Type
Name
Accuracy
Power
Effect

Rock Smash
100
40
50% chance to lower the target's Defense by 1 stage

Cut
95
50
No additional effect

Sweep
100
40
Has a 20% chance to make the target flinch

Flash
100
-
Lowers the target's Accuracy by 1 stage

Strength
100
80
No additional effect

Fly
95
90
The user flies up on the first turn and strikes on the second turn

Surf
100
90
Damage doubles if the target is using Dive

Dive
100
80
The user dives underwater on the first turn and strikes on the second turn

Defog
0
-
Lowers the target's Evasiveness by 1 stage

Waterfall
100
80
Has a 20% chance to make the target flinch

Bawk Bawk
100
-
Lowers the target's Defense by 1 stage

Feather Dance
100
-
Lowers the target's Attack by 2 stages

Roost
0
-
Heals user 50% of their max HP, limit of 3 per battle

Smoke Screen
100
-
Lowers the target's Accuracy by 1 stage

Tailwind
100
-
For 4 turns, the user and its allies have their Speed doubled

Smoke Barrage
85
25
Multistrike. Hits 2-5 times with each hit having a 10% chance to poison the target

Peck
100
35
No additional effect

Gust
100
40
Power doubles if the target is using Fly

Evil Peck
100
50
No additional effect

Wing Attack
100
60
No additional effect

Air Cutter
95
60
Has a higher chance for a critical hit

Aerial Ace
0
60
Ignores accuracy checks to always hit

Air Slash
95
75
Has a 30% chance to make the target flinch

Aeroblast
95
100
Has a higher chance for a critical hit

Hurricane
70
110
Has a 30% chance to confuse the target. This move can hit a target using Fly

Boomburst
100
140
No additional effect

Brave Bird
100
120
User takes recoil damage equal to 1/3 of the HP lost by the target

Sky Attack
100
140
Has a 30% chance to flinch and a higher critical hit chance. The user charges on the first turn and strikes on the second turn

Harden
0
-
Raises the user's Defense by 1 stage

Sand Attack
100
-
Lowers the target's Accuracy by 1 stage

Mud-Slap
100
20
Lowers the target's Accuracy by 1 stage

Rock Blast
90
25
Multistrike. Hits 2-5 times

Rollout
90
30
Power doubles with each hit. Repeats for 5 turns

Accelerock
100
40
Increased priority move

Rock Throw
90
50
No additional effect

Body Slam
100
85
Has a 30% chance to paralyze the target. Double damage if the target used Minimize

Rock Slide
90
75
Has a 30% chance to make the target flinch

Crush Claw
95
75
Has a 50% chance to lower the target's Defense by 1 stage

Dig
100
80
The user digs underground on the first turn and strikes on the second turn

Rock Climb
85
90
20% chance to confuse the target

Dung Bomb
90
100
Has a 10% chance to poison the target and a 10% chance lower their Accuracy by 1 stage

Earthquake
100
100
Damage doubles if the target is using Dig

Stone Edge
80
100
Has a higher chance for a critical hit

Sleep Powder
75
-
Causes the target to fall asleep

Leech Seed
90
-
1/8 of target's HP is restored to user every turn

Entangle
90
15
Traps the target for 4-5 turns. Target loses 1/8 of their max HP at the end of each turn

Absorb
100
20
User recovers 50% of the HP lost by the target

Vine Whip
100
45
No additional effect

Razor Leaf
95
55
Has a higher chance for a critical hit

Needle Arm
100
60
Has a 30% chance to make the target flinch

Magical Leaf
0
60
Ignores accuracy checks to always hit

Grass Knot
100
60
No additional effect

Energy Ball
100
80
20% chance to lower the target's Defense by 1 stage

Giga Drain
100
75
User recovers 50% of the HP lost by the target

Leaf Blade
100
90
Has a higher chance for a critical hit

Foul Play
100
95
Damage is calculated using the target's Attack stat, including stat stage changes

Leaf Storm
90
130
Lowers the user's Attack by 2 stages

Power Whip
85
120
No additional effect

Wood Hammer
100
120
User takes recoil damage equal to 1/3 of the HP lost by the target

Solar Beam
100
120
The user absorbs sunlight on the first turn and strikes on the second turn

