This page contains resources for learning more about Park Natures and Anime-Style Battling, which includes abilities, moves, and similar mechanics. These will help you role play your Pokémon and their battles in the Park!
Natures
Unlike in the games, natures will not alter your Pokémon’s stats. These are simply guidelines to help you roleplay your Pokémon’s personality in the Park. The way a Pokémon reacts to battles or other situations is dictated by their nature. Remember that Nature is not everything, as creativity/plot/etc can make exceptions for move selections and behavior.
You may freely decide Natures of the Pokémon you bring into the Park on that Pokémon’s first visit. Until a Pokémon is brought into the Park, that Pokémon’s nature may be changed at any time. After it’s been brought into the Park, though, it may not be changed. Pokémon obtained from the Park keep their Ranger-determined nature after they’ve been captured. This means that when you trade a Pokémon that has already visited the Park, or was captured in the Park, it retains its nature. A Pokémon’s Nature can only be changed after it’s been brought to or obtained in the Park by purchasing and using an Aprijuice.
- Adamant (Stubborn): This Pokémon is usually immune to persuasion because its set in its beliefs. It’ll be likely to ignore Encore, Taunt, Follow Me, Covet, Attract, Captivate, and moves of that sort. In fact, it might make this Pokémon more determined if someone uses those moves on it. If it does fall for one of those moves, it probably won’t admit it’s under an attack’s effect and will willingly let itself deeper into the affliction. It’s also likely to ignore the Trainer if the Pokémon feels the Trainer’s suggestion isn’t the best (this could be a possible penalty if the member’s post requires one). This Pokémon isn’t a good team player. It really hates using added moves except for BMs.
- Bashful (Silent and Reserved): This Pokémon will usually obey unless it feels bad for some reason. Either way, it won’t show emotions or complain. However, when disobeying, all this Pokémon will do is retreat or sit there and do nothing. It’s an excellent team player and nice for making combos. It might have preference when using its level up moves or added moves, but it won’t let a Trainer know what it is. Whether it prefers using one or the other is secretly randomized by the Ranger and the Trainer should just pay attention to the way the Pokémon behaves. This could make for a good bonus if the Trainer notices or a penalty if the Trainer doesn’t get it after a few tries.
- Bold (Show off): This Pokémon should be more prone to give everything it’s got, not being afraid of anything, and being risky/accident prone. It might also be likely to run towards incoming attacks to dodge at the last second and strike the opponent head on, so it will not be as likely to dodge. This kind of Pokémon should be a bit more creative when using dangerous surroundings because it has a need to show that it’s brave and daring. It doesn’t mind using its level up moves or BMs, but it loves using the added ones.
- Brave (Courageous): This Pokémon won’t be easily intimidated and won’t back away from a fight. However, it’s not necessarily daring. Just because it’s brave it doesn’t mean it’s dumb or accident prone. However, this Pokémon might have a bit of conflict when its partner or its Trainer cowers or if they don’t believe in this Pokémon’s capabilities. It doesn’t have preference when using its level up moves or added moves.
- Calm (Peaceful and Serene): This Pokémon prefers to dodge moves and attack, dodge and attack, and so on. It also pays attention to strike in a way were it would cause the most effect. Note that this Pokémon will ignore Taunt and is really likely to not fall under the effects of Outrage, Rage, Thrash, and Petal Dance. It’s a good team player and nice for making combos. This Pokémon doesn’t have preference when using its level up moves or added moves, although it prefers to not have to make direct contact.
- Careful (Cautious and Wise): This Pokémon likes to play it defensively and, if possible, wait out the battle. It’s a master of defensive moves, healing moves, or any move that hinders the target’s attack. It enjoys playing ninja with the surroundings. This Pokémon doesn’t like attacking the opponent unless it’s using moves to decrease the target’s power or moves to inflict a status condition. However, it won’t question using damaging moves once it feels safe enough to attack. This Pokémon really dislikes using added damaging moves, including BMs, but it has no problem with its own level up moves and added non-damaging moves.
- Docile (Silent and Obedient): This Pokémon would never disobey its Trainer and will try to please them even when its health won’t allow it. This Pokémon’s Trainer should be considerate and more aware of their Pokémon’s health as it may get itself KO’d while trying to obey. Rangers should be very strict on a Trainer using this Pokémon. Still, it is good for making complex combos. It doesn’t have preference when using its level up moves or added moves.
