>>12566870Circuit Breaker
Type: Electric
Base Power: 80
Accuracy: 95
PP: 10
The user attacks the foe with a weak jolt. The following turn, the jolt jumps from the target to next pokemon in foe's party and damages them for half the damage that the original target took. On the turn following that, the next pokemon in the foe's party is damaged taking a quarter of the original damage, and so on until either the original target is brought back into its pokeball, interrupting and thusly "breaking" the circuit.
Dehumidifier
Type: Water
Base Power: 85
Accuracy: 100
PP: 10
The user draws moisture from the air and looses it at the foe in a pulse. In rain, this move cancels out the weather. In "clear skies", this move causes Sunny Day to take effect for two turns. This move fails if used in Sand or Sun.
Geyser
Type: Water
Base Power: 130
Accuracy: 80
PP: 5
The user creates a geyser underneath the opponent's team. It will go off and fling the target into the air while doing damage. While in the air, the target is "flying", so only moves that can hit a target using Fly will land. Neither the foe nor the target knows when Geyser will go off, if it goes off at all.
Mine
Type: Fire
Base Power: 80
Accuracy: 100
PP: 5
The user creates a mine underneath the foe's team that will go off if the foe switches in a heavy enough target. Flying and levitating pokemon will not detonate the mine. Field effects contribute weight to that player's side of the field.
No-Fly Zone
Type: Psychic
PP: 10
For 5 turns, Flying and levitating Pokemon lose 1/8th of their HP at the end of every turn.
Guardian
Type: Steel
PP: 10
For 2 turns, all single-target attacks will hit the user and only the user. The user doubles its defense and special defense when this effect is active. If the user is hit by a critical hit, however,