gain BURN. Increased Critical Hit rate (1 stage). Note: Burn is affected by Sheer Force but not the Critical Hit rate.
    Z-Move: Inferno Overdrive – 160 Base Power.
  49. Blizzard | Ice | 110 | 70% | 5 | Special | 2 | Force | 
    10% chance to gain FREEZE. Cannot miss in Hail.
    Z-Move: Subzero Slammer – 185 Base Power.
  50. Block | Normal | n/a | 100% | 5 | Status | 1 | Magic | 
    Enemy Pokémon can’t be switched as long as User Pokémon remains in battle. Ignores accuracy/evasion modifiers. Pokémon can still escape with Baton Pass, U-Turn, Volt Switch, Shed Shell, or Eject Button. User can still be switched out through means of Roar, Dragon Tail, etc.
    Z-Block: Gain DEFENSE +1.
  51. Blue Flare | Fire | 130 | 85% | 5 | Special | 1 | Force | 
    20% chance to burn the target.
    Z-Move: Inferno Overdrive – 195 Base Power.
  52. Body Slam | Normal | 85 | 100% | 15 | Physical | 1 | Con, Force | 
    Enemy Pokémon has 30% chance to gain PARALYZE. Power doubles and never misses if target used Minimize.
    Z-Move: Breakneck Blitz – 160 Base Power.
  53. Bolt Strike | Electric | 130 | 85% | 5 | Physical | 1 | Con, Force | 
    20% chance to gain PARALYZE.
    Z-Move: Gigavolt Havoc – 195 Base Power.
  54. Bone Club | Ground | 65 | 85% | 20 | Physical | 1 | Force | 
    10% chance to FLINCH.
    Z-Move: Tectonic Rage – 120 Base Power.
  55. Bone Rush | Ground | 25 | 90% | 10 | Physical | 1 | (None) | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: Tectonic Rage – 140 Base Power.
  56. Bonemerang | Ground | 50 | 90% | 10 | Physical | 1 | (None) | 
    Attacks two times in one turn.
    Z-Move: Tectonic Rage – 100 Base Power.
  57. Boomburst | Normal | 140 | 100% | 10 | Special | 3 | (none) | 
    No effect. Sound-based.
    Z-Move: Breakneck Blitz – 200 Base Power.
  58. Bounce | Flying | 85 | 85% | 5 | Physical | 1 | Con, Force | 
    First turn, User Pokémon bounces up in the sky and can’t be damaged (except by Gust, Twister, Sky Uppercut, Hurricane, Smack Down, and any move involving Lock on, Mind Reader or No Guard). Attacks second turn. 30% chance to gain PARALYZE. Smack Down cancels Bounce. Sky Uppercut and Thunder can hit a Pokémon using Bounce. Gust and Twister double in Power if used during the first turn.
    Z-Move: Supersonic Skystrike – 160 Base Power.
  59. Brave Bird | Flying | 120 | 100% | 15 | Physical | 1 | Con | 
    User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon. Can hit non-adjacent Pokemon in Triple Battles.
    Z-Move: Supersonic Skystrike – 190 Base Power.
  60. Brick Break | Fighting | 75 | 100% | 15 | Physical | 1 | Con | 
    Brick Break destroys Reflect, Light Screen and Aurora Veil, and then hits the Pokémon for regular damage. Cannot break Reflect/Light Screen/Aurora Veil if the target is immune or if the attack misses.
    Z-Move: All-Out Pummeling – 140 Base Power.
  61. Brine | Water | 65 | 100% | 10 | Special | 1 | (None) | 
    Power doubles if Enemy Pokémon’s HP is 50% or less.
    Z-Move: Hydro Vortex – 120 Base Power.
  62. Brutal Swing | Dark | 60 | 100% | 20 | Physical | 3 | Con | 
    No effect.
    Z-Move: Black Hole Eclipse – 120 Base Power.
  63. Bubble | Water | 40 | 100% | 30 | Special | 2 | Force | 
    10% chance to lower SPEED -1.
    Z-Move: Hydro Vortex – 100 Base Power.
  64. Bubble Beam | Water | 65 | 100% | 20 | Special | 1 | Force | 
    10% chance to lower SPEED -1.
    Z-Move: Hydro Vortex – 120 Base Power.
  65. Bug Bite | Bug | 60 | 100% | 20 | Physical | 1 | Con | 
    If Enemy Pokémon is holding any kind of Berry, the User Pokémon takes it and uses it immediately. If the Enemy is holding a Jaboca or Rowap Berry, the Berry has no effect, but is still removed. If the Enemy is holding a Tanga Berry, it activates and reduces the damage of Bug Bite before it can be stolen. If an Embargoed Pokémon uses Bug Bite on a Pokémon holding a Berry, the Berry is destroyed without being activiated.
    Z-Move: Savage Spin-Out – 120 Base Power.
  66. Bug Buzz | Bug | 90 | 100% | 10 | Special | 1 | Force | 
    10% chance to lower SPECIAL DEFENSE -1. Sound-based.
    Z-Move: Savage Spin-Out – 175 Base Power.
  67. Bulk Up | Fighting | n/a | n/a | 20 | Status | S | Sn | 
    Gain ATTACK and DEFENSE +1.
    Z-Bulk Up: Gain an additional ATTACK +1.
  68. Bulldoze | Ground | 60 | 100% | 20 | Physical | 3 | Force | 
    Lowers the target’s Speed stat by one stage. In double battles, it strikes both the opponents and the user’s partner. In triple battles, it strikes all adjacent Pokémon.
    Z-Move: Tectonic Rage – 120 Base Power.
  69. Bullet Punch | Steel | 40 | 100% | 30 | Physical | 1 | Con | 
    Always attacks first. {Priority +1}
    Z-Move: Corkscrew Crash – 100 Base Power. (Corkscrew Crash is Priority 0.)
  70. Bullet Seed | Grass | 25 | 100% | 30 | Physical | 1 | (None) | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: Bloom Doom – 140 Base Power.