- Gentle (Peaceful and Kind): This Pokémon prefers to dodge moves and attack lightly, dodge, and attack lightly, and so on. It’s fully aware that the enemy Pokémon is meant to be captured, so it will try its best to not deliver a KO. Note that this Pokémon might ignore Taunt and has a slight chance of not falling under the effects of Outrage, Thrash, and Petal Dance due to its peaceful tendencies. It’s an excellent team player and nice for making combos. This Pokémon prefers weaker moves and may be hesitant to use a more powerful one.
- Hardy (Courageous and Daring): This Pokémon should be more prone to give everything it’s got and not be afraid of anything. It might also be likely to run towards incoming attacks to use those attacks to its advantage somehow, so it might be a bit less likely to dodge. It is probable that this kind of Pokémon will take charge in a tricky situation and show no fear. The actions it takes may work wonderfully or fail miserably due to its risk-taking. It doesn’t have preference when using its level up moves or added moves.
- Hasty (Impatient): This Pokémon prefers straightforward battling and will tend to act on its own if the Trainer commands more than one non-damaging move. It prefers to attack head-on rather than from the distance, and it’s very vengeful on anyone who either hurt it or delayed it. It’ll fall blindly for any Taunts but will ignore completely any Encore on a non-damaging move. This Pokémon does require to be praised by the Trainer for a job well done. It prefers to use level up moves and BMs. It has nothing against added moves, but having it do a level up move instead of an added one is a plausible penalty if one is needed.
- Impish (Mischievous): This Pokémon will get bored and ignore the Trainer if the commands tend to be too straightforward. This Pokémon likes to do really complex combos and loves doing tricky moves. It easily masters non-damaging moves other than Attract, Captivate, Encore, and Charm, and it won’t give its all when doing damaging moves unless it feels that it’s about to give the last blow. It loves the idea of placing the target in an embarrassing scenario. This member should get a good bonus for placing traps or making pranks; suggesting these to the Pokémon should also make it snap out of Taunt and Encore if well thought-out. It doesn’t have preference when using its level up moves or added moves but prefers non-damaging moves over damaging ones.
- Jolly (Happy and High Spirited): This Pokémon is very optimistic and seems to enjoy almost everything. It believes in itself and in others, so it’s a perfect team player. It is a master of charming moves (Attract, Captivate, Charm, Tickle, etc), and it’s hard to bring this Pokémon’s spirit down. However, this Pokémon might be really sensitive to what its own Trainer has to say. It doesn’t require cheering, but cheering for it wouldn’t hurt either. This Pokémon is likely to make friends with the wild Pokémon, even while in battle, so asking it to hurt a wild Pokémon too much might cause it to hesitate. This Pokémon tends to be very aware of others’ capabilities so it’s very unlikely for it to KO a wild Pokémon. It doesn’t have preference when using its level up moves or added moves.
- Lax (Lazy, Doesn’t feel anxiety or worry): This Pokémon isn’t good for making combos. It’ll probably just do the first attack it’s told if it thinks the combo is too complex for it. It’ll be very unlikely to fall for Encore, Taunt, Follow Me, Covet, Captivate, Attract and moves of that sort. Sleep moves will work well on this Pokémon. It won’t give its best all the time as it’s not that motivated. It’ll respond better if the Trainer offers a reward for a job well done. Be warned, this Pokémon is completely vengeful about having its rest and relaxation be disturbed. It’ll act viciously to whatever or whoever is responsible for disturbing it. It really hates to use added moves except for BMs.
- Lonely (Sad without companionship): This Pokémon requires support from its Trainer. It’s likely to do better if the Trainer cheers for it and to be careless if the Trainer remains silent. It should do great when teamed with another Pokémon and give its all when helped by a team move such as Helping Hand, Acupressure, Follow Me, etc. It should refuse to battle if it somehow feels betrayed by its partner or Trainer. It prefers using its level up moves rather than the added ones, but it will attempt one or two added moves in a battle.
- Mild (Peaceful and Easy-going): This Pokémon’s level of obedience is very good, although it will dramatically drop if the Trainer acts harshly in any way, including towards the opponent. It loves to get encouraged by the Trainer, but it tends to be afraid of hurting the target too bad. This Pokémon does perform combos excellently and is compatible to team with any other nature. It doesn’t have preference when using its level up moves or added moves.
- Modest (Humble and Moderate): This Pokémon will refuse to do Contest-Styled battling or show off in any way. It prefers everything simple and well-balanced. Because of that, this Pokémon does not need a lot of praise, since it’s fairly confident in its skills. In fact, too much praise might fluster or embarrass this Pokémon and make it mess up or refuse to act. It also doesn’t like people or Pokémon who boast too much and may attack them first if it has multiple options. It likes battles to have little to no tricks and to use mainly level up moves and BMs.
