Changes:
>Hyper Cutter
The user is proud of its powerful pincers, and won't let others (or itself) drop its attack power.
>Big Pecks
The user puffs its chest and shakes off defense drops it would get from itself or others.
>Unnerve
The user's menace makes it difficult to eat anything, including berries, leftovers, or juice.
>Run Away
Enables a sure getaway from trapping moves, or getting caught by pursuit.
New ones:
>Big Bad
The user enjoys terrorizing smaller Pokemon, so they deal more damage and ignore their status moves.
[Inflict 15% more damage to a smaller target (in height), and receive total immunity to their status moves.]
>Gallant
The user is undaunted by a larger foe, and instead deals more damage and ignores their status moves.
[Same as above, but for larger targets]
>Biohazard
The user is so foul, they make it harder for foes to recover health.
[Reduces the amount of health enemies recover by 2/5]
>Brute Force
The user strikes hard, but exhausts its moves more easily.
[Raises the base power of attacking moves by 30%, and PP usage by 1.]
>Dimwit
The user is a bit dull, and doesn't realize it took damage until the end of the turn.
[Delays the damage the user takes until the end of the turn. Substitutes take damage as normal]
>Dreamcatcher
Recovers 1/16 of the user's max HP every turn while asleep.
>Fidgety
The user is itching for a fight, and will strike twice as hard if there isn't any damage dealt or taken this turn.
[If the user does not inflict or receive damage from an attack this turn, they will deal double damage on the next turn. Using a protection move won't activate this ability.]
>Shrapnel
Places a layer of spikes on the opponent's side of the field after the user is knocked out.
>Sweep Away
At the end of the turn, removes 2 hazards (entry hazards/trapping moves) from the user's side of the field.
>Vigilance
The user is hyper-aware of any distractions, and won't let its moves be redirected by its opponent's moves or abilities.