Frenzy Plant
90
150
User cannot move next turn

Will-O-Wisp
85
-
Burns the target

Meteor Shower
85
25
Multistrike. Hits 2-5 times with each hit having a 10% chance to burn the target

Nibble
100
30
Has a 10% chance to burn the target

Fire Spin
85
35
Traps the target for 4-5 turns. Target loses 1/8 of their max HP at the end of each turn

Ember
100
40
Has a 10% chance to burn the target

Fire Fang
95
65
Has a 10% chance to burn the target and a 10% chance to make it flinch

Lava Plume
100
80
Has a 30% chance to burn the target

Fire Punch
100
75
Has a 10% chance to burn the target

Temper Flare
100
75
Has a 10% chance to burn the target

Flamethrower
100
90
Has a 10% chance to burn the target

Fire Surge
100
90
Has a higher chance for a critical hit

Fire Blast
85
110
Has a 10% chance to burn the target

Pyro Ball
90
120
Has a 10% chance to burn the target

Flare Blitz
100
120
10% chance to burn the target. User takes recoil damage equal to 1/3 of the HP lost by the target

Molten Blast
75
120
Has a 30% chance to burn the target

Eruption
100
150
The higher the user's HP, the stronger the power

Splash
0
-
Nothing interesting happens!

Shell Smash
0
-
Lowers the user's Defense by 1 stage. Raises the user's Attack by 2 stages

Sheer Cold
30
-
One hit KO

Whirlpool
85
35
Traps the target for 4-5 turns. Target loses 1/8 of their max HP at the end of each turn

Water Gun
100
40
No additional effect

Powder Snow
100
40
Has a 10% chance to freeze the target

Frost Storm
85
20
Multistrike. Hits 2-5 times with each hit having a 5% chance to freeze the target

Aqua Jet
100
40
Increased priority move

Avalanche
100
60
Power doubles if the user was hit by the target this turn

Octazooka
85
65
Has a 50% chance to lower the target's Accuracy by 1 stage

Ice Fang
90
65
Has a 10% chance to freeze the target and a 10% chance to make it flinch

Scald
100
80
30% chance to burn the target

Icicle Crash
90
85
30% chance to make the target flinch

Aqua Tail
90
90
No additional effect

Muddy Water
85
90
Has a 30% chance to lower the target's Accuracy by 1 stage

Ice Beam
100
90
10% chance to freeze the target

Ice Barrage
90
100
Has a 20% chance to freeze the target

Hydro Pump
80
110
No additional effect

Precipice Icicles
85
120
No additional effect

Water Spout
100
150
The higher the user's HP, the stronger the power

Quiver Dance
0
-
Raises the user's Attack, Defense and Speed by 1 stage

Pin Missile
95
25
Multistrike. Hits 2-5 times

Twineedle
100
25
Hits twice, with each hit having a 20% chance to poison the target

Pluck
100
60
No additional effect

Silver Wind
100
60
Has a 10% chance to raise the user's Attack, Defense and Speed by 1 stage

Bug Bite
100
60
No additional effect

Signal Beam
100
75
Has a 10% chance to confuse the target

Leech Life
100
80
User recovers 50% of the HP lost by the target

Death Webs
100
60
Traps the target for 4-5 turns

Thousand Arrows
100
90
This move can hit airborne Runémon

Bug Buzz
100
90
10% chance to lower the target's Defense by 1 stage

Web Blast
100
90
Traps the target for 4-5 turns

Megahorn
85
120
No additional effect

Infestation
100
20
Traps the target for 4-5 turns. Target loses 1/8 of their max HP at the end of each turn

X-Scissor
100
80
No additional effect

Conversion
0
-
Changes the types of the user to become the same as the target

Screech
85
-
Lowers the target's Defense by 2 stages

Disable
100
-
Prevents the target's last move from being used for 4 turns

Mimic
0
-
While the user is on the field, this move is replaced by the last move used by the target

Supersonic
60
-
Causes the target to become confused

Calm Mind
0
-
Raises the user's Attack by 2 stages

Swagger
85
-
Raises the target's Attack by 2 stages and confuses them

Argue
85
15
Multistrike. Hits 2-5 times

Fury Attack
85
15
Multistrike. Hits 2-5 times

Triad Cannon
100
40
Multistrike. Hits 3 times with each hit dealing a random type

