[a]top[/a]Read post #212! The OP is NOT up to date as of right now.
EDIT: You now ONLY have to write "Competitive Use" and "Related [Element]" sections for your submissions.
Approved by Setsuna
Quick-Navi
[jump=move1]Moves A-B[/jump] COMPLETE
[jump=move2]Moves C-Z[/jump]
[jump=abil1]Abilities A-N[/jump]
[jump=abil2]Abilities O-Z[/jump] COMPLETE
[jump=item]Items[/jump]
[jump=bott]Page End[/jump]
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5th Gen Move/Ability/Item Updates Project
This project is designed to begin work on the less-documented areas of work, namely the moves, abilities, and items. Descriptions for all the newly introduced elements from the 5th Generation need to be written, as well as updating all of those elements from past generations that have seen mechanics changes. That's a lot of work to do, so I'm hoping you'll all try to help out.
The first thing to do is to start writing descriptions as follows. All element pages require three parts, with additional parts for specific elements. The [SHORT DESC] part is the part that will go in the organisation table, and is a simple, short half-sentence that summarises the element. For organisational purposes they are collected here:
Please implement the above short description under the [SHORT DESC] tag for your element.As for [LONG DESC], this is the part that will actually show up on the page for what you are writing about. All elements require a Description and a section on Competitive Use. The Description is simply an elongated discussion of mechanics pertaining to that particular element – you should aim to include everything relevant. For example, if writing about Thunder Wave, you can omit that it cannot hit Ground-types and those with Electric-type absorption abilities, as that is true of all Electric-type moves. However, it should be mentioned that Confuse Ray can hit Normal-types, as you would not expect that to happen by the same logic. Clearly, some elements will require far more in-depth description than others. Use your best judgement and the BW Research thread when writing these.
The Competitive Use part deals with the competitive side of that particular element. It should usually be of no more than a paragraph or so in length, though of course this may require extending for exceedingly important game elements. You should aim to make more general statements about the element and the situations it would be used in – specific examples should be kept to a minimum, unless they are excellent illustrations of usage, or else represent a different way of looking at that element. An example would be Technician Scyther with Aerial Ace, or Rock Head Aggron with Head Smash. Please do note that if a game element is not even vaguely competitive in any sense (eg. Dowsing MCHN) it does not require a Competitive Use section.
After this, different sections become required for different elements. For example, moves will require a related moves section, which deals with equivalent moves from other types, as well as moves of the same type or function which have very slightly different properties, making either useful from a competitive standpoint. Likewise, abilities need a related abilities section, for abilities that directly outclass them or that are identical or similar, though the former is unlikely. Lastly, items will need a location section.
Examples of each are below:
To reserve, simply post in the thread and update it with the completed version once you have finished. I will then check it and add it to the OP.
If you don't want to bother typing out the format by hand, then here's a nice, easy C+Pable version for all three:
Note that if you think I have missed any elements that need including or updating, or I have forgotten to update a romanised name to official English, please do let me know.
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[jump=top]Back to Top[/jump]
EDIT: You now ONLY have to write "Competitive Use" and "Related [Element]" sections for your submissions.
Approved by Setsuna
Quick-Navi
[jump=move1]Moves A-B[/jump] COMPLETE
[jump=move2]Moves C-Z[/jump]
[jump=abil1]Abilities A-N[/jump]
[jump=abil2]Abilities O-Z[/jump] COMPLETE
[jump=item]Items[/jump]
[jump=bott]Page End[/jump]
-----
5th Gen Move/Ability/Item Updates Project
This project is designed to begin work on the less-documented areas of work, namely the moves, abilities, and items. Descriptions for all the newly introduced elements from the 5th Generation need to be written, as well as updating all of those elements from past generations that have seen mechanics changes. That's a lot of work to do, so I'm hoping you'll all try to help out.
The first thing to do is to start writing descriptions as follows. All element pages require three parts, with additional parts for specific elements. The [SHORT DESC] part is the part that will go in the organisation table, and is a simple, short half-sentence that summarises the element. For organisational purposes they are collected here:
Code:
Move Description
Absorb Leeches 50% of the damage dealt.
Acid 10% chance to lower opponent's Special Defense by 1 stage.
Acid Armor Boosts user's Defense by 2 stages.
Acid Spray Lowers target's Special Defense by 2 stages.
Acrobatics Doubles in power if user has no held item.
Acupressure Boosts a random stat of the user by 2 stages.
