Quoted By:
Tengu Man
Steel/Flying
Aerilate
>Tornado Hold
Special Flying, 50 BP, 100 Acc, causes the target to become airborne (like Magnet Rise)
>Sky Dunk
Physical Flying, 60 BP, 100 Acc, if the target is airborne by any means, this is automatically 2x SE, and grounds them
>Tengu Blade
Physical Flying, 75 BP, 95 Acc, high critical hit ratio.
>Fly
Clown Man
Electric
Ability: Tangling Hair
>Thunder Claw
Physical Electric, 80 BP, 100 Acc, traps the foe for 2-5 turns
>Electro Ball
>Bounce
>Volt Tackle
Grenade Man
Steel/Fighting
Ability: Aftermath
>Flash Bomb
Physical Fighting, 75 BP, 90% Acc, 30% chance to lower target's accuracy
>Explosion
>Magnet Bomb
>Shell Smash
Frost Man
Ice
Ability: Thick Fat
>Ice Wave
Special Ice, 110 BP, 85 Acc, 20% chance of freezing the target for one turn
>Ice Punch
>Ice Shard
>Glaciate
Aqua Man
Water
Ability: Rain Dish
>Water Balloon
Special Water, 20 BP, 100 Acc, inflicts damage for five turns, BP doubling with each hit
>Hydro Pump
>Hydro Cannon
>Water Spout
Sword Man
Fire
Ability: No Guard
>Flame Sword
Physical Fire, 100 BP, 95 Acc, hits twice, with the second hit having 50 BP
>Fire Spin
>Flame Charge
>Rock Slide
Search Man
Grass/Steel
Ability: Skill Link
>Homing Sniper
Physical Steel, 30 BP, hits 2-5 times, never misses
>Enshroud
Grass, variant of Substitute that spawns a bush with 100 HP instead and costs no HP to set up, sound-based and Fire moves ignore it
>Grassy Terrain
>Bullet Seed
Astro Man
Psychic/Flying
Ability: Weak Armor
>Astro Crush
Special Psychic, 150 BP, 100 Acc, does nothing on the turn it's used, deals damage two turns later
>Copy Vision
Psychic, creates a hazard that deals 20 BP of Special Psychic damage to the enemy each turn, lasts five turns, can be stacked three times
>Trick Room
>Bounce