Super Fang
90
25
Multistrike. Hits 2-5 times

Tackle
100
30
No additional effect

Swift
0
60
Ignores accuracy checks to always hit

Fling
100
40
Has a 20% chance to make the target flinch

Quick Attack
100
40
Increased priority move

Grapple
100
40
Prevents the user and the target from switching out or fleeing

Fake Out
100
40
Priority move. 100% chance to flinch. Fails unless it is the user's first turn on the field

Stomp
100
65
30% chance to make the target flinch

Slash
100
70
Has a higher chance for a critical hit

Slam
75
80
No additional effect

Extreme Speed
100
80
Highly increased priority move

Rift Strike
100
95
The type of this move changes to become one of the types of the user

Double-Edge
100
120
User takes recoil damage equal to 1/3 of the HP lost by the target

Hyper Beam
90
150
User cannot move next turn

Self-Destruct
100
200
The user faints after using this move

Detect
0
-
The user is protected from most attacks made by other Runémon during this turn

Metronome
0
-
Selects and fully executes any move at random

Defiled Flail
100
-
Deals damage to the target equal to the user's level multiplied by 10

Wretched Swing
100
-
The power of this move is higher when the user's HP is lower

Seismic Toss
100
-
Deals damage to the target equal to the user's level multiplied by 10

Counter
100
-
Power doubles if the user was hit by the target this turn

Power Sphere
30
-
One hit KO

Swinging Axes
80
20
Hits 2-5 times.

Mach Punch
100
40
Increased priority move

Bear Rage
100
40
Deals 40 damage to the target. Ignores weaknesses and resistances

Facade
100
70
Power doubles if the user is burned, paralyzed, or poisoned. Ignores damage halving of burn

Kick
100
80
No additional effect

Trident Stab
90
80
Has a 30% chance to lower the target's Accuracy by 1 stage

Punch
100
80
No additional effect

Aura Sphere
0
80
Ignores accuracy checks to always hit

Sky Uppercut
90
85
Hits even if target is Flying

Hammer Arm
90
100
Lowers the target's Speed by 1 stage

Dynamic Punch
50
100
Confuses the target

Close Combat
100
120
Lowers the user's Defense by 1 stage

Superpower
100
120
Lowers the user's Attack and Defense by 1 stage

Focus Blast
70
120
10% chance to lower the target's Defense by 1 stage

Axe Slam
100
120
10% chance to lower the target's Defense by 1 stage

Focus Punch
100
150
User loses its focus and does nothing if damage is taken before the move strikes

Belly Drum
0
-
User loses 50% of their max HP. Raises Attack by 6 stages

Bone Rush
90
25
Multistrike. Hits 2-5 times

Corrupted Bash
90
40
Multistrike. Hits 2 times

Dual Chop
90
40
Multistrike. Hits 2 times

False Swipe
100
40
Always leaves the target with at least 1 HP

Rotten Cheese
85
50
Hits twice. Each hit has a 50% chance to poison the target

Payback
100
50
Power doubles if the user moves after the target this turn

Punishment
100
60
The power of this move increases by 20 for each positive stat stage the user has

Bite
100
60
Has a 30% chance to make the target flinch

Brutal Swing
100
60
No additional effect

Steamroller
100
65
30% chance to make the target flinch

Barb Barrage
100
65
Power doubles if the target has a non-volatile status condition

Green Ball
90
70
Has a 10% chance to be a one hit KO

Night Slash
100
70
Has a higher chance for a critical hit

Sucker Punch
100
70
Increased priority move. Fails if the target is not preparing a direct attack on the user

Crunch
100
80
Has a 20% chance to lower the target's Defense by 1 stage

Shadow Barrage
85
80
Has a 30% chance to lower the target's Defense by 1 stage

Jaw Lock
100
80
Prevents the user and the target from switching out or fleeing

Vengence
100
60
Power doubles if the user was hit by the target this turn

Shadow Chill
100
90
Has a 10% chance to freeze the target

Dark Void
50
100
Causes the target to fall asleep

Core Enforcer
100
100
No additional effect

Warstrike
100
150
Lowers the target's Defense by 2 stages

Obsidian Slam
75
120
Has a 30% chance to confuse the target

Smoke Blast
100
120
User takes recoil damage equal to 1/3 of the HP lost by the target

