Across
- 5. +4, Normal Type, 5 PP, Prevents moves from affecting the user this turn.
- 7. -5, Psychic Type, 100% Acc, 20 PP, If hit by special attack, returns double damage.
- 9. +1, Dark Type, 100% Acc, 5 PP, Fails if target is not attacking.
- 10. +1, Water Type, 40 BP, 100% Acc, 20 PP
- 12. +2, Psychic Type, 15 PP, User and ally swap positions; using again can fail.
- 13. +4, Normal Type, 10 PP, User survives attacks this turn with at least 1 HP.
- 14. +4, Dark Type, 100% Acc, 10 PP, Protects from damaging attacks. Contact: -2 Def.
- 15. -6, Normal Type, 20 PP, Forces the target to switch to a random ally.
- 18. +1, Water Type, 60 BP, 100% Acc, 15 PP
- 19. +1, Ice Type, 40 BP, 100% Acc, 30 PP
- 20. +3, Rock Type, 10 PP, Protects allies from multi-target moves this turn.
- 21. +3, Fighting Type, 15 PP, Protects allies from priority attacks this turn.
- 22. +1, Fighting Type, 40 BP, 100% Acc, 30 PP
- 25. +4, Bug Type, 10 PP, Protects from damaging attacks. Contact: -1 Spe.
- 26. -6, Fighting Type, 60 BP, 90% Acc, 10 PP, Forces the target to switch to a random ally.
- 27. +1, Fairy Type, 100% Acc, 30 PP, Lowers the target's Attack by 1.
- 28. +3, Normal Type, 40 BP, 100% Acc, 10 PP, First turn out only. 100% flinch chance.
- 33. +3, Fighting Type, 65 BP, 100% Acc, 15 PP, 100% flinch. Fails unless target using priority attack.
- 34. +2, Normal Type, 100% Acc, 5 PP
- 36. +2, Normal Type, 30 BP, 100% Acc, 10 PP, Nullifies Detect, Protect, and Quick/Wide Guard.
- 37. +4, Poison Type, 5 PP, Protects from moves. Contact: poison.
- 40. -3, Fire Type, 150 BP, 100% Acc, 5 PP, User must take physical damage before moving.
- 42. +1, Electric Type, 70 BP, 100% Acc, 5 PP, Fails if target is not attacking.
- 43. -5, Fighting Type, 100% Acc, 20 PP, If hit by physical attack, returns double damage.
- 44. +5, Normal Type, 10 PP, One adjacent ally's move power is 1.5x this turn.
Down
- 1. +1, Normal Type, 40 BP, 100% Acc, 30 PP
- 2. +4, Fighting Type, 5 PP, Prevents moves from affecting the user this turn.
- 3. +2, Bug Type, 100 BP, 100% Acc, 10 PP, First turn out only.
- 4. +1, Water Type, 15 BP, 100% Acc, 20 PP, Hits 2-5 times in one turn.
- 6. +2, Normal Type, 20 PP, The foes' moves target the user on the turn used.
- 8. +2, Bug Type, 20 PP, The foes' moves target the user on the turn used.
- 11. +4, Fire Type, 10 PP, Protects from damaging attacks. Contact: burn.
- 12. -4, Ice Type, 60 BP, 100 % Acc, 10 PP, Power doubles if user is damaged by the target.
- 16. +1, Ghost Type, 100% Acc, 30 PP
- 17. +4, Grass Type, 5 PP, Protects from moves. Contact: loses 1/8 max HP.
- 20. -6, Normal Type, 20 PP, Forces the target to switch to a random ally.
- 23. +1, Grass Type, 55 BP, 100% Acc, 20 PP, User on Grassy Terrain: +1 priority.
- 24. +1, Fighting Type, 40 BP, 100% Acc, 30 PP
- 29. +1, Rock Type, 40 BP, 100% Acc, 20 PP
- 30. +1, Steel Type, 40 BP, 100% Acc, 30 PP
- 31. -3, Flying Type, 120 BP, 100% Acc, 5 PP, Burns on contact with the user before it moves.
- 32. +4, Steel Type, 5 PP, Protects from damaging attacks. Contact: -1 Atk.
- 35. -6, Dragon Type, 60 BP, 90% Acc, 10 PP, Forces the target to switch to a random ally.
- 38. -6, Psychic Type, 20 PP, User switches out.
- 39. -7, Psychic Type, 5 PP, For 5 turns, turn order is reversed.
- 41. -3, Fighting Type, 150 BP, 100% Acc, 20 PP, Fails if the user takes damage before it hits.
