Quoted By:
>Unfinished Business, Ghost, 70bp, physical
Damage increases by 20bp for each KO'd member of your party (animation can even show a cool "spirit image" of one of your KO'd Pokémon)
>Impulse, Electric, 40bp, phys, +1 priority
The Electric Quick Attack
>Power Surge, Electric, 130bp, special
Similar to Burn Up, makes the user typeless after using. Could you imagine M-Manec using this thing? Absolutely disgusting
>Leaf Boomerang, Grass, 50bp, phys
Tosses a sharp leaf that hits the opponent 2x (Shiftry and Tropius might like this?)
>Brambles, Grass, status
Sets up a hazard that snares the next Pokémon to switch in, trapping them and then removing the hazard. During Grassy Terrain, this also deals 1/8 HP damage to the captured Pokémon like other trapping moves. Grass and Fire-types remove this hazard; Ghost-types just aren't effected
>Blight, Bug, 70bp, special
Deals damage to all Pokémon on the field, and then removes whatever terrain is active (could be learned by most "pest" Pokémon, not just bugs)
>Rain Flush, Water, 80bp, special
Hits all Pokémon on the field, and then clears whatever weather is currently active
>Hard Sleet, Ice, 80bp, special
Hits all Pokémon the field. Damage doubles if Hail is active.
>Petrify, Rock, status
Turns the target into a pure Rock-type
>Blink, Psychic, status, +3 priority
If the user is targeted by any attacking moves this turn, they avoid the attack and gain +1 Speed
>Clothesline, Fighting, 70bp, phys, +3 priority
If any the user is targeted by a priority attack, this move goes first and cancels the opponent's attack. Otherwise this attack has no effect.
>Lights-Out, Fighting, 70bp, physical
Deals double damage if the target is below 50% HP