Cheap Shot- The user distracts the foe, then attacks them in a weak spot. Always lands a critical hit. Power of 60 and is physical. Dark Type
Chest Charge- (Thundorilla’s signature move) The user bangs ’s battery like chest to generate electricity.Its attack by 2 stages and doubles the power of any electric move it uses. Electric Type
Cursed Laughter- (Colurror’s signature move) The user lets a belting laughter filled with cursed energy that lingers in the opponent’s head. The laugh is so menacing that it drives the opponent insane. This move does 1/4 damage to the opponent’s health each turn and also causes the opponent to be confused. Power of 60 and is special. Ghost Type
Fusillade- The user fires a salvo of small metal chunks at the target, striking two to five times in a row. Power of 20 and is physical. Steel Type
Germinate- (Exploak’s signature move) The user spreads seeds around the target. If the target gets hit by any damaging Water type move (also including Rain Dance and Soak), the target then gets by a sprouting tree from underneath. It has a power of 130 and is physical. Grass Type.
Impression- (Chatot and Vocalyre’s signature move) The user generates a random sound from it’s voicebox. This move can select any sound-based move. Status move. Normal Type.
Love Crush- The user drops onto the target with its full body weight and crushes it. Does double damage if the user is infatuated. However, if the user is infatuated, it will snap out of it after the attack is done. Power of 70 and is physical. Fairy Type.
Molt- The user sheds it’s feathers to cure any bad status it’s suffering from. Cures the user of any status besides sleep. Status move. Flying Type.
Polter Prank- The user levitates the foe’s item with it’s ghostly power. As soon as the juggling act is finished the item lands on the target's head, possibly causing some side effects depending on the items dropped. Power of 50 usually but sometimes has different effects such as Toxic Orb poisoning the target, Flame Orb burning the target, Kings Rock flinching the target and Iron Ball doing 120 damage. Physical move and is Ghost Type.
Recharge- The user recharges ions and cells in it’s body to replenish it’s health. This move recovers 50% of the user’s health. Status move. Electric Type.
Squall- The user whips up a sharp wind from it’s wings, so strong that it blows the target away and drags out another party member. In the wild, the battle just ends. Power of 60 and is special. Flying Type.
Tail Lariat- (Jinno’s signature move) The user gets in close to its target and swiftly spins his tail around in a circle to strike anything in the vicinity. The force created from this rapid spinning can repel anything close to it. This move does 80 damage, hits both targets and can remove entry hazards. Physical and Normal Type.
Thunder Hammer- The user swings and hits the target with it’s strong, electrified limb. It has a 10% chance of flinching and a 10% chance of paralyzing. Power of 100 and is physical. Electric Type.
Vanish- The user melts into the shadows and disappears, avoiding all harm. The user is removed from play until the end of the turn. It takes no damage and avoids move effects from almost all sources (barring the exceptions noted below), including end-of-turn damage from weather. Status conditions are still applied. This move will fail if it is selected twice in a row and will cause moves such as Protect, Detect, and Spiky Shield to fail the next turn. Dark Type.