- Naive (Inexperienced and Trusting): This Pokémon is usually obedient, but it’s not so good at making combos. When commanded to do combos, it might skip the non-damaging moves or any move in the combo the Pokémon doesn’t really see the point in using. However, it’s perfect for two-on-two battles, as it’ll play along with whatever its partner starts. Also, this Pokémon will hardly ever fall for Taunt, Covet, Attract, Encore, Charm, Captivate, Fake Tears, and moves of the sort, as it doesn’t understand them. On top of that, even when sick or tired, this Pokémon will give it its best shot as it’ll still expect its moves to be at full power—a Trainer should watch out for this. This Pokémon requires lots of encouragement and coaching from its Trainer because at times it might even forget it’s in a battle or will allow the opponent to get too close as it tends not to expect attacks. It uses BMs and level up moves best, but it doesn’t have preference when using its level up moves or other added moves.
- Naughty (Badly Behaved and Mildly Indecent): This Pokémon will be prone to disobey the Trainer (as a penalty) or it will aim at the target’s face, behind, and possibly at the target’s mouth if it’s opened. The Trainer could get creative by treating this Pokémon as a child and/or using reverse psychology on it, since asking it to do nicer things might not go over well. A Trainer also has to watch out for it being too mean to others. This Pokémon might be hard to deal with, so Rangers should go easy on a Trainer using one. It doesn’t have preference when using its level up moves or added moves.
- Quiet (Silent and Shy): This Pokémon won’t dare show off, and it doesn’t do combos at all. It prefers to attack from the distance, but it won’t panic when facing an incoming Pokémon. Instead, it’ll flinch, use Teleport, use a move that’s altered if the user is attacked (Counter, Destiny Bond, Avalanche, etc.), or on rare occasions it might use Roar or Whirlwind. The Trainer must keep this Pokémon on its toes to keep that from happening. One thing to note about Quiet Pokémon is that they are always paying attention to everything and are really focused during the battle. They will study the opposing Pokémon and tend to always aim at whatever seems to be the Pokémon’s weak spot (“It’s always the quiet ones”). Still, when attacking from the distance, this Pokémon is extremely cautious and is very likely to dodge most attacks. It does not like company, but it won’t complain about it either. It doesn’t enjoy using added moves, including BMs.
- Quirky (Eccentric, Original, and Unpredictable): This Pokémon loves using moves such as Metronome, Sleep Talk, and Assist. It’s very dedicated when it comes to using moves that have no STAB bonus. It’ll always try do something odd when attacking, usually involving the weather and the surroundings; something that a normal Pokémon wouldn’t do in a battle. But make no mistake, this Pokémon is fully aware of what’s going on, usually, and is likely to dodge incoming attacks. The enemy Pokémon is often caught off-guard by this Pokémon’s weird ways. This Pokémon prefers to use added moves, including BMs, and dislikes using level up moves.
- Relaxed (Does not feel anxiety or worry): This Pokémon isn’t good for making complex combos. It’ll probably just do the first attack it’s told if it thinks the combo is too complex for it. It’ll be very unlikely to fall for Encore, Taunt, Follow Me, Covet, Captivate and moves of that sort (except maybe Attract). It will also be likely to ignore Worry Seed, and it’s pretty rare to see this type of Pokémon fretting about anything. The Pokémon will ignore the Trainer if the Trainer puts too much pressure on it. It doesn’t have preference when using its level up moves or added moves.
- Rash (Impulsive and Reckless): This Pokémon prefers straightforward battling and will act on its own if the Trainer commands a non-damaging move. It prefers to attack head-on rather than from the distance, and it’s very determined to knock out its target. The Trainer must be firm with this Pokémon as they won’t get a chance to capture the target Pokémon if it does get KO’d. This type of Pokémon will fall blindly for any Taunts, since it’s basically self-taunted to begin with, but will ignore completely any Encore on a non-damaging move. This Pokémon does not require cheering or praises of any kind. It prefers to use level up moves and BMs. It has nothing against added moves, but having it do a level up move instead of an added one is a plausible penalty if one is needed.
- Sassy (Lively, Stylish, and Disrespectful): This Pokémon just loves to strut, and it demands Contest-Styled battling. It craves attention and is a master of moves like Fake Tears, Charm, Attract, and Captivate. If this Pokémon doesn’t think the Trainer is helping it to show off while battling, it might just stand there and strike a pose. Still, wild Pokémon are likely to become puzzled and get caught completely off-guard when facing a Pokémon like this one. It’s a bad team player unless the partner helps to make this Pokémon look better, but it’s excellent for making complex combos. This Pokémon has no preference when using its level up moves or added moves.