  71. Burn Up | Fire | 130 | 100% | 5 | Special | 1 | (none) | 
    Removes Fire type from user. If user was Pure Fire type, it becomes typeless. Burn Up will fail is user is not Fire type. Will not work if Protean is used to change to Fire type (Type is checked before Protean activates). User regains Fire type upon switching out. Thaws the user if FROZEN.
    Z-Move: Inferno Overdrive – 195 Base Power.
  72. Calm Mind | Psychic | n/a | n/a | 20 | Status | S | Sn | 
    Gain SPECIAL ATTACK and SPECIAL DEFENSE +1.
    Z-Calm Mind: Reset all of the user’s lowered stats (before Calm Mind’s effect).
  73. Camouflage | Normal | n/a | n/a | 20 | Status | S | Sn | 
    Type changes based on surroundings. Generation 4 terrain must be specified at the start of battle.
    RSE: Normal.
    Generation 4: Water/Underwater = Water. Mountains/Cave = Rock. Grass/Tall Grass = Grass. Desert = Ground. Normal = Normal. Road = Ground. Snow = Ice.
    Z-Camouflage: Gain EVASION +1.
  74. Captivate | Normal | n/a | 100% | 20 | Status | 2 | Magic | 
    Target’s SPECIAL ATTACK is lowered by 2 if Enemy Pokémon is the opposite gender as User Pokémon. Fails if Enemy is genderless, if they are the same gender, or if the Enemy Pokemon has the ability Oblivious.
    Z-Captivate: Gain SPECIAL DEFENSE +2.
  75. Celebrate | Normal | n/a | n/a | 40 | Status | 2 | (none) | 
    No effect.
    Z-Celebrate: Gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1.
  76. Charge | Electric | n/a | n/a | 20 | Status | S | Sn | 
    Doubles the Power of any Electric type moves used by User Pokémon in the next turn. Gain SPECIAL DEFENSE +1.
    Z-Charge: Gain an additional SPECIAL DEFENSE +1.
  77. Charge Beam | Electric | 50 | 90% | 10 | Special | 1 | Force | 
    User Pokémon has a 70% chance to gain SPECIAL ATTACK +1.
    Z-Move: Gigavolt Havoc – 100 Base Power.
  78. Charm | Fairy | n/a | 100% | 20 | Status | 1 | Magic | 
    Enemy Pokemon’s ATTACK is lowered by 2.
    Z-Charm: User Pokemon gains DEFENSE +1.
  79. Chatter | Flying | 65 | 100% | 20 | Special | 1 | Force* | 
    100% chance to CONFUSE. CONFUSE only works if used by Chatot. Can hit non adjacent targets in Triple Battles.
    *only if the user is Chatot. Sound-based.
    Z-Move: Supersonic Skystrike – 120 Base Power.
  80. Chip Away | Normal | 70 | 100% | 20 | Physical | 1 | Con | 
    Ignores the target’s Defense and Evasion boosts. This move does not bypass Reflect, abilities, or items.
    Z-Move: Breakneck Blitz – 140 Base Power.
  81. Circle Throw | Fighting | 60 | 90% | 10 | Physical | 1 | Con | 
    Deals damage and forces the target to switch out (if the target’s team has anybody left to switch to). Can be selected by Sleep Talk but not Assist. The target is not forced out if they have a Substitute up, or if the user faints from recoil due to Rocky Helmet/Life Orb/etc. Red Card does not activate if the holder is switched out by this move. Forces the switch before Emergency Exit/Wimp Out are triggered. {Priority-6}
    Z-Move: All-Out Pummeling – 120 Base Power. (All-Out Pummeling is Priority 0.)
  82. Clamp | Water | 35 | 85% | 10 | Physical | 1 | Con | 
    Deals damage and traps the target for 4-5 turns, dealing 1/8 of the target’s maximum HP at the end of each of those turns and preventing the target from switching. The target will only be freed at the end of the next turn (both flavor text and stats-wise). For example, if the target is trapped for 5 turns, the target will be dealt damage for 5 turns, and will be freed at the end of the 6th turn.
    If the user is holding a Grip Claw, the duration will always be 7 turns. If a trapped Pokemon uses or switches through means of moves like Rapid Spin, Baton Pass, U-turn, Volt Switch, or if it is holding Shed Shell, it will be freed. If the user switches out or faints, the target is freed and the damage ends. Ghost Types are immune to the trapping effect, but still receive damage. If the user is holding a Binding Band, the damage dealt at the end of each turn increases to 1/6 of the target’s maximum HP. This effect is not stackable or reset by using this or another partial-trapping move.
    Z-Move: Hydro Vortex – 100 Base Power.
  83. Clanging Scales | Dragon | 110 | 100% | 5 | Special | 2 | Sub | 
    Lowers user’s DEFENSE -1. Sound-based.
    Z-Move: Devastating Drake – 185 Base Power.
  84. Clear Smog | Poison | 50 | n/a | 15 | Special | 1 | (None) | 
    Returns any changed stats of the target back to normal. Always hits the target unless it is in the middle of Fly, Dig, Dive, Bounce, or Shadow Force.
    Z-Move: Acid Downpour – 100 Base Power.
  85. Close Combat | Fighting | 120 | 100% | 5 | Physical | 1 | Con | 
    User Pokémon lowers DEFENSE and SPECIAL DEFENSE -1.
    Z-Move: All-Out Pummeling – 190 Base Power.
  86. Coil | Poison | n/a | n/a | 20 | Status | S | Sn | 
    Gain ATTACK, DEFENSE and ACCURACY +1.
