>>53966168Moves
>LogjamGrass/Physical/100bp/90% acc
Splinters a large log over the heads of all Pokémon in play, leaving pieces of timber around the battlefield. Deals damage to all Pokemon and prevents switching out.
>Spear SpireRock/Physical/120bp/80% acc
Shoots a huge stalagmite out of the ground, spearing the target. Misses against airborne targets always. Has a high crit chance.
>UndertowWater/Status
Creates a backflowing current on the target side of the field, lowering their teams speed by half for the next five turns (opposite Tailwind)
>Depth ChargeWater/Physical/60bp
Dashes towards the opponent in a cascade of water, even dealing damage if they are switching out. If this catches a target switching out, this deals double damage. Can also hit diving and digging targets.
>Grisly GripGhost/Physical/25bp/70% acc
Uses a spectral hand to grab the opponent, squeezing them and dealing damage. The affected target is now forced to act second as long as the user is still in play.
>Faerie FireFairy/Status/80% acc
Confounds the target with a whimsical flame. Causes Burn but halves SpAtt instead of Att (if Frostbite comes back, then this move can lower SpDef instead)
>Fairy RingFairy/Status
Creates a protective ring of magical mushrooms around the user and their ally. The user's team recovers 1/16 HP at the end of each turn for the next five turns. This effect is treated like a Terrain and can be removed by moves or abilities that remove terrains. However, it cannot be removed by activating a terrain since it is only treated like one but is not actually one. It can also be removed using the same methods to remove hazards.
Abilities
>Phantom LimbThis Pokémon has access to a limb that does not physically exist, allowing it to hit one more time with kicking or punching moves
>Muscle MemoryIf this Pokémon uses a physical move on consecutive turns, it will only consume PP on the first use.
>ReaperThis Pokémon is especially good at damaging Ghosts