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Counter Barrage
>Normal
>Status
>5 PP
>+1 Priority
Works like Bide, but the user bides for 3 turns instead of 2 and cannot switch out during the move. ANY moves that have hit and targeted the user (status moves included, and beyond that stage hazards count because they target the entire enemy field) will all be used at once by the user once it "releases its energy."
>All moves bypass accuracy check
>Damage-Dealing moves hit for 1.5x their power
>The Random Damage Modifier of the move depends on what it was when it hit the user
>Whether the move is a Critical hit depends on whether it was when it hit the user
>If an added effect of a damage-dealing move occurred when hitting the user, it will occur when Counter Barraged, but if it didn't, then it won't
>ALL positive damage modifiers, stat boosts included, from when the move was used will be carried over to the Counter Barrage. Opponents stat boosts can stack with the user's
Basically, an upgraded version of Bide at the expense of being a sitting Psyduck for longer.
Flash Mob
>40 PP
>Status
Puts all Pokémon in the battle, user included, in a volatile "dancing" status for 4 turns. While dancing, the Pokémon cannot use moves, cannot take damage, or be switched out for any reason. Also, every Pokémon has a unique dancing animation, and the battle music changes while dancing.
It's an event-exclusive move