    Z-Coil: Reset all of the user’s lowered stats (before Coil’s effect).
  87. Comet Punch | Normal | 18 | 85% | 15 | Physical | 1 | (None) | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: Breakneck Blitz – 100 Base Power.
  88. Confide | Normal | n/a | n/a | 20 | Special | 1 | Sub, Magic | 
    Lowers the target’s SPECIAL ATTACK one stage. Always hits, even through Protect and Detect. Sound-based.
    Z-Confide: User Pokemon gains SPECIAL DEFENSE +1.
  89. Confuse Ray | Ghost | n/a | 100% | 10 | Status | 1 | Magic | 
    Gain CONFUSE.
    Z-Confuse Ray: User Pokemon gains SPECIAL ATTACK +1.
  90. Confusion | Psychic | 50 | 100% | 25 | Special | 1 | Force | 
    10% chance to gain CONFUSE.
    Z-Move: Shattered Psyche – 100 Base Power.
  91. Constrict | Normal | 10 | 100% | 35 | Physical | 1 | Con, Force | 
    10% chance to lower SPEED -1.
    Z-Move: Breakneck Blitz – 100 Base Power.
  92. Conversion | Normal | n/a | n/a | 30 | Status | S | Sn | 
    User Pokémon’s type becomes the same type as one of its moves, chosen at the start of a battle (must be sent to referee at the same time the Pokemon is sent). In the event that no type was sent, Conversion automatically changes the user’s type to the first level-up move listed in the trainer’s stats (if the trainer does not display level-up moves in his/her stats, use the Ultra Dex instead). The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. Move fails if all of user’s move are the same type as user’s.
    Z-Conversion: Gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1.
  93. Conversion 2 | Normal | n/a | 100% | 30 | Status | S | Sub | 
    User Pokemon’s type is changed into a new type that resists most/is most immune to the last attack to hit the user. Works even if attack hits a Substitute. Fails if user is Steel-type and is hit by Dragon-type attacks.
    Z-Conversion 2: Fully restore HP.
  94. Copycat | Normal | n/a | n/a | 20 | Status | R | Sub | 
    Uses the last successful move used (even if the last move used was by the user). Copycat cannot select Circle Throw or Dragon Tail to copy. Copycat fails if the last move used was Roar/Whirlwind, if the target did not make a move selection in the round before the use of Copycat, switches out during the round Copycat is used, or if the last move used was Copycat/Mirror Move.
    Paralysis, confusion, recharging, and building up for a multi-turn move have no effect to the last move used. If Copycat is used against a target that was fully paralyzed or hurt itself right before its use, Copycat will still use the last move that the target used. If Copycat is used during the first turn of a multi-turn move, Copycat will use the move that the opponent used before that move (or fail if no move was previously made).
    A Pokémon will be able to use a move that is Disabled if it is called via Copycat.
    If used in a battle after switching out, the move that is copied is the last one used within that battle. Copycat will not receive increased priority if a Pokémon with the ability Prankster uses a move with decreased priority.
    Copycat fails if the last move used was any of the following: Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, or Trick. It is unknown if it will also fail if attempting to copy Baneful Bunker, Crafty Shield, King’s Shield, Mat Block, Quick Guard, Spiky Shield, or Wide Guard (needs further testing).
    Z-Copycat: Gain ACCURACY +1. Turns the called move into its respective Z-Move. Z-Power effects from status moves will not apply.
  95. Core Enforcer | Dragon | 100 | 100% | 10 | Special | 2 | (none) | 
    If the user was inflicted damage by the target this turn, the target’s ability is nullified.
    Z-Move: Devastating Drake – 140 Base Power.
  96. Cosmic Power | Psychic | n/a | n/a | 20 | Status | S | Sn | 
    Gain DEFENSE and SPECIAL DEFENSE +1.
    Z-Cosmic Power: Gain an additional SPECIAL DEFENSE +1.
  97. Cotton Guard | Grass | n/a | n/a | 10 | Status | S | Sn | 
    Gain DEFENSE +3.
    Z-Cotton Guard: Reset all of the user’s lowered stats (before Cotton Guard’s effect).
  98. Cotton Spore | Grass | n/a | 100% | 40 | Status | 1 | Magic | 
    Lowers SPEED -2.
    Z-Cotton Spore: Reset all of the user’s lowered stats.
  99. Counter | Fighting | Varies | 100% | 20 | Physical | 1 | Con | 
    If hit by an Physical based move, Counter deals double the received damage back on the last Enemy Pokémon to deal damage via a Physical attack on the user. Does not affect Ghost types, but hits everything else with normal effectiveness. Only counters the last attack, not all. Counter fails if the necessary physical attack damage is against a Substitute. Always attacks last. {Priority -4}
    Z-Move: All-Out Pummeling – 100 Base Power. (All-Out Pummeling is Priority 0.)
  100. Covet | Normal | 60 | 100% | 25 | Physical | 1 | Con | 
