Quoted By:
A few
>Quicksilver
Steel, Special, 60bp
Has a 30% chance to Poison
>Oxidizer
Poison, Special, 80bp
Can hit Steel types. If the target is Steel, this has a 100% chance to lower Def -1
>Cool Off
Ice, Special, 70bp
SE against Fire-types
>Spuming Rage
Water, Physical, 60bp
If any attack missed on the previous turn, this move doubles in power
>Blight
Bug, Special, 90bp
Spread move that hits all Pokemon. If there is an active Terrain, it is removed immediately
>Unfinished Business
Ghost, Physical, --bp
Adds another hit for each KO'd ally. Base power of each hit is calculated using each Pokemon's Attack stat, and modifiers on the user are applied to all hits -- similar to Beat Up in Gen 8
>Astral Project
Psychic, Special, 90bp
The user disappears and becomes semi invulnerable, then strikes in their next turn
>Blink
Psychic, Status, +2 priority
The user raises Evasion +1 at the start of the turn. If they avoid all damage for the turn, even passive, the user will gain +3 Speed and reset Evasion at the end of the turn
>Spit Venom
Poison, Phys, 40bp, +1 Priority
>Impulse
Electric, Phys, 40bp, +1 Priority
>Rock Salt
Rock, Special, 70bp
Lowers the special defense of steel, ice and rock opponents. Also thaws the user or target if frozen.
>Crystal Bolt
Electric, Special, 65bp
Can hit Ground-types
>Short Circuit
Electric, Special, 50bp
Always crits against Electric targets. Has a 20% chance to Paralyze, but if target is Electric this increases to 50% (and WILL bypass the immunity). Still counts as NVE damage against Electric types despite these effects
>Barrel Roll
Flying, Special, Status
Raises Def and Speed +1 each