Aerial Ace Ignores accuracy modifiers.
Aeroblast Has a high critical hit rate.
After You The target will attack immediately after the user in the same turn.
Agility Boosts user's Speed by 2 stages.
Air Cutter Has a high critical hit rate.
Air Slash 30% chance to flinch opponent.
Ally Switch Switches position with another Pokemon on user's side of the field.
Amnesia Boosts user's Special Defense by 2 stages.
AncientPower 10% chance to boost all of the user's stats by 1 stage.
Aqua Jet The user always attacks first.
Aqua Ring User recovers 1/16th max HP each turn.
Aqua Tail No additional effect.
Arm Thrust Hits 2-5 times in one turn.
Aromatherapy Cures status on the user's team.
Assist Uses a random move from the user's team.
Assurance Base Power doubles if the foe takes damage in the same turn, before the attack hits.
Astonish 30% chance to flinch opponent.
Attack Order Has a high critical hit rate.
Attract Targets of the opposite gender are infatuated and have a 50% chance to do nothing.
Aura Sphere Ignores accuracy modifiers.
Aurora Beam 10% chance to lower opponent's Attack by 1 stage.
Autotomize Boosts user's Speed by 2 stages. Halves user's weight.
Avalanche Doubles in power if user is damaged by opponent first.
Barrage Hits 2-5 times in one turn.
Barrier Boosts user's Defense by 2 stages.
Baton Pass User switches, but passes on all stat changes and some special conditions.
Beat Up All healthy Pokemon aid in damaging the target.
Belly Drum User loses 50% max HP. Maximizes Attack.
Bestow User passes its held item to the target.
Bide Charges for 2 turns; returns double the damage received in those turns.
Bind Traps and damages over multiple turns.
Bite 30% chance to flinch opponent.
Blast Burn User cannot move next turn.
Blaze Kick Has a high critical hit rate. 10% chance to burn the target.
Blizzard 10% chance to freeze opponent.
Block The target cannot switch out.
Blue Flare 20% chance to burn opponent.
Body Slam 30% chance to paralyze opponent.
Bolt Strike 20% chance to paralyze opponent.
Bone Club 10% chance to flinch opponent.
Bone Rush Hits 2-5 times in one turn.
Bonemerang Hits 2 times in one turn.
Bounce User is made invulnerable for one turn, then hits the next turn. 30% chance to paralyze opponent.
Brave Bird Has 1/3 recoil damage.
Brick Break Destroys Light Screen and Reflect, then hits. Does not break screens if target is immune.
Brine Base Power doubles if foe's HP is 50% or less.
Bubble 10% chance to lower opponent's Speed by 1 stage.
BubbleBeam 10% chance to lower opponent's Speed by 1 stage.
Bug Bite User steals the effect of the foe's Berry.
Bug Buzz 10% chance to lower opponent's Special Defense by 1 stage.
Bulk Up Boosts user's Attack and Defense by 1 stage.
Bulldoze Lower's target's Speed by 1 stage.
Bullet Punch The user always attacks first.
Bullet Seed Hits 2-5 times in one turn.
Calm Mind Boosts user's Special Attack and Special Defense by 1 stage.
Camouflage Changes user's type based on terrain.
Captivate Lowers an opposite gender foe's Special Attack by 2 stages.
Charge Doubles power of an Electric-type move used next turn. Boosts user's Special Defense by 1 stage.
Charge Beam 70% chance to boost user's Special Attack by 1 stage.
Charm Lowers target's Attack by 2 stages.
Chatter Confuses the target.
Chip Away Not affected by opponent's stat changes.
Circle Throw Forces the target to switch to a random Pokemon.
Clamp Traps and damages over multiple turns.
Clear Smog Eliminates all stat changes.
Close Combat Lowers user's Defense and Special Defense by 1 stage.
Coil Boosts user's Attack, Defense, and accuracy by 1 stage.
Comet Punch Hits 2-5 times in one turn.
Confuse Ray Confuses the target.
Confusion 10% chance to confuse opponent.
Constrict 10% chance to lower opponent's Speed by 1 stage.
Conversion Changes user into a new type based on the user's moves.
Conversion2 Changes user into a new type that resists the last attack to hit the user.
Copycat Uses the last move used in the battle.
Cosmic Power Boosts user's Defense and Special Defense by 1 stage.
Cotton Guard Boosts user's Defense by 3 stages.
Cotton Spore Lowers target's Speed by 2 stages.