- Serious (Dedicated, Humorless): This Pokémon will always obey if the Trainer acts serious as well. With this Pokémon, it’s better for it and the Trainer to be on the same page at all times as it might become puzzled if the Trainer suggests something it doesn’t expect. This Pokémon doesn’t like overdoing anything, but it will always give its best. Since this Pokémon is completely self-aware, it won’t try to do anything it can’t do, and it will become mad if the Trainer insists on something it doesn’t want to do. This Pokémon is likely to ignore Attract, Captivate, Charm, and Encore, as well as being likely to ignore the secondary effects of Outrage, Thrash, and Petal Dance. Its ability to be a team player depends on how compatible it is with the partner’s personality. It doesn’t have a preference when it comes to added moves or level up moves.
- Timid (Shy): This Pokémon won’t dare show off and it doesn’t do combos at all. It prefers to attack from the distance. If a wild Pokémon gets too close, this Pokémon will probably panic and attack the incoming Pokémon with more force than if the target were further away. However, this Pokémon is extremely cautious and very likely to dodge most attacks. Since this Pokémon doesn’t like battling much, it’ll perform moves that will get it outside of battle (Baton Pass, Explosion/Self-destruct, Memento, U-turn, etc) better than any other moves. It’s a plausible penalty for this Pokémon to use moves like those if it gets too scared. This Pokémon does not like company and won’t do well when partnered. It doesn’t enjoy using added moves, including BMs.
Anime Realism
Battling in the Park isn’t bound to the same rules of the game! You’re free to be as creative as you wish with how you use and combine moves. When thinking about how to respond to an attack or a Pokémon, consider a few things:
- How does my Pokémon’s nature usually respond to this attack? Read above in the “natures” section to review this. This usually gives you cool ideas to creatively use moves!
- How can I use the other Pokémon’s move against it? If the Pokémon has attacked with a powerful move, try to find a way to interact with that! Would Reflecting a Fire Blast back at an opponent help you here? Experiment with different ways to potentially counter moves used against you within reason.
- How is the move used in the anime? A great resource for quickly checking this is Bulbapedia’s move list. On each move’s page, it has listed instances and usually images/descriptions of every time the move has been used in the anime (under “In the anime”). Sometimes, the move is used differently by different Pokémon, like Iron Head. Remember, you’re not restricted to these; if you can rationalize why a move could logically work another way, you are completely allowed and encouraged to do so!
- How could I combine moves to help my situation? Look carefully at what your moves Pokémon knows, and try to see what might go well together. Try to think of moves you can realistically use at the same time, or in rapid succession. Invent new ways for these moves to interact! Just remember that it’s usually ill-advised to try to do too many moves in one post. You still need to give the Ranger the ability to let a Pokémon take a hit or respond to an attack!
- What is the terrain around me like? Try to think of how you can either use the terrain to your advantage or to your opponent’s disadvantage. Just remember to be careful about not permanently damaging the Park. If you have questions about your surroundings, feel free to ask your Ranger for details.
Remember: feel free to take risks when you’re being creative! Not only does creative choices in the Park boost your quality, but it also keeps the run entertaining for your Ranger!
These are some fun facts that are not applied in the video games, but that both Rangers and Trainers must be aware of, as they will apply to the National Park:
- Grass-types become immune to electricity when touching the floor/ground and lose this immunity if they are not touching it.
- Using a physical Steel-type move on the floor will give temporary immunity to electricity for the duration of the attack.
- Some Pokémon can fly or levitate without being Flying-types or having the Levitate ability, so they are not affected by most ground type moves.
- Some Ground moves are able to fly up and don’t just affect the earth’s surface—therefore able to hit fliers and levitators.
- Some Pokémon can feel vibrations or sense presences.
- Some Pokémon have natural poisons or stinks not mentioned in the games.
- Many Poison-type moves are flammable.
- If Pokémon other than Cubone and Marowak attempt a bone-related move, the bone materializes in the Pokémon’s hand for the duration of the attack.
- Sun related moves will work just as well with the Moon.
- Being wet eliminates the Ground-type’s immunity to Electric attacks. (Does not apply to Water/Ground type Pokémon.)
Hidden Machines (HMs):
HMs work the same as they do in the games for the most part. They are useful for easily navigating obstacles and terrain. Thematically, though, many HMs (and other moves) are also things that Pokémon can also realistically already do thanks to their typing anatomy. However, here are a few things to be aware of when using them or trying to do similar actions without them:
- Cut: A Pokémon can slash or hack through smaller foliage with ease if their anatomy or other moves make it reasonable, but without the HM, they wouldn’t be able to, for example, Cut through thicker or sturdier growth like trees.