    Steals target’s item. Item is not taken if: User Pokémon already has a Hold Item, Enemy Pokémon doesn’t have a Hold Item, Sticky Hold and Multi-type prevent theft. If a consumable item becomes consumed as a result of the move, the item is not stolen. Items are returned to their original Trainer after battle.
    Z-Move: Breakneck Blitz – 120 Base Power.
  101. Crabhammer | Water | 100 | 90% | 10 | Physical | 1 | Con | 
    Increased Critical Hit rate (1 stage).
    Z-Move: Hydro Vortex – 180 Base Power.
  102. Crafty Shield | Fairy | n/a | n/a | 10 | Status | A | (none) | 
    Protects all Pokemon on the user’s side from Status moves. {Priority+3}
    Z-Crafty Shield: Gain SPECIAL DEFENSE +1.
  103. Cross Chop | Fighting | 100 | 80% | 5 | Physical | 1 | Con | 
    Increased Critical Hit rate (1 stage).
    Z-Move: All-Out Pummeling – 180 Base Power.
  104. Cross Poison | Poison | 70 | 100% | 20 | Physical | 1 | Con, Force* | 
    Increased Critical Hit Rate (1 stage). 10% chance to gain POISON.
    *Critical Hit rate bonus is unaffected.
    Z-Move: Acid Downpour – 140 Base Power.
  105. Crunch | Dark | 80 | 100% | 15 | Physical | 1 | Con, Force | 
    20% chance to lower DEFENSE -1.
    Z-Move: Black Hole Eclipse – 160 Base Power.
  106. Crush Claw | Normal | 75 | 95% | 10 | Physical | 1 | Con, Force | 
    50% chance to lower DEFENSE -1.
    Z-Move: Breakneck Blitz – 140 Base Power.
  107. Crush Grip | Normal | Varies | 100% | 5 | Physical | 1 | Con | 
    The Base Power for Crush Grip is 1 + (120 * Foe’s Current HP / Foe’s Max HP). Always round down.
    Z-Move: Breakneck Blitz – 190 Base Power.
  108. Curse | Ghost | n/a | n/a | 10 | Status | 1 or S | Sub* | 
    If user is Ghost type, Enemy Pokémon takes 25% HP damage per turn. User Pokémon sacrifices 50% HP. The effect is removed when the target switches. Normal-type Pokemon are not immune.
    Z-Curse: Fully restores HP (before HP deduction from Curse).
    If user is any other type, User Pokémon gains ATTACK and DEFENSE +1, and lowers SPEED -1.
    Z-Curse: Gain ATTACK +1.
    *If user is Ghost type
  109. Cut | Normal | 50 | 95% | 30 | Physical | 1 | Con | 
    No effect.
    Z-Move: Breakneck Blitz – 100 Base Power.
  110. Dark Pulse | Dark | 80 | 100% | 15 | Special | 1 Enemy | Force | 
    20% chance to FLINCH.
    Z-Move: Black Hole Eclipse – 160 Base Power.
  111. Dark Void | Dark | n/a | 50% | 10 | Status | 2 | Magic | 
    Gain SLEEP. Fails if used by any Pokemon other than Darkrai.
    Z-Dark Void – Reset all of the user’s lowered stats.
  112. Darkest Lariat | Dark | 85 | 100% | 10 | Physical | 1 | Con | 
    Ignores the target’s Defense and Evasion boosts. This move does not bypass Reflect, abilities, or items.
    Z-Move: Black Hole Eclipse – 160 Base Power.
  113. Dazzling Gleam | Fairy | 80 | 100% | 10 | Special | 2 | (none) | 
    No effect.
    Z-Move: Twinkle Tackle – 160 Base Power.
  114. Defend Order | Bug | n/a | n/a | 10 | Status | S | Sn | 
    Gain DEFENSE and SPECIAL DEFENSE +1.
    Z-Defend Order: Gain an additional DEFENSE +1.
  115. Defense Curl | Normal | n/a | n/a | 40 | Status | S | Sn | 
    Gain DEFENSE +1. Doubles Power for Rollout and Ice Ball; this side effect is not baton passed and lasts until the user leaves the field.
    Z-Defense Curl: Gain an additional ACCURACY +1.
  116. Defog | Flying | n/a | n/a | 15 | Status | 1 | Sub*, Magic | 
    Lowers EVASION -1. Removes Light Screen, Reflect, Aurora Veil, Safeguard, and Mist from the side that is receiving the attack. Entry hazards (Spikes, Toxic Spikes, Stealth Rock and Sticky Web) are also removed from both sides of the field. If Mist is up, the Evasion lowering effect does not occur until Defog is used again. Defog will still clear hazards, screens, etc. if its effect of lowering Evasion is prevented, unless it is blocked by Protect, Detect or Crafty Shield.
    *Does not lower evasion if a Substitute exists
    Z-Defog: Gain ACCURACY +1.
  117. Destiny Bond | Ghost | n/a | n/a | 5 | Status | 1 | Sub | 
    If the user faints before their next move, the Pokémon that fainted the user will faint as well. Does not take into account of any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, Status, Doom Desire, or Future Sight. Effect disappears if the turn is spent being inactive (Flinch, Sleep). If used successfully consecutively, Destiny Bond’s succession rate is reduced by 1/3 each turn – eg. 100%, 1/3, 1/9, 1/27, 1/81 etc. (The success rate of Destiny Bond is not affected by the use of Protect, Detect, etc.)
    Z-Destiny Bond: All moves are redirected to User Pokemon. Destiny Bond’s effect carries over between turns until the user’s next move, but the Follow Me effect does not. In a Double Battle with an ally Pokemon using Follow Me, Z-Destiny Bond’s redirection will take precedence.
  118. Detect | Fighting | n/a | Varies | 5 | Status | S | (None) | 
    Prevents damage from attacks. Feint hits through Detect. Moves not prevented are:
    Acupressure, After You, Ally Switch, Conversion2, Copycat, Curse, Destiny Bond, Doom Desire, Feint, Future Sight, Grudge, Haze, Imprison, Perish Song, Psych Up, Roar, Role Play, Shadow Force, Sketch, Spikes, Stealth Rock, Sticky Web, Toxic Spikes, Transform, and Whirlwind. If used successfully consecutively, Detect/Protect/Endure/King’s Shield/Spiky Shield/Baneful Bunker’s succession rate is reduced by 1/3 each turn – eg. 100%, 1/3, 1/9, 1/27, 1/81 etc. Always fails if the user goes last. {Priority +4}
    Z-Detect: Gain EVASION +1.
  119. Diamond Storm | Rock | 100 | 95% | 5 | Physical | 2 | Force |
    User Pokémon has a 50% chance to gain DEFENSE +2. Applies on each hit in a Double or Triple battle.
    Z-Move: Continental Crush – 180 Base Power.
  120. Dig | Ground | 80 | 100% | 10 | Physical | 1 | Con | 
    First turn, User Pokémon digs underground and can’t be damaged. Attacks second turn. Earthquake and Magnitude double in power if used during the first turn. Moves against the user will still hit if Lock-On or Mind Reader was used the previous turn or if either Pokemon has No Guard. User is immune to Sandstorm or Hail damage on the first turn.
    Z-Move: Tectonic Rage – 160 Base Power.
  121. Disable | Normal | n/a | 100% | 20 | Status | 1 | Sub, Magic | 
    Disables the last move used by an Enemy Pokémon for 4 turns, even if the move missed or failed. Only works on one move at a time. Disable fails if no move is used; due to switching in; a status effect/recharging; or if the move has 0 PP left. If an Encored Pokémon is disabled, they will be forced to use Struggle until one of the effects ends. Disable can be reflected by Magic Coat. In this case, Disable itself will become Disabled. Disable can be used on a Z-move. It will disable the Z-move and not the base move, however, effectively making it useless in this case. A disable counter should still be applied, however, and for the duration of this counter no other move can be disabled on the affected Pokemon.
    Z-Disable: Reset all of the user’s lowered stats.
  122. Disarming Voice | Fairy | 40 | n/a | 15 | Special | 1 | (none) | 
    Never misses. Sound-based.
    Z-Move: Twinkle Tackle – 100 Base Power.
  123. Discharge | Electric | 80 | 100% | 15 | Special | 3 | Force | 
    30% chance for each target to gain PARALYZE.
    Z-Move: Gigavolt Havoc – 160 Base Power.
  124. Dive | Water | 80 | 100% | 10 | Physical | 1 Enemy | Con | 
    First turn, User Pokémon dives underwater and can’t be damaged. Attacks second turn. Surf doubles in Power if used during the first turn. Moves against the user will still hit if Lock On or Mind Reader was used the previous turn or if either Pokemon has No Guard. User is immune to Sandstorm or Hail damage on the first turn.
    Z-Move: Hydro Vortex – 160 Base Power.
  125. Dizzy Punch | Normal | 70 | 100% | 10 | Physical | 1 | Con,Force | 
    20% chance to gain CONFUSE.
    Z-Move: Breakneck Blitz – 140 Base Power.
  126. Doom Desire | Steel | 140 | 100% | 5 | Special | 1 | (None) | 
    At the end of the third turn, deals damage. The damage dealt is calculated based on the Special Defense of the hit Pokemon and no longer from the one that was originally targeted. The damage is based on the Special Attack of the user and Special Defense of the target at the time of striking, not at the time it was used on the original target. If the user is KO’d or you switch the user of Doom Desire out when the attack hits, then the user’s Special Attack is calculated without boosts from items or abilities. Types affect damage and this move can get STAB. Gems activate on the turn Doom Desire does damage. Life Orb now boosts Doom Desire’s damage, and the user will suffer recoil damage. Does not hit Wonder Guard Pokémon. Can KO a Pokémon that used Endure. Focus Sash and Sturdy do block Future Sight. Cannot Critical Hit. Doom Desire cannot be stacked. If Protect, Detect are used the same turn Doom Desire was first used, it will prevent the damage. Pokemon using semi-invulnerable moves (such as Fly or Dive) can be hit by Doom Desire.
    Z-Move: Corkscrew Crash – 200 Base Power.
  127. Double Hit | Normal | 35 | 90% | 10 | Physical | 1 | Con | 
    Attacks twice in one turn. Both hits are counted as separate attacks.
    Z-Move: Breakneck Blitz – 140 Base Power.
  128. Double Kick | Fighting | 30 | 100% | 30 | Physical | 1 | Con | 
    Attacks twice in one turn.
    Z-Move: All-Out Pummeling – 100 Base Power.
  129. Double Slap | Normal | 15 | 85% | 10 | Physical | 1 | Con | 
    Hits 2-5 times. Roll a 6-sided die to determine the number of times it hits.
    1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.
    Z-Move: Breakneck Blitz – 100 Base Power.
  130. Double Team | Normal | n/a | n/a | 15 | Status | S | Sn | 
    Gain EVASION +1.
    Z-Double Team: Reset all of the user’s lowered stats.
  131. Double-Edge | Normal | 120 | 100% | 15 | Physical | 1 | Con | 
