>>54003966>Sliding TackleNormal, physical, 70bp
The user slides into the target attempting to take them out. Has increased priority on grassy terrain.
>HandspringFighting, status, +2 priority
The user performs an impressive feat of gymnastics, vaulting out of harm's way to gain the advantage. If the target is attacking the user, they dodge damage and gain +1 Attack/Defense. If the target is not attacking, this move fails. This move is announced at the start of the turn as "____ gets ready to move..." Will begin to fail on consecutive use, like Protect
>Super JumpFighting, physical, 80bp
The user jumps extremely high using its strong legs, avoiding damage for the rest of the turn. On its next turn, the user lands with a powerful stomp, dealing damage to both opponents. This move makes contact. Damage is increased against minimized targets.
>BellyflopWater, physical, variable bp
The user belly flops onto the target, dealing damage. The more HP the user has, the more damage this deals
>Aerial DivebombFlying, physical, 160bp, 90% acc
From its high vantage point, the user spirals down into the target with extreme force. The user loses its Flying type and cannot use this move again on the following turn.
>LifelineGhost, status, +3 priority
The user offers protection to the target, giving it the effects of Endure until the following turn. Cannot be used consecutively
>Tag AlongNormal, status
The user matches its Speed stat with the target (uses the raw stat, not the boosted)
>Spot MeFighting, status
Forces all incoming damage to go towards the user's ally, then raises the user's Attack, Accuracy and SpAtt +1 each
>Covering AuraFairy, status
The user creates a mysterious barrier that allows it to take damage for its ally for the next three turns (basically gives you friend guard)
>Polar PlungeIce, physical, 65bp
An ice type version of flame charge