Capx Moves

NORMAL ATTACKS

Move: Brace
Type: Normal
Frequency: Scene x2
AC: None
Class: Status
Range: Self, Interrupt, Shield, Trigger
Effect: If the user is hit by a Move, the user may use Brace. The user's Defense and Special Defense are raised 1 Combat Stage before damage is calculated and the user becomes immune to Critical Hits until the end of their next turn.
Contest Type: Tough
Contest Effect: Calm and Collected

Move: Fiesta
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: 6, Hazard
Effect: Set 8 square meters of Delicious Candy within your range, all 8 meters must be adjacent to at least one other space of Delicious Candy. When a Trainer or Pokemon passes over a space containing Delicious Candy, they eat it, and recover a Tick of Hit Points. Eating the delicious candy destroys that space of hazards.
Contest Type: Cool
Contest Effect: Excitement

Move: Shield Bash
Type: Normal
Frequency: EoT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target
Effect: Calculate damage using the attacker's Defense stat instead of their Attack stat.
Contest Type: Tough
Contest Effect: Reflective Appeal

Move: Atom Split
Type: Normal
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Special
Range: Burst 2
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered.
Contest Type: Smart
Contest Effect: And I'm Spent!

Move: Catalog
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: Catalog replaces one of the user's abilities with another random ability. Catalog cannot copy Multitype, Serpent's Mark, Color Theory, Or any other ability that has a complex flowchart like Serpent's Mark and Color Theory do. Think Metronome, except for Abilities.
Contest Type: Smart
Contest Effect: Gamble

Move: Prism Beam
Type: Normal
Frequency: EoT
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: Line 4
Effect: Prism Beam is considered the same Type as its user.
Contest Type: Beauty
Contest Effect: Attention Grabber

WATER ATTACKS

Move: Salt Crash
Type: Water
Frequency: EoT
AC: 3
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target
Effect: On a roll of 15+, lower the target's Defense by 1 combat stage. Each time Salt Crash is used in the same encounter, expand the effect range of this move by 2.
Contest Type Tough
Contest Effect Choreography

BUG ATTACKS

Move: Web Ball
Type: Bug
Frequency: At-Will
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: Targets hit by Web Ball are Slowed, and lowered 1 Speed Combat Stage. Grants "Threaded" capability.
Contest Type: Cute
Contest Effect: Big Show

DRAGON ATTACKS

Move: Caustic Breath
Type: Dragon
Frequency: EoT
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: Cone 2
Effect: On a roll of 18+, lower the target's Defense and Special Defense by 1 CS.
Contest Type: Cool
Contest Effect: Can't Touch This

DARK ATTACKS

Move: Cheap Shot
Type: Dark
Frequency: EoT
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, 1 Target
Effect: If Cheap Shot hits, it is a Critical Hit.
Contest Type: Tough
Contest Effect: Heel-Turn

Move: Standoff
Type: Dark
Frequency: Scene
AC: None
Class: Status
Range: 10, 1 Target
Effect: The target and the user are now Dueling. Pokemon who are Dueling may only target their Duel partner with attacks. Neither Duelist may switch out, nor may they move more than 10 meters away from one another. If either Duelist attempts to break any of these rules, the other duelist may instantly shift into a space adjacent to their opponent and interrupt their action with an Attack of Opportunity which cannot miss. Pokemon and Trainers they are not Dueling with are at -10 Accuracy when attempting to target either of the duelists with damaging attacks, and cannot target either duelist with Status moves. The Duel continues until one of the Duelists has fainted. Standoff cannot be used if there is only a single opponent on one or both sides of the conflict.
Contest Type: Tough
Contest Effect: Face-Turn

ICE ATTACKS

Move: Frost Slash
Type: Ice
Frequency: EoT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, Pass
Effect: Freezes on 19+ during Accuracy Check and is a Critical hit on 18+. When used as a Pass Move, Frost Slash may only freeze the first target hit.
Contest Type: Beauty
Contest Effect: Exhausting Act

GHOST ATTACKS

Move: Karma Beam
Type: Ghost
Frequency: EoT
AC: None
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: If the target was hit by a Super-Effective Move in the previous turn or in the round that Karma Beam is being used, Karma Beam has a Damage Base of 14 (4d10+15 / 40) instead. This effect may trigger once per Scene per target.
Contest Type: Beauty
Contest Effect: Choreography

Move: Possession
Type: Ghost
Frequency: Scene x2
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 4, 1 Target
Effect: The target reveals its Special Attack stat. When calculating damage, add the target’s Special Attack stat instead of the user’s Special Attack stat.
Contest Type: Cool
Contest Effect: Double Time

Move: Terrorize
Type: Ghost
Frequency: Scene x2
AC: 7
Damage Base 12: 3d10+10 / 27
Class: Special
Range: Burst 2, Smite
Effect: Terrorize causes Confusion on 19+. If the target is Blinded, Terrorize cannot miss.
Contest Type: Tough
Contest Effect: Desperation

Move: Engulf
Type: Ghost
Frequency: Scene
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: Burst 3, Friendly, Spirit Surge
Effect: Engulf destroys all Hazards and Coats within range, removes Leech Seeds, and removes any effects imposing the Trapped or Stuck status within the Burst.
Contest Type: Smart
Contest Effect: Smashing Praise

GROUND ATTACKS

Move: Mudslide
Type: Ground
Frequency: Scene
AC: 3
Damage Base 6: 2d6+8/15
Class: Special
Range: 4, Ranged Blast 2
Effect: All legal targets are Stuck until the end of their next turn.
Contest Type: Tough
Contest Effect: Dramatic Reversal