    User Pokémon is dealt recoil damage equal to 1/3 of the damage dealt to Enemy Pokémon.
    Z-Move: Breakneck Blitz – 190 Base Power.
  132. Draco Meteor | Dragon | 130 | 90% | 5 | Special | 1 | (None) | 
    Lowers User Pokémon’s SPECIAL ATTACK -2.
    Z-Move: Devastating Drake – 195 Base Power.
  133. Dragon Ascent | Flying | 120 | 100% | 5 | Physical | 1 | Con | 
    Lowers User Pokémon DEFENSE and SPECIAL DEFENSE -1.
    Z-Move: Supersonic Skystrike – 190 Base Power.
  134. Dragon Breath | Dragon | 60 | 100% | 20 | Special | 1 | Force | 
    30% chance to gain PARALYZE.
    Z-Move: Devastating Drake – 120 Base Power.
  135. Dragon Claw | Dragon | 80 | 100% | 15 | Physical | 1 | Con | 
    No effect.
    Z-Move: Devastating Drake – 160 Base Power.
  136. Dragon Dance | Dragon | n/a | n/a | 20 | Status | S | Sn | 
    Gain ATTACK and SPEED +1.
    Z-Dragon Dance: Reset all of the user’s lowered stats (before Dragon Dance’s effect).
  137. Dragon Hammer | Dragon | 90 | 100% | 15 | Physical | 1 | Con | 
    No effect.
    Z-Move: Devastating Drake – 175 Base Power.
  138. Dragon Pulse | Dragon | 85 | 100% | 10 | Special | 1 | (None) | 
    No effect.
    Z-Move: Devastating Drake – 160 Base Power.
  139. Dragon Rage | Dragon | n/a | 100% | 10 | Special | 1 | (None) | 
    Always deals 40 HP damage toward Enemy Pokémon, regardless how effective it is.
    Z-Move: Devastating Drake – 100 Base Power.
  140. Dragon Rush | Dragon | 100 | 75% | 10 | Physical | 1 | Con,Force | 
    20% chance to FLINCH. Power is doubled and will never miss if the target has used Minimize.
    Z-Move: Devastating Drake – 180 Base Power.
  141. Dragon Tail | Dragon | 60 | 90% | 20 | Physical | 1 | Con | 
    Deals damage and forces the target to switch out (if the target’s team has anybody left to switch to). Can be selected by Sleep Talk. The target is not forced out if they have a Substitute up, if the target is under the effects of Suction Cups or Ingrain, or if the user faints from recoil due to Rocky Helmet/Life Orb/etc. Forces the switch before Emergency Exit/Wimp Out are triggered. {Priority-6}
    Z-Move: Devastating Drake – 120 Base Power.
  142. Drain Punch | Fighting | 75 | 100% | 10 | Physical | 1 | Con | 
    User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.
    Z-Move: All-Out Pummeling – 140 Base Power.
  143. Draining Kiss | Fairy | 50 | 100% | 10 | Special | 1 | Con | 
    User Pokemon absorbs 75% of the damage dealt to the opponent.
    Z-Move: Twinkle Tackle – 100 Base Power.
  144. Dream Eater | Psychic | 100 | 100% | 15 | Special | 1 | (None) | 
    Works only if Enemy Pokémon has SLEEP status. User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon. Can be used successfully on a Pokemon with Comatose.
    Z-Move: Shattered Psyche – 180 Base Power.
  145. Drill Peck | Flying | 80 | 100% | 20 | Physical | 1 | Con | 
    No effect. Can hit non-adjacent opponents in Triple Battles.
    Z-Move: Supersonic Strike – 160 Base Power.
  146. Drill Run | Ground | 80 | 95% | 10 | Physical | 1 | Con | 
    Increased Critical Hit chance (1 stage).
    Z-Move: Tectonic Rage – 160 Base Power.
  147. Dual Chop | Dragon | 40 | 90% | 15 | Physical | 1 | Con | 
    Attacks twice in one turn.
    Z-Move: Devastating Drake – 100 Base Power.
  148. Dynamic Punch | Fighting | 100 | 50% | 5 | Physical | 1 | Con,Force | 
    Gain CONFUSE.
    Z-Move: All-Out Pummeling – 180 Base Power.
  149. Earth Power | Ground | 90 | 100% | 10 | Special | 1 | Force | 
    10% chance to lower SPECIAL DEFENSE -1.
    Z-Move: Tectonic Rage – 175 Base Power.
  150. Earthquake | Ground | 100 | 100% | 10 | Physical | 3 | (None) | 
    Double Power if the Enemy Pokémon used Dig.
    Z-Move: Tectonic Rage – 180 Base Power.
  151. Echoed Voice | Normal | 40 | 100% | 15 | Special | 1 | (None) | 
    Deals damage, and the base power is increased when used consecutively. The base power increases by 40 with each use but reaches a maximum power at 200. In double and triple battles, the power increases if used consecutively by the user’s teammates. Sound-based.
    Z-Move: Breakneck Blitz – 100 Base Power.
  152. Eerie Impulse | Electric | n/a | 100% | 15 | Status | 1 | Magic | 
    Lowers the target’s SPECIAL ATTACK two stages.
    Z-Eerie Impulse: Gain SPECIAL DEFENSE +1.
  153. Egg Bomb | Normal | 100 | 75% | 10 | Physical | 1 | (None) | 
    No effect.
    Z-Move: Breakneck Blitz – 180 Base Power.
  154. Electric Terrain | Electric | n/a | n/a | 10 | Status | 4 | (none) | 
    Causes ELECTRIC TERRAIN for five turns.
    Z-Electric Terrain: Gain SPEED +1.
  155. Electrify | Electric | n/a | n/a | 15 | Status | 1 | (none) | 
    If the user moves first, changes the target’s move to Electric type.
    Z-Electrify: Gain SPECIAL ATTACK +1.
  156. Electro Ball | Electric | Varies | 100% | 10 | Special | 1 | (None) | 
    Power depends on the Speed of the user and the target.

