Tried to get all the important and most commonly asked shit in one thread. Obviously call me out like the faggot I am if anything's wrong.
Data Compilation:
http://pastebin(.)com/d1j1RmYJ* = New
>>>MovesKnock Off - No Change
Stealth Rock - No Change
Spiky Shield - No Change
Destiny Bond - Changed (Success % halves with successive uses)
Fell Stinger - Changed (30 BP, +2 Atk -> 50 BP, +3 Atk)
Leech Life - Changed (20 BP -> 80 BP. Distribution is still awful despite being a TM)
Thunder Wave - Changed (100 Acc -> 90 Acc)
Dark Void - Changed (80 Acc -> 50 Acc, Only usable by Darkrai)
Water Shuriken - Changed (Physical -> Special)
Mystical Fire - Changed (65BP -> 75 BP)
*Toxic Thread - Status move, not an entry hazard. Poisons and Lowers Speed
*Anchor Shot - 80 BP Trapping Steel Type Move. Does not Trap Ghost types
*First Impression - 90 BP +2 Priority Bug Type Move. Only works if used on the first turn. Does not flinch
*Baneful Bunker - Protect Clone. Poisons attacker if they used a Contact move. Regular Poison, not Toxic
*Power Trip - Dark Type Stored Power Clone. Does NOT increase Attack - GF sucks at descriptions
*Aurora Veil - Activates a 5-Turn Veil with both Light Screen and Reflect's effects. Stack-able with Light Screen and Reflect. Affected by Light Clay and Brick Break
*Burn Up - 130 BP Physical Fire Attack. If a pure Fire Type uses this move, they turn Typeless. No weaknesses or resistances. Switching regains Fire Type. Entrainment Wonder Guard via Mimic Shedinja in doubles is possible but still a shitty gimmick. No, nothing good every happens to Flareon
Learn Set Changes:
http://pastebin(.)com/zyLkAFbsZ-Moves (Status Based):
http://pastebin(.)com/d5Hed1cwZ-Moves (Damage Based) and New Moves:
https://paste(.)ee/r/mvJ70