Counter If hit by a physical attack, returns double the damage.
Covet Steals target's item.
Crabhammer Has a high critical hit rate.
Cross Chop Has a high critical hit rate.
Cross Poison Has a high critical hit rate. 10% chance to poison foe.
Crunch 20% chance to lower opponent's Defense by 1 stage.
Crush Claw 50% chance to lower opponent's Defense by 1 stage.
Crush Grip Base Power depends on the foe's remaining HP.
Curse Does 1/4 damage per turn at the cost of half the user's max HP if the user is a Ghost. Boosts user's Attack and Defense and lowers Speed 1 stage otherwise.
Cut No additional effect.
Dark Pulse 20% chance to flinch opponent.
Dark Void Induces sleep to the opponent.
Defend Order Boosts user's Defense and Special Defense by 1 stage.
Defense Curl Boosts user's Defense by 1 stage.
Defog Lowers target's evasion 1 stage. Removes various field effects.
Destiny Bond If the user faints, the foe faints.
Detect Prevents most moves from working on the user that turn.
Dig User is made invulnerable for one turn, then hits the next turn.
Disable Prevents the last move used from being used again for 4-7 turns.
Discharge 30% chance to paralyze opponent.
Dive User is made invulnerable for one turn, then hits the next turn.
Dizzy Punch 20% chance to confuse opponent.
Doom Desire Hits two turns after being used.
Double Hit Hits 2 times in one turn.
Double Kick Hits 2 times in one turn.
Double Team Boosts user's evasion by 1 stage.
Double-Edge Has 1/3 recoil.
DoubleSlap Hits 2-5 times in one turn.
Draco Meteor Lowers user's Special Attack by 2 stages.
Dragon Claw No additional effect.
Dragon Dance Boosts user's Attack and Speed by 1 stage.
Dragon Pulse No additional effect.
Dragon Rage Always does 40 HP damage.
Dragon Rush 20% chance to flinch opponent.
Dragon Tail Forces the target to switch to a random Pokemon.
DragonBreath 30% chance to paralyze opponent.
Drain Punch Leeches 50% of the damage dealt.
Dream Eater Leeches 50% of the damage dealt. Only works on a sleeping Pokemon.
Drill Peck No additional effect.
Drill Run Has a high critical hit rate.
Dual Chop Hits 2 times in one turn.
DynamicPunch Confuses the target.
Earth Power 10% chance to lower opponent's Special Defense by 1 stage.
Earthquake Hits Pokemon using Dig with double Base Power.
Echoed Voice Power increases when used consecutively
Egg Bomb No additional effect.
Electro Ball Does damage based on the foe's Speed and the user's Speed.
Electroweb Lowers target's Speed stat by 1 stage.
Embargo Item use is prevented for five turns.
Ember 10% chance to burn.
Encore Causes the target to repeat its last move for 3 turns.
Endeavor Lowers target's HP to the user's HP.
Endure The user always survives with at least 1 HP.
Energy Ball 10% chance to lower opponent's Special Defense by 1 stage.
Entrainment Target's ability becomes the same as the user's.
Eruption Does less damage as the user's HP decreases.
Explosion Faints the user.
Extrasensory 10% chance to flinch opponent.
ExtremeSpeed The user always attacks first.
Facade Has 140 power when user is burned, paralyzed, or poisoned.
Faint Attack Ignores accuracy modifiers.
Fake Out The user always attacks first, and flinches the foe. Can only be used on the first turn out.
Fake Tears Lowers target's Special Defense by 2 stages.
False Swipe Always leaves the foe with at least 1 HP.
FeatherDance Lowers target's Attack by 2 stages.
Feint Nullifies effect of Detect and Protect.
Fiery Dance Boosts user's Special Attack by 1 stage.
Final Gambit Faints the user. Target takes damage equal to the user's HP.
Fire Blast 10% chance to burn opponent.
Fire Fang 10% chance to flinch opponent. 10% chance to burn opponent.
Fire Pledge Can combine with Water Pledge and Grass Pledge.
Fire Punch 10% chance to burn opponent.
Fire Spin Traps and damages over multiple turns.
Fissure Will OHKO the target.
Flail Does more damage as user's HP decreases.
Flame Burst Damages Pokemon next to the target as well.
Flame Charge Boosts user's Speed by 1 stage.
Flame Wheel 10% chance to burn opponent. Thaws the user.
Flamethrower 10% chance to burn opponent.