Z-Move: Gigavolt Havoc – 160 Base Power.

 

Z-Encore: Gain SPEED +1.

 

Z-Move: Breakneck Blitz – 160 Base Power.

 

Some items have additional effects when Flung.

Z-Move: Black Hole Eclipse – 100 Base Power.

 

Z-Move: Bloom Doom – 160 Base Power.

 

Z-Move: All-Out Pummeling – 160 Base Power.

 

Reflectable moves will also be marked with “Magic.” Prankster boosted moves that are reflected back to a Dark-type opponent still affect them unless the user of Magic Coat has Prankster.
Z-Magic Coat: Gain SPECIAL DEFENSE +2.

 

Z-Move: Tectonic Rage – 140 Base Power.

 

Z-Move: Breakneck Blitz – 160 Base Power.

 

Z-Move: All-Out Pummeling – 160 Base Power.

 

Z-Snatch: Gain SPEED +2.

 

Z-Substitute: Reset all of the user’s lowered stats.

 

Z-Move: Breakneck Blitz – 160 Base Power.

 


How to Become a Referee

Refs are very important for the URPG to function. Becoming a ref comes with many perks, but mainly it’s a great way to make money in the URPG. You also get to witness first hand others’ battling strategies and gain a deeper understanding of Pokemon. This post will detail the steps to become a referee.

Note: Referees should be reasonably fast, accurate, have all the information in front of them, ready to answer any question, and most importantly, respectful of the battle. There is no favoring one Trainer over the other – that is cheating.

Step 1:
You should have a general understanding of how battles work in the URPG. Having experience of how Pokemon works in the games, and on simulators such as Pokemon Showdown can help as well.

Step 2:
You should familiarize yourself with the information in this Reffing Enclyclopedia. You should be able to use your resources. Use Smogon as your first line of information. Bulbapedia and Veekun can serve as other sources of information, but they are not always as in-depth or accurate as the first two websites mentioned. The Ultra Dex can confirm whether a Pokemon really learns a move or does not in the URPG.

Step 3:
Familiarize yourself with common moves, abilities, and item, and their effects, and the chances of their effects, and how to ref them. Most refs know the following moves, abilities, and items off the top of their head.

Common Moves (grouped by similarity)

Common Abilities
Levitate, Intimidate, Synchronize, Trace, Water Absorb, Volt Absorb, Flash Fire, Motor Drive, Speed Boost, Sand Veil, Snow Cloak, Chlorophyll, Swift Swim, Sturdy, Sheer Force, Poison Point, Flame Body, Static, Sandstream, Snow Warning, Drought, Drizzle, Technician, Serene Grace, Protean

Common Items
Leftovers, Life Orb, Expert Belt, Lum Berry, Choice Scarf, Choice Band, Choice Specs

Step 4:
Try practice reffing by looking at forum battles and seeing if you get the same stats as the ref. You can also see if you get the same thing as the ref in your own battles.

Step 5:
Take the Ref Quiz.

Step 6:
After you pass the Ref Quiz, you can take the Ref Test. In the Ref Test, you will have ref a battle given by a Ref Tester. All you have to do is contact any Ref Tester on Discord to be tested. If you fail the Ref Test, you must wait at least one week (168 hours) before taking it again.

If you have any questions about anything about reffing or becoming a ref, feel free to contact the Head Ref or any of the Senior Refs.


Ref Quiz

Before you are able take the Ref Test, you must pass the Ref Quiz. There are 30 questions on the Ref Quiz. You must answer 18 out of the 25 short answer questions correctly and 3 out of the 5 battle scenarios to pass the Ref Quiz. You are able to use the full-featured ref calculator for the quiz. Once you pass, the Ref Tester will guide you through the answers you did not get. You must PM your answers to an available Ref Tester. It is helpful to also include the questions. He/she will then send you back the answers that are incorrect. You then respond with your revision of those incorrect answers, and keep doing so until you pass. However, you must wait 48 hours before sending a new attempt.
Nobody except a Ref Tester is able to help you on the Ref Quiz, and you are not able to discuss the Ref Quiz with anyone except a Ref Tester. Any questions about it should be done through PM with one of the Ref Testers. The Ref Testers you can PM your answers to are:

Complete each of the following.