- Fly: Pokémon such as Flying types, other Pokémon with wings, and levitating Pokémon can thematically fly or levitate on their own without needing this HM. However, this HM trains them for carrying passengers as they do so. To be able to fly/levitate and carry passengers without getting tired, Pokémon need this HM. Otherwise, they cannot travel very high, far, or for very long with you without being completely exhausted.
- Surf: The above logic of Fly applies to this, also. Water types and similar Pokémon can often surf or travel on the water without this HM, but to do so while carrying passengers without getting tired, they require this HM.
- Dive: Once again, the logic of Fly and Surf applies to Dive. Aquatic Pokemon can often dive deep underwater for longer amounts of time than the average creature, and those which are shown to have gills, or would plausibly have them, can stay underwater indefinitely. However, in order to carry a passenger with them underwater without becoming exhausted or potentially losing their passenger, they require HM Dive. Furthermore, Pokemon that cannot otherwise breathe underwater require HM Dive to remain underwater for prolonged periods of time.
- Rock Smash: As in the games, this move makes a Pokemon particularly efficient at smashing things, even things other than rocks. Who knows what Pokemon love to hide behind or beneath smashable things?
- Strength: Fighting and similar types often have superhuman strength that would allow them to move boulders and similar obstacles of their own accord. Without the HM, though, Pokémon doing this will work more slowly and expend more energy clearing obstacles that require heavy lifting or shoving.
- Flash: Bright flashes can be created by other means to blind a Pokémon for a moment or two. HM Flash techniques differ in that their blinding stun lasts several seconds, and even more if a Pokémon is light-sensitive for any reason! The lingering brilliance of an HM Flash will make the enemy Pokémon more likely to miss their moves, and will also illuminate the area for much longer, unlike Flashes done by other means.
- Whirlpool: HM Whirlpools are more vicious and long-lasting than other created whirlpools. Their ferocity exhausts Water types trapped in them for much longer, and they are much more difficult to break free of.
- Waterfall: Some high-quality circumstances may allow a Pokémon to find a way to surge up a waterfall’s power, but without it, the Pokémon cannot carry Trainers at all as it does so.
- Defog: HM Defog banishes lightweight obstacles much further away than other means, and will also keep persistent weather like fog more firmly at bay.
- Rock Climb: Without HM Rock Climb, it becomes extraordinarily difficult for most Pokémon to carry passengers while climbing steep terrain. Those with HM Rock Climb can not only climb more quickly, but can also carry passengers while doing so.
Note that, as with all things in the Park, the consequences/effectiveness of the above actions can always change! Consistently high quality may let you get by without an HM for longer, while consistently low quality may lessen the effects of an HM.
Status Conditions
A Ranger determines if a status is inflicted with the same parameters as damage, ie, quality and creativeness.
- Burn:
- The Pokémon will get a burn, which will hurt the Pokémon and affect its performance depending on the location and severity of the burn. The Pokémon is damaged the longer the battle progresses.
- Frozen:
- A Frozen Pokémon can’t move unless it uses a Flame Wheel, Sacred Fire, or a strong move that might help it struggle out of the ice. It will thaw eventually, and the ice surrounding it will provide protection for some moves. Using fire moves on a frozen Pokémon will thaw it out.
- Paralyze:
- A paralyzed Pokémon’s speed is lowered dramatically as it stings for the Pokémon to move—to the point where it might not move at all.
- Poison:
- A Poisoned Pokémon’s health and performance will decrease over time. Poison and Steel-type Pokémon cannot be poisoned except for under special circumstances, like the Corrosion ability.
- Toxic:
- An intoxicated Pokémon is actually severely sick. It’ll get a fever, and its health and performance will decrease dramatically as the battle progresses, to the point where it might get confused and eventually faint. Poisoned status condition gets overwritten by Toxic.
- Determining damage from Toxic:
- An intoxicated (also called Toxic’d) Pokémon takes increasing damage every turn, according to the Ranger’s judgment. In game, this rate is -6.25% multiplied by how many turns have gone on, but this is not strictly necessary. If the battle goes on too long, the Pokémon can faint and wild ones can’t be captured.
- Sleep:
- A sleeping Pokémon will not move unless it’s using Snore, Sleep Talk, or unless the Pokémon can move naturally in its sleep. It’ll eventually wake up.