Toxic
90
-
Poisons the target

Coil
0
-
Raises the user's Attack, Defense and Accuracy by 1 stage

Reversal
100
-
The power of this move is higher when the user's HP is lower

Poison Sting
100
15
Has a 30% chance to poison the target

Smog
70
30
Has a 40% chance to poison the target

Acid Spray
100
40
Lowers the target's Defense by 2 stages

Blood Rain
100
10
Traps the target for 10 turns. Target loses 1/8 of their max HP at the end of each turn

Venoshock
100
65
Power doubles if the target is poisoned

Cross Poison
100
70
Has a 10% chance to poison the target and a higher chance for a critical hit

Poison Jab
80
80
Has a 30% chance to poison the target

Blood Barrage
90
80
User recovers 50% of the HP lost by the target

Infested Drain
85
90
User recovers 50% of the HP lost by the target

Sludge Bomb
100
90
Has a 30% chance to poison the target

Mighty Cleave
100
95
Bypasses protection

Blood Fang
100
80
Has a 20% chance to make the target flinch

Abyssal Burst
100
110
Has a 20% chance to poison the target

Gunk Shot
80
120
Has a 30% chance to poison the target

Nightmare
100
-
Causes the target to lose 1/4 of its max HP at the end of each turn as long as it is asleep

Sing
55
-
Causes the target to fall asleep

Yawn
0
-
Puts the target to sleep after 1 turn

Hypnosis
60
-
Causes the target to fall asleep

Minimize
0
-
Raises the user's Evasiveness by 2 stages

Curse
0
-
User loses half of its max HP. In exchange, the target loses 1/4 of its max HP each turn

Destiny Bond
0
-
If an opponent knocks out the user, it also faints

Blighted Sap
100
-
Lowers the target's Attack by 1 stage. User restores HP equal to the target's Attack stat and boosts before this move was used

Confuse Ray
100
-
Causes the target to become confused

Wrap
90
15
Traps the target for 4-5 turns. Target loses 1/8 of their max HP at the end of each turn

Kum Barrage
80
5
Hits up to 10 times. The attack ends if a hit misses

Dream Eater
100
100
User recovers 50% of the HP lost by the target. The target is unaffected unless it is asleep

Astonish
100
30
Has a 30% chance to make the target flinch

Dark Pulse
100
80
Has a 20% chance to make the target flinch

Spirit Sap
85
110
User recovers 50% of the HP lost by the target

Power of Six
100
25
Multistrike. Hits 3-6 times

Soul Formation
90
30
Multistrike. Hits 3 times

Shadow Sneak
100
40
Increased priority move

Omnious Wind
100
60
Has a 10% chance to raise the user's Attack, Defense and Speed by 1 stage

Hex
100
65
Power doubles if the target has a non-volatile status condition

Spectral Charge
100
65
User recovers 50% of the HP lost by the target

Shadow Claw
100
70
Has a higher chance for a critical hit

Shadow Ball
100
80
Has a 20% chance to lower the target's Defense by 1 stage

Darkest Lariat
100
85
Ignores the target's stat stage changes, including evasiveness

Phantom Force
100
90
Bypasses protection. The user vanishes on the first turn and strikes on the second turn

Shadow Punch
0
60
Ignores accuracy checks to always hit

Spirit Pulse
100
150
The higher the user's HP, the stronger the power

Swords Dance
0
-
Raises the user's Attack by 2 stages

Focus Energy
0
-
Raises the user's critical hit ratio by 2 stages

Iron Defense
0
-
Raises the user's Defense by 2 stages

Endure
0
-
The user will survive attacks made by other Runémon this turn with at least 1 HP

Acupressure
0
-
Raises a random stat by 2 stages as long as the stat is not already at stage 6

Strength Sap
100
-
Lowers the target's Attack by 1 stage. User restores HP equal to the target's Attack stat

Reflect
0
-
For 5 turns damage to allies is halved

Power Trick
0
-
The user swaps its Attack and Defense stats. Stat stage changes remain on their respective stats