  1. An Aegislash in Blade Form with no items or stat changes uses Iron Head on Gliscor. It then uses Flash Cannon on Gliscor. Which move does more damage, and why?
  2. Why would Nidoking’s (with Poison Point) Sludge Bomb do more than Nidoking’s Surf to an Ambipom?
  3. What type of moves are super-effective on Kingdra?
  4. What type of moves are super-effective on Tyranitar?
  5. What is Zoroark’s attack stat after one Nasty Plot?
  6. What is the chance of Sheer Cold hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy+1) Blissey 100% (Evasion+4)
    Hail
  7. What is the chance of Grass Whistle hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy-1) Blissey 100% (Evasion+3)
    Hail
    How would you roll this?
  8. What is the chance of Blizzard hitting Blissey in this scenario:
    Abomasnow 100% (Accuracy-2) Blissey 100% (Evasion+4)
    Hail
  9. List 5 moves that Sucker Punch works against. List 5 moves that Sucker Punch fails against.
  10. Rain and Sunny weather increase the damage of what type of moves, and by how much? What type of moves do they decrease, and by how much?
  11. How do you ref Psyshock?
  12. A Pokemon uses Double-Edge and does 101 damage to the opposing Pokemon. How much HP of recoil does the user of Double-Edge take?
  13. A Pokemon moves second in a turn and uses Reflect. Does that turn count for Reflect’s duration?
  14. At the beginning of a battle, Politoed with Drizzle and Choice Scarf and Ninetales with Drought and Lum Berry are sent out. Write the stats for the battle’s start.
  15. In a double battle, a Pokemon uses Earthquake and hits its partner and both opponents. What base power is used to calculate the damage for each Pokemon hit?
  16. What are the full effects of the Burn status. In what way is it different to the Poison status?
  17. An Eelektross is under the conditions of Taunt. The trainer of that Pokemon chooses to use Coil. How do you ref this?
  18. Describe the move Toxic in detail.
  19. A Pokemon is confused, paralyzed, and attracted. In what order do you roll to see if a Pokemon can get through these effects to move?
  20. How do you roll for a critical hit and how does a critical hit affect the damage done?
  21. If you think a trainer is attempting to use a move he/she has not taught his/her Pokemon, what should you do?
  22. What is Giga Drain’s power in RSE rules of URPG?
  23. Finish this quote from one of the threads: “Referees should be…”
  24. If a Dragon Pokemon uses a 120 power Dragon move, do you need to put 180 as the base power of the move in the reffing calculator to account for STAB?
  25. Does Life Orb, and similar items, increase a move’s base power? If not, what does it increase?

Ref the following like you would as a ref. Call out all attacks. Use the dice rolls that are given, in order. Put in parenthesis what die roll you use for moves and effects. You may or may not end up up using all dice rolls. Example of how to use the rolls.

You are given the dice rolls: 8, 20, 38.

Charmander uses Flamethrower on Clefairy. (roll of 8). Clefairy is burned.
Clefairy uses Sing. (roll of 20) Charmander is put to Sleep.

  1. Gardevoir/Male/Synchronize, Leftovers
    Tyranitar/Female/Sandstream, Rocky Helmet
    Tyranitar 100% (SpAtk+4) Gardevoir 100%
    Sandstorm
    Tyranitar uses Rock Slide
    Gardevoir uses Focus Blast
    Dice rolls: 70, 95, 5, 9, 32, 92, 63
  2. Heracross/Male/Guts, Choice Scarf
    Froslass/Female/Snow Cloak, Life Orb
    Heracross 79.39% (Burn) (Light Screen 3) Froslass 100%
    Hail
    Heracross uses Megahorn
    Froslass uses Blizzard
    Dice rolls: 67, 71, 18, 83, 92What is Megahorn’s chance of hitting?
  3. Sableye/Male/Prankster, Choice Scarf
    Whimsicott/Female/Prankster, Leftovers
    Sableye 50.00% Whimsicott 50.00%
    Sableye uses Trick
    Whimsicott uses Leech Seed
    Dice rolls: 1, 1, 1, 1, 100Is Whimsicott stuck using Leech Seed due to Choice Scarf the next turn?
  4. Mew/Genderless/Synchronize, Air Balloon
    Jolteon/Female/Volt Absorb, Iron Ball
    Mew 75% Jolteon 75.14% MR-3 (Substitute)
    Mew uses Bulldoze.
    Jolteon uses Thunder Wave.
    Dice rolls: 23, 93, 2, 94What are both Pokemon’s speed stats at the end of the turn?
  5. Volcarona/Female/Flame Body, Expert Belt
    Machamp/Male/No Guard, Black Belt
    Volcarona 100% Machamp 100%
    Volcarona uses Hurricane
    Machamp uses Dynamic Punch
    Dice rolls: 13, 56, 29, 93, 83, 53

Logging Battles

When a battle is completed, it needs to be logged in the Referee’s respective reffing thread (log). If the Referee cannot post it, he/she will tell one of the Trainers to post it for him/her. This should only happen if the referee is really unable to log himself/herself.

You can create your own format, but it should be relatively simple to read. The following important information must be stated:

Please note that it is extremely important for a referee to log the actual username of the battler. For example, if the battler is Harry, you have to log it as HKim, and not any other names.

Duplicating Battles
You MAY NOT have one battle and count it as five. This is considered illegal. The Referee must physically ref each battle (even if it’s the same outcome over and over), otherwise it never happened and the people involved will be punished (ranging from warnings to permanent bans) accordingly.

Battle Payments:

Normal Single/Double Battles
2v2: $1,000 / $500
3v3: $1,500 / $500
4v4: $2,500 / $1,000
5v5: $3,500 / $1,500
6v6: $5,000 / $2,500

Gym Battles/Legend Defender Battles
3v3: $2,000 / $500
4v4: $3,000 / $1,000
5v5: $4,000 / $1,500
6v6: $5,500 / $2,500

Special types of battles do not pay by the amount of Pokemon, as stated below

Multi Battles pay half the amount of a regular battle, barring 2v2. The values listed are for each individual battler.

Referees