Flare Blitz Has 1/3 recoil. 10% chance to burn opponent.
Flash Lowers target's accuracy 1 stage.
Flash Cannon 10% chance to lower Special Defense by 1 stage.
Flatter Confuses the target. Boosts the target's Special Attack by 1 stage.
Fling Throws the user's hold item at the foe. Power and effect depend on the item.
Fly User is made invulnerable for one turn, then hits the next turn.
Focus Blast 10% chance to lower opponent's Special Defense by 1 stage.
Focus Energy Boosts critical hit rate by two stages.
Focus Punch Fails if the user takes damage before it hits.
Follow Me All moves target the user.
Force Palm 30% chance to paralyze opponent.
Foresight Blocks evasion modifiers. Allows user's Fighting- and Normal-type moves to hit Ghosts.
Foul Play Uses the target's Attack stat in damage calculation.
Freeze Shock Hits the turn after being used. 30% chance to paralyze opponent.
Frenzy Plant User cannot move next turn.
Frost Breath Always results in a critical hit.
Frustration No additional effect.
Fury Attack Hits 2-5 times in one turn.
Fury Cutter Power doubles with each hit.
Fury Swipes Hits 2-5 times in one turn.
Fusion Bolt Power doubles if used after Fusion Flare.
Fusion Flare Power doubles if used after Fusion Bolt.
Future Sight Deals damage at the end of the turn after three turns.
Gastro Acid Nullifies the foe's ability.
Gear Grind Hits 2 times in one turn.
Giga Drain Leeches 50% of the damage dealt.
Giga Impact User cannot move next turn.
Glaciate Lowers target's Speed by 1 stage.
Glare Paralyzes the target.
Grass Knot Deals damage based on the foe's weight.
Grass Pledge Can combine with Water Pledge and Fire Pledge.
GrassWhistle Puts the target to sleep.
Gravity For 5 turns, prevents flying or jumping; also disables Ground immunities.
Growl Lowers target's Attack by 1 stage.
Growth Boosts user's Attack and Special Attack by 1 stage.
Grudge If the user faints, the foe's attack loses all of its PP.
Guard Split Averages Defense and Special Defense stats of the user with the target.
Guard Swap Swaps user's Defense and Special Defense boosts and drops with opponent.
Guillotine Will OHKO the target.
Gunk Shot 30% chance to poison opponent.
Gust Hits Pokemon using Bounce or Fly for double Base Power.
Gyro Ball Does damage based on the foe's Speed and the user's Speed.
Hail Summons hail for 5 turns.
Hammer Arm Lowers user's Speed by 1 stage.
Harden Boosts user's Defense by 1 stage.
Haze Eliminates all stat changes.
Head Charge Has 1/4 recoil.
Head Smash Has 1/2 recoil.
Headbutt 30% chance to flinch opponent.
Heal Bell Cures status on the user's team.
Heal Block Prevents the foes from using healing moves for 5 turns.
Heal Order Heals the user by 50% max HP.
Heal Pulse Heals the target by 50% max HP.
Healing Wish KOs the user and heals the next Pokemon in.
Heart Stamp 30% chance to flinch opponent.
Heart Swap Swaps user's stat boosts and drops with opponent.
Heat Crash Deals damage based on both the user's and the foe's weight.
Heat Wave 10% chance to burn opponent.
Heavy Slam Deals damage based on both the user's and the foe's weight.
Helping Hand Increases Base Power of ally's moves 50%.
Hex Power doubles if target is afflicted with a status condition.
Hi Jump Kick If it misses, user loses HP equal to 1/2 the user's max HP.
Hidden Power Has 30-70 power and can be any type but Normal, based on the user's IVs.
Hone Claws Boosts user's Attack and accuracy by 1 stage.
Horn Attack No additional effect.
Horn Drill Will OHKO the target.
Horn Leech Leeches 50% of the damage dealt.
Howl Boosts user's Attack by 1 stage.
Hurricane 30% chance to confuse opponent.
Hydro Cannon User cannot move next turn.
Hydro Pump No additional effect.
Hyper Beam User cannot move next turn.
Hyper Fang 10% chance to flinch opponent.
Hyper Voice No additional effect.
Hypnosis Puts the target to sleep.
Ice Ball Doubles in power with each hit. Repeats for five turns.
Ice Beam 10% chance to freeze opponent.
Ice Burn Hits the turn after being used. 30% chance to burn opponent.
Ice Fang 10% chance to flinch opponent. 10% chance to freeze opponent.