- Confusion:
- A confused Pokémon might attack the wrong target, use the wrong moves, act randomly, hit itself against something, or there’s the chance that it might obey. Confusion does wear off eventually, and it can also be cured by returning the Pokémon to its Pokeball.
- Attraction:
- An attracted Pokémon might refuse to attack the target, and it’ll probably act nicely towards the target depending on its nature. A Pokémon can only Attract, or be attracted, by its opposite gender, Ditto, or genderless Pokémon of the same type.
Having More Than One Major Status Condition:
A Pokémon can be confused and attracted at the same time, but they can also have two major status conditions (Sleep, Burn, Freeze, Poison/Toxic, Paralyze) at the same time, on top of confusion and attraction. The Trainer’s efforts will determine if two major conditions exist on any given Pokémon at any given time. Note that Toxic will overwrite poison so it will still be one condition.
Pokémon Abilities
These are the Pokémon Abilities that are slightly modified for anime style. If the Ability isn’t listed, it works like in game.
Adaptability – Moves matching the this Pokémon’s type will be more powerful and better performed.
Analytic – This Pokémon is cautious and tends to let the foe attack first so it can plan its own attacks more efficiently.
Anger Point – When hit on a weak spot, Pokémon will become angry and strike with greater force than normal.
Anticipation – This Pokémon can feel danger coming its way.
Battle Armor – This Pokémon’s armor decreases damage and has no weak spots.
Cheek Pouch – This Pokemon restores 15% HP if an Apricorn is successfully found (only when out of ball).
Color Change – This Pokémon is able to become invisible except for any markings the Pokémon has.
Compoundeyes – This Pokémon’s sight is a lot better than that of other Pokémon, even during the night, giving this Pokémon enhanced accuracy.
Dry Skin – This Pokémon is refreshed by rain and water, but it can’t stand heat or strong sunlight.
Forewarn – The Pokémon may sense what might happen next.
Friend Guard – This Pokémon cares more for its allies than itself, so in during battle it will guard them to reduce the amount of damage they take.
Frisk – This Pokemon will be very attentive to detail and has an extra chance to find an Apricorn after a battle. The odds of finding an Apricorn are increased to 30%.
Gluttony – This Pokémon will eat anything edible, and if it finds Berries, will eat them at 75% health. When it sees or smells food, this Pokémon will do anything it can to reach it.
Grass Pelt – This Pokémon can blend into grassy areas.
Guts – This Pokémon will fight harder when suffering from a status condition.
Harvest – This Pokemon raises the rate of finding an Apricorn to 30% after a battle.
Healer – This Pokémon hates seeing teammates suffer, so in battle it may attempt to heal the status conditions of its allies.
Honey Gather – The Pokémon might be able to find Honey when out of the Pokeball. (Only 3 times per Park visit. 50% rate)
Intimidate – This Pokémon’s behavior or appearance may cause opponents to hesitate to attack.
Klutz – This Pokémon is extremely accident-prone and uncoordinated. It has a big problem with even simple combos, and may often trip and/or fall.
Magician – This Pokemon has a knack for finding Apricorns on the ground. The odds of finding an Apricorn are increased to 30%.
Moxie – This Pokémon is not likely to be discouraged.
Mummy – This Pokémon wraps foes who Physically attack it in bandages that change the attacker’s Ability to Mummy.
No Guard – This Pokémon will always battle as close to the opponent as possible to maximize accuracy and even be able to strike through Protect and Detect from time to time. (Certain Pokémon may not apply this Ability due to their nature)
Pickup – This Pokemon has a knack for finding Apricorns on the ground. The odds of finding an Apricorn are increased to 30%.
Pressure – The enemy Pokémon must put out a bit more effort when striking this Pokémon and makes it hard to use the same move more than once per battle.
Reckless – Pokémon will try to hit hard regardless of the consequences.
Rivalry – The Pokémon will try its best to get rid of other Pokémon of the same gender, but it will be shy when facing Pokémon of the opposite gender.
Run Away – This Pokémon grants an extra 10% chance to successfully run from an encounter .
Shell Armor – This Pokémon’s armor decreases damage and has no weak spots.
Shield Dust – This Pokémon creates dust when being attacked that slightly reduces the power of incoming attacks and negates added effects.
Sniper – This Pokémon always tries to inspect the target for weak spots and attempts to hit them harder than usual.
Solid Rock – This Pokémon’s body is very hard, decreasing the damage of super-effective moves by 25% and also slightly lowering the damage of all other moves.
Stench – This Pokémon’s odor will bother all Pokémon who can smell it or who aren’t used to that smell. Useful during battle, but it will also repel wild Pokémon.
