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Tag Out (Normal, Status) [Acc: --, PP: 40] The user switches out with a party pokemon in waiting, protecting them from the foe's attack.
>Allows safe switch-in. Pursuit still hurts the user. The switched-in pokemon is still damaged by hazards, and will still be effected by status moves.
Hold Fast (Normal, Status) [Acc: --, PP: 15]: The user digs in to avoid being forced out of battle by a foe's attack. A dug-in foe cannot flinch.
>Please note that the "avoid being forced out of battle" effect is on a per-turn basis. Whirlwind will hit you next turn unless you Hold Fast again. However, Hold Fast once, and you won't flinch as long as you're on the field.
Quash (Dark, Status) [Acc: --, PP: 15]: The user suppresses the target to suppress its priority moves for four turns. It also makes the foe go last that turn.
>I know this move already exists. It's a buff. It doesn't disable the foe's priority moves, but disregards their priority.
Affliction (Ghost, Status) [Acc: 85, PP: 10]: The user casts a mysterious hex on the target that causes a random status condition.
>33% paralysis, 33% burn, 33% poison
Volley (Normal, Physical) [BP: 60, Acc: 100, PP: 15]: The user barrages the target with thrown objects. Others can join in the Volley and make the attack do greater damage.
>A physical variant of Round
Guard Break (Fighting, Physical) [BP: 75, Acc: 100, PP: 15]: The user attacks with a swift chop that removes the foe's defensive boosts.
Shadow Flare (Dark, Physical) [BP: 80, Acc: 100, PP: 10]: The user attacks with reverberating energy that does special damage.
Flank (Dark, Physical) [BP: 95, Acc: 100, PP: 15]: By ambushing from the side, the user can attack a non-adjacent foe in a Triple Battle.
>This attack can target everyone on the field, not JUST the non-adjacent foe.