Ice Punch 10% chance to freeze opponent.
Ice Shard The user always attacks first.
Icicle Crash 30% chance to flinch opponent.
Icicle Spear Hits 2-5 times in one turn.
Icy Wind Lowers target's Speed by 1 stage.
Imprison No foe can use any of the user's moves.
Incinerate Removes target's held Berry.
Inferno Burns the foe.
Ingrain Heals the user 1/16 its max HP each turn. Prevents the user from switching.
Iron Defense Boosts user's Defense by 2 stages.
Iron Head 30% chance to flinch opponent.
Iron Tail 30% chance to lower opponent's Defense by 1 stage.
Judgment Type is dependent on the user's held Plate item.
Jump Kick If it misses, user loses HP equal to 1/2 the user's max HP.
Karate Chop Has a high critical hit rate.
Kinesis Lowers target's accuracy by 1 stage.
Knock Off Removes the target's item.
Last Resort Can only be used if all other moves have been used once.
Lava Plume 30% chance to burn opponent.
Leaf Blade Has a high critical hit rate.
Leaf Storm Lowers user's Special Attack by 2 stages.
Leaf Tornado 30% chance to lower target's accuracy by 1 stage.
Leech Life Leeches 50% of the damage dealt.
Leech Seed Leeches 1/8 of the target's HP each turn.
Leer Lowers target's Defense by 1 stage.
Lick 30% chance to paralyze opponent.
Light Screen Lowers damage from special attacks to the user's team for 5 turns.
Lock-On The next move used will always hit.
Lovely Kiss Puts the target to sleep.
Low Kick Deals damage based on the foe's weight.
Low Sweep Lowers target's Speed by 1 stage.
Lucky Chant Blocks critical hits for 5 turns.
Lunar Dance KOs the user, then heals the next Pokemon in.
Luster Purge 50% chance to lower Special Defense by 1 stage.
Mach Punch The user always attacks first.
Magic Coat Bounces back certain non-damaging moves.
Magic Room Held items have no effect for 5 turns.
Magical Leaf Ignores accuracy modifiers.
Magma Storm Traps and damages over multiple turns.
Magnet Bomb Ignores accuracy modifiers.
Magnet Rise User becomes immune to Ground moves for 5 turns.
Magnitude Has variable damage. Hits Pokemon using Dig with double Base Power.
Me First Uses the foe's attack at 1.5x power. User must move before the opponent for it to work.
Mean Look The target cannot switch out.
Meditate Boosts user's Attack by 1 stage.
Mega Drain Leeches 50% of the damage dealt.
Mega Kick No additional effect.
Mega Punch No additional effect.
Megahorn No additional effect.
Memento User faints. Lowers foe's Attack and Special Attack 2 stages.
Metal Burst Counters foe's attack with 1.5x damage, but must go last.
Metal Claw 10% chance to boost user's Attack by 1 stage.
Metal Sound Lowers target's Special Defense by 2 stages.
Meteor Mash 20% chance to raise user's Attack by 1 stage.
Metronome Picks a random move.
Milk Drink Heals 50% of the user's max HP.
Mimic Copies the last move used by the target.
Mind Reader The next move used will always hit.
Minimize Boosts user's evasion by 2 stages.
Miracle Eye Nullifies evasion. Allows user's Psychic-type moves to hit Dark-types.
Mirror Coat If hit by a special attack, returns double the damage.
Mirror Move Uses the last move targeted at the user.
Mirror Shot 30% chance to lower opponent's accuracy by 1 stage.
Mist Prevents moves that lower stats from working for 5 turns.
Mist Ball 50% chance to lower Special Attack 1 stage.
Moonlight Heals user variably depending on the weather.
Morning Sun Heals user variably depending on the weather.
Mud Bomb 30% chance to lower opponent's accuracy by 1 stage.
Mud Shot Lowers target's Speed by 1 stage.
Mud Sport Electric-type attacks do 50% less damage.
Muddy Water 30% chance to lower opponent's accuracy by 1 stage.
Mud-Slap Lowers target's accuracy by 1 stage.
Nasty Plot Boosts user's Special Attack by 2 stages.
Natural Gift Power and type depends on the user's held Berry.
Nature Power Attack changes based on terrain. Becomes Earthquake in Wifi battles.
Needle Arm 30% chance to flinch opponent.
Night Daze 40% chance to lower opponent's accuracy by 1 stage.