Sticky Hold – This Pokémon’s grip is extremely hard to break, no matter what it is holding.
Suction Cups – This Pokémon has suction cups which it may use to hang on to anything, including the ground.
Symbiosis – This Pokémon is naturally friendly and helpful toward all Pokémon.
Truant – This Pokémon’s Nature becomes Lax as long as it has this Ability.
Unburden – When this Pokémon uses a healing move, its speed raises.
Unnerve – This Pokémon makes its foes uneasy.
Wonder Guard – This Pokémon takes only a very small amount of damage from any move that is not super-effective, but super-effective moves will knock it out in one hit.
Anime-Style Moves
Here are some moves that are different in the anime than in the video games:
Aromatherapy: Only Pokémon that are near the user will be affected by this move. Those affected will have their status restored, and they will get a small energy boost. The energy boost is just a burst of energy; it does not restore HP.
Assist: The user randomly uses a move known by one of the other Pokémon brought into the Park by the Trainer.
Astonish: It’s not a Physical move and it doesn’t require contact. The user just shouts in a frightening ghostly way while its face just morphs, stretches, darkens, and overall it becomes so scary the opponent flinches.
Attract: This condition remains on the targeted Pokémon, regardless of post quality, until the user or the affected Pokémon leave battle.
Barrier: Creates an invisible wall that shields the user. However, the wall will remain in place, so it doesn’t protect the user if the attack goes around the wall or if the user moves from behind the wall’s protection. The wall doesn’t disappear until the user faints though.
Confuse Ray: It travels within a second to nearby targets when on land. However, when underwater, it slowly spreads through the water like ink. It still does confuse with very high accuracy.
Confusion: The Pokémon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn’t last forever, but it may cause the opponent to become confused once it ends.
Counter: It’s type equals that of the attack being reflected.
Destiny Bond: This move’s effects fade away at the end of the second post it was used in. If a wild Pokémon uses this move, it will fade away at the end of the Ranger’s second post. If a Trainer’s Pokémon uses it, it will fade away at the end of the Trainer’s second post.
Detect: It doesn’t create a barrier. The Pokémon just senses the opponent’s attack and dodges it.
Disable: The opponent becomes unable to move as long as the user is able to focus enough to maintain this attack.
Double Team: The user creates copies of itself. These copies can either be simple illusions or they can be like clones which can also move and attack. Creating the ones who can attack, however, will also drain a lot of energy from the user.
Dragon Rage: It’s actually a Dragon-type Flamethrower that doesn’t always deliver 40 points of damage
Fire Spin: The user creates a fire twister to trap the target in it. If successful, even though its base power is 15, it’ll do continuous damage so it can strike as a Flamethrower or even better depending on how it was performed.
Fissure: In the National Park, Fissure is not a one-hit-kill move—it’s just a really strong Earthquake. It’s also particularly effective in changing the landscape. Be careful, as damaging the Park too much can get a Trainer in trouble.
Focus Punch: The user’s fists begin to glow, but the user doesn’t wait for the target to make a move. The user just charges towards the opponent to strike. The move fails if the user gets hit before it can strike.
Future Sight: In the user’s second post, the user can avoid an attack, counter an attack, or launch an offensive attack. Depending on the user’s post quality, two or three of these actions can be performed.
Glare: The user’s eyes begin to glow yellow as it stares at the target. It inflicts the paralysis status condition on the target only for as long as the user keeps staring and is able to focus this attack.
Guillotine: The Guillotine takes on the form of a large, white, slashing light emanated by the Pokémon’s claw. It doesn’t cause a Pokémon to faint instantly; it’s more like a very strong Slash.
Hail: It can either summon snow storms or hail storms. Either one will activate abilities that activate during Hail.
Happy Hour: Can be used when taking a picture to double that picture’s value. Can only be used once per run.
Haze: The user creates a cold, dark smokescreen. It will still remove all stat modifications.
Heal Bell: It requires the user to be near the target(s). It’ll heal scars, status conditions, and a bit of health. In addition to that, it soothes those who can hear it.
Hidden Power: This move’s type is randomly rolled for use in the Park. If the Pokémon is caught, the Trainer must have its type rolled by an Official or Moderator.
Horn Drill: It’s obviously stronger than a Horn Attack, but doesn’t knock out the target in one hit even if it connects.
Ice Fang: The user can shoot ice rays out of its fangs that doesn’t require contact at all. Conversely, this can also be used as an icy biting attack.
Light Screen: It does create a protective barrier for special moves, but the barrier vanishes as soon as the user performs another move. Alternatively, this move can also create five panels that wear out over time.