Move: Dust Devil
Type: Ground
Frequency: Scene x2
AC: 4
Damage Base 9: 2d10+10 / 21
Class: Special
Range: Line 4
Effect: Dust Devil can target enemies normally immune to Ground-Type Moves. All targets are knocked down to ground level, and lose all Sky or Levitate Speeds for 3 turns. During this time, they may be hit by Ground-Type Moves even if normally immune.
Contest Type: Smart
Contest Effect: Exhausting Act

PSYCHIC ATTACKS

Move: Null Room
Type: Psychic
Frequency: Daily
AC: None
Class: Status
Range: Field
Effect: For 5 rounds the area is considered Nulled. While Nulled, no Abilities may be activated and Static Frequency Abilities are negated.
Contest Type: Smart
Contest Effect: Dramatic Reversal

Move: Psybolt
Type: Psychic
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Priority
Effect: None.
Contest Type: Beauty
Contest Effect: Opening Act

Move: Singularity
Type: Psychic
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: The user becomes Typeless and loses all weaknesses and resistances as well as STAB. Singularity cannot be used if the user possesses Wonder Guard.
Contest Type: Smart
Contest Effect: Calm and Collected

Move: Perplex
Type: Psychic
Frequency: At-Will
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: If the user is suffering from Confusion, Perplex's Damage Base has a Damage Base of 14 (4d10+15 / 40).
Contest Type: Cute
Contest Effect: Tease

POISON ATTACKS

Move: Acid Rain
Type: Poison
Frequency: Daily x2
AC: None
Class: Status
Range: Field, Weather
Effect: The weather changes to Acid Rain for 5 rounds. While it is Acid Raining, all non-Poison and non-Steel types lose a Tick of Hit Points at the beginning of their turn.
Contest Type: Cool
Contest Effect: Sabotage

Move: Corrupt
Type: Poison
Frequency: Scene x2
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: The target loses 2 randomly determined Combat Stages. Roll 2d10, with each die result representing one stat which is lowered by -2 Combat Stages. 1 or 2 is Attack, 3 or 4 is Defense, 5 or 6 is Special Attack, 7 or 8 is Special Defense, 9 or 10 is Speed.
Contest Type: Smart
Contest Effect: Dressage

Move: Meltdown
Type: Poison
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Special
Range: Burst 2, Hazard
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. In addition, the Burst around the user becomes Irradiated for the rest of the encounter. When a Pokemon or Trainer begins their turn in or passes through an Irradiated space, they become Poisoned. The user’s loyalty toward its trainer may be lowered.
Contest Type: Smart
Contest Effect: And I'm Spent!

ROCK ATTACKS

Move: Asteroid Shot
Type: Rock
Frequency: At-Will
AC: None
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: 6, 1 Target
Effect: Asteroid Shot cannot miss.
Contest Type: Smart
Contest Effect: Double Time

Move: Asteroid Belt
Type: Rock
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: The user is orbited by 5 Mini-Asteroids. Whenever an opponent uses a Melee attack on the user, the user may expend one Mini-Asteroid to deal a tick of damage, and may also roll a 1d20. On 1-18, nothing happens. On 19 or higher, the attacking enemy is Frozen.
Contest Type: Cool
Contest Effect: Sabotage

Move: Battering Ram
Type: Rock
Frequency: EoT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Dash, Push
Effect: Battering Ram may only be used if the user has not made a Shift Action yet. The user moves up to their full Overland Speed in a straight line towards the target. Any obstacles or Hazards in the way are destroyed and user ignores any effects these Hazards might trigger. Any legal targets between the user's start and end points take damage and are pushed 6 meters minus their Weight Class.
Contest Type: Tough
Contest Effect: Steady Performance
FLYING ATTACKS

Move: Jet Strike
Type: Flying
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None.
Contest Type: Cool
Contest Effect: Dressage

Move: Tempest
Type: Flying
Frequency: EoT
AC: 2
Damage Base 6: 2d6+8 / 16
Class: Special
Range: Burst 1, Spirit Surge
Effect: Once per Scene, Tempest may be used to immediately end any Weather Effects on the Field. When used in this way Tempest has a Damage Base of 12 (3d12+10 / 30) instead.
Contest Type: Beauty
Contest Effect: Smashing Praise

GRASS ATTACKS

Move: Vibrant Leaf
Type: Grass
Frequency: Scene
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: The next attack used by the user gains the "Priority" keyword. This effect cannot be applied in the same turn in which Vibrant Leaf was used.
Contest Type: Beauty
Contest Effect: Get Ready!

Move: Leaf Shield
Type: Grass
Frequency: EoT
AC: None
Class: Status
Range: Self
Effect: Raise the user's Defense by 1 Combat Stage, and raise the user's Special Defense by 1 Combat Stage. If it is Sunny, double the amount of Combat Stages raised.
Contest Type: Beauty
Contest Effect: Fashion Show

ELECTRIC ATTACKS

Move: Overdrive
Type: Electric
Frequency: EoT
AC: None
Class: Status
Range: Self
Effect: Raise the user's Special by 1 Combat Stage, and raise the user's Speed by 1 Combat Stage.
Contest Type: Cute
Contest Effect: Get Ready

FLYING ATTACKS

Move: Tempest
Type: Flying
Frequency: EoT
AC: 2
Class: Special
Range: 6, 1 Target
Effect: The weather of the field is set to normal.
Contest Type: Beauty
Contest Effect: Tease

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