Protect
0
-
The user is protected from most attacks made by other Runémon during this turn

Bullet Punch
100
40
Increased priority move

Metal Claw
95
50
Has a 10% chance to raise the user's Attack by 1 stage

Sword Slam
100
60
Damage is calculated using the user's Defense stat as its Attack, including stat changes

Revenge
100
60
Power doubles if the user was hit by the target this turn

Mirror Shot
85
65
Has a 30% chance to lower the target's Accuracy by 1 stage

Steel Wing
90
70
Has a 10% chance to lower the target's Defense by 1 stage

Flash Cannon
100
80
Has a 30% chance to lower the target's Defense by 1 stage

Shield Slam
90
80
Has a 20% chance to raise the user's Defense by 1 stage

Iron Tail
75
100
Has a 30% chance to lower the target's Defense by 1 stage

Power Swap
0
-
The user swaps its Attack stat stage changes with the target

Thunder Wave
90
-
Paralyzes the target. Does not ignore type immunity

Purify
0
-
Cures target of status condition. Heals user 50% of their max HP if target was cured

Lightning Barrage
100
15
Multistrike. Hits 2-5 times with each hit having a 10% chance to paralyze the target

Thunder Shock
100
40
Has a 10% chance to paralyze the target

Shock Wave
0
60
Ignores accuracy checks to always hit

Spark
100
65
Has a 30% chance to paralyze the target

Thunder Punch
100
75
Has a 10% chance to paralyze the target

Searing Rays
100
80
Has a 30% chance to burn the target

Discharge
100
80
Has a 30% chance to paralyze the target

Cosmic Strike
80
90
Has a 20% chance to raise the user's Attack by 2 stages

Thunderbolt
100
90
Has a 10% chance to paralyze the target

Bolt Strike
85
130
Has a 20% chance to paralyze the target

Judgment
100
100
No additional effect

Rain of Bananas
100
100
Has a 10% chance to make the target flinch

Thunder
70
110
30% chance to paralyze

Zap Cannon
50
120
Has a 100% chance to paralyze the target

Twister
100
40
Has a 20% chance to make the target flinch

Fiery Wrath
100
90
Has a 20% chance to make the target flinch

Dragon Claw
100
80
No additional effect

Outrage
100
120
Lasts 2-3 turns. Confuses the user afterwards

Dragon Breath
100
60
Has a 30% chance to paralyze the target

Breaking Swipe
100
60
Has a 100% chance to lower the target's Attack by 1 stage

Dragon Tail
90
60
Forces the target to switch to the next in line

Scale Shot
90
25
Multistrike. Hits 2-5 times

Dragon Pulse
100
85
No additional effect

Dragon Rush
75
100
20% chance to make the target flinch

Draco Meteor
90
130
Lowers the user's Attack by 2 stages

Doom Desire
100
140
Deals damage two turns after the move is used

Roar of Time
90
150
If this move is successful, the user must recharge on the following turn

Trick Room
0
-
For 5 turns, slower Runémon move first and faster Runémon move last

Rest
0
-
User sleeps 2 turns and restores HP and status

Moonlight
0
-
Heals user 50% of their max HP, limit of 5 per battle

Fairy Wind
100
40
No additional effect

Psybeam
100
65
Has a 10% chance to confuse the target

Psycho Cut
100
70
Has a higher chance for a critical hit

Psychic Noise
85
80
50% chance to confuse the target

Psyshock
100
80
No additional effect

Shattered Psyche
100
80
20% chance to confuse the target

Zen Headbutt
90
80
Has a 20% chance to make the target flinch

Psychic
100
80
10% chance to lower the target's Defense by 1 stage

Starfall
100
80
No additional effect

Dazzling Gleam
100
80
No additional effect

Tri Attack
100
80
Has a 20% chance to either burn, freeze, or paralyze the target

Freezing Glare
100
90
Has a 10% chance to freeze the target

Moonblast
100
95
Has a 30% chance to lower the target's Attack by 1 stage

Future Sight
100
120
Deals damage two turns after the move is used

Menacing Gaze
70
120
20% chance to freeze the target

Misty Explosion
100
200
The user faints after using this move