Magical Leaf: The user fires colorful leaves at the target. These leaves will go wherever the user wants them to—until they hit something or until the user becomes unable to focus on them; whichever comes first.
Meditate: While it does increase attack power, the Pokémon also levitates while using this move.
Mimic: This move randomly copies one of the wild Pokémon’s moves and keeps it until the user is recalled or the battle ends.
Mirror Coat: It’s type equals that of the attack being reflected.
Mirror Move: The user copies the last move used against it, even if the attack didn’t hit.
Perish Song: This doesn’t knock out every Pokémon on the field in 3 turns. The song just delivers heavy damage and a lot of pain to the performer and any Pokémon who hears it. It requires for the user to keep singing if the Trainer wants both Pokémon to faint. If the user stops singing, the song’s effect stops.
Petal Dance: It can be used once without the user throwing a tantrum. The problem may come if the user is told to use it more than once.
Protect: While Protect does work just like in the games, it doesn’t prevent the opponent from receiving recoil damage from their own moves.
Psychic: The Pokémon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn’t last forever, but it lasts longer than Confusion, and it may cause the opponent to become more sensitive to special attacks.
Psywave: The user creates a ring of psychic energy and shoots it at the target. The power of this move is still random.
Reflect: It does create a protective barrier for physical moves, but the barrier vanishes as soon as the user performs another move. Alternatively, this move can also create five panels that wear out over time.
Rest: The Pokémon goes to sleep, but its Health remains the same while it sleeps. The opponent must try to do as much damage as needed to the sleeping Pokémon because once the user wakes up, it’ll be a full Health.
Roar: The Pokémon lets out a loud bellow that can startle a foe and interrupt a move. This does not automatically scare away a wild Pokémon.
Rock Tomb: Rocks come out of the ground and hold the target in place.
Rototiller: After a battle, a Pokemon can use this to have an extra chance at finding an Apricorn. This means you can potentially find two Apricorns if both attempts are successful.
Sandstorm: It can summon sandstorms, but it can also be used as a Ground-type Twister which won’t alter the weather.
Sand Tomb: The user spins around on the ground creating a swirling sand pit trap. The user remains in the center/bottom of the sand pit. Any Pokémon caught in this trap will slowly sink into it while being dragged towards the user Pokémon.
Safeguard: The user creates a force field that weakens attacks slightly, eliminating any possible status condition they may inflict. Physical items cannot get into the Safeguard (such as natural falling rocks), but a Pokémon might be able to enter it with a well-performed attack. Safeguard does require for the user focus on it a bit, but it still allows the user to multitask.
Secret Power: While this move’s power and effects are still the same in anime style, this move can be used as a physical move and make contact or as a special move and not make contact at all. It all depends on how the trainer describes the way Secret Power is being performed.
Shadow Punch: The user punches at the target from a distance. Shadow fists will be shot out of the user’s punches to try to strike the target.
Sonicboom: It doesn’t always do 40 points of damage. Its damage and uses depends on how the Pokémon performs it. It can be a strong move, but, it all depends on the Trainer’s quality and the Ranger’s judgment.
Spikes: The user shoots spikes all around. They may hurt any Pokémon that steps on them, no matter which team they are from or how they stepped on the spikes.
Spite: The user becomes spiteful towards the target and makes it harder for it to perform the last move it used.
Sweet Kiss: The user creates pink hearts that will confuse anyone who touches them.
Tail Whip: In addition to possibly dropping the target’s defense, it acts like a whip, so it will do a bit of damage.
Teeter Dance: The user dances a misbalanced Hawaiian Hula Dance. Everyone around will be forced to dance in the same way, including the Trainer if they or the Pokémon weren’t careful.
Teleport: It doesn’t necessarily teleport the user and its Trainer away from battle. The Pokémon can just use it to dodge or teleport to a more strategic spot.
Toxic Spikes: Judging from how Spikes work, these spikes shot by the user may hurt any Pokémon that steps on them, including poisoning them, no matter which team they are from or how they stepped on the spikes.
Transform: In addition to how Transform works in the video games, the user may also choose to transform into anything it sees, including plants, items, humans, etc. Also, a Pokémon may use Transform even if the Pokémon it transformed into doesn’t know that move.
Whirlwind: This move can be used as a Flying-type Twister. It does not automatically scare away a wild Pokémon.
Yawn: The user spits out a big, slow-moving, pink bubble that puts anyone to sleep on contact.
Zen Headbutt: The user attempts a headbutt that shoots out psychic waves. These waves may flinch the target before Zen Headbutt strikes and not after.