Night Shade Does damage to the opponent's HP equal to the user's level.
Night Slash Has a high critical hit rate.
Nightmare Does 1/4 of the target's max HP per turn to a sleeping target.
Octazooka 50% chance to lower opponent's accuracy by 1 stage.
Odor Sleuth Blocks evasion modifiers. Allows user's Fighting- and Normal-type moves to hit Ghosts.
Ominous Wind 10% chance to boost all of the user's stats by 1 stage.
Outrage Repeats for 2-3 turns. Confuses the user at the end.
Overheat Lowers user's Special Attack by 2 stages.
Pain Split Shares HP of user and target equally.
Pay Day No additional effect.
Payback Base Power doubles if the foe moves first.
Peck No additional effect.
Perish Song All active Pokemon that hear the song faint after 3 turns.
Petal Dance Repeats for 2-3 turns. Confuses the user at the end.
Pin Missile Hits 2-5 times in one turn.
Pluck User steals the effect of the foe's Berry.
Poison Fang 30% chance to inflict toxic poison on the opponent.
Poison Gas Poisons the target.
Poison Jab 30% chance to poison opponent.
Poison Sting 30% chance to poison opponent.
Poison Tail Has a high critical hit rate. 10% chance to poison opponent.
PoisonPowder Poisons the target.
Pound No additional effect.
Powder Snow 10% chance to freeze opponent.
Power Gem No additional effect.
Power Split Averages Attack and Special Attack stats of the user with the target.
Power Swap Swaps user's Attack and Special Attack boosts and drops with the foe.
Power Trick Swaps user's Attack and Defense stats.
Power Whip No additional effect.
Present Has random power and a chance to heal the target.
Protect Prevents most moves from working on the user that turn.
Psybeam 10% chance to confuse opponent.
Psych Up Copies the foe's stat changes.
Psychic 10% chance to lower opponent's Special Defense by 1 stage.
Psycho Boost Lowers user's Special Attack by 2 stages.
Psycho Cut Has a high critical hit rate.
Psycho Shift Shifts the user's status effect to the foe.
Psyshock Uses opponent's Defense stat in damage calculation.
Psystrike Uses opponent's Defense stat in damage calculation.
Psywave Damage is .5x to 1.5x the user's level.
Punishment Does more damage to foes with stat boosts.
Pursuit Doubles in power if the target switches, and hits them before they can escape.
Quash Forces the target to move last.
Quick Attack The user always attacks first.
Quick Guard Prevents priority attacks from working on all Pokemon on the user's side of the field.
Quiver Dance Boosts user's Special Attack, Special Defense, and Speed by 1 stage.
Rage Boosts user's Attack by 1 stage if hit.
Rage Powder All moves target the user.
Rain Dance Summons rain for five turns.
Rapid Spin Removes Leech Seed, Spikes, Stealth Rock, and Toxic Spikes on user's side of the field.
Razor Leaf Has a high critical hit rate.
Razor Shell 50% chance to lower opponent's Defense by 1 stage.
Razor Wind Charges up the first turn; attacks on the second turn. Has a high critical hit rate.
Recover Heals 50% of the user's max HP.
Recycle Restores a used item.
Reflect Lowers damage from physical attacks to the user's team for 5 turns.
Reflect Type User becomes the same type as the target.
Refresh Removes status.
Relic Song 10% chance to put opponent to sleep. If used by Meloetta, causes it to change from Aria Forme to Pirouette Forme.
Rest The user goes to sleep for two turns and restores all HP.
Retaliate Power doubles if the user's teammate fainted the previous turn.
Return No additional effect.
Revenge Doubles in power if user is damaged by the target first.
Reversal Does more damage as HP decreases.
Roar Forces the target to switch to a random Pokemon.
Roar Of Time User cannot move next turn.
Rock Blast Hits 2-5 times in one turn.
Rock Climb 20% chance to confuse opponent.
Rock Polish Boosts user's Speed by 2 stages.
Rock Slide 30% chance to flinch opponent.
Rock Smash 50% chance to lower opponent's Defense by 1 stage.
Rock Throw No additional effect.
Rock Tomb Lowers target's Speed by 1 stage.
Rock Wrecker User cannot move next turn.
Role Play Copies the foe's ability and overwrites the user's ability.
Rolling Kick 30% chance to flinch opponent.
Rollout Doubles in power with each hit. Repeats for five turns.
Roost Heals 50% HP. Temporarily removes the user's Flying-type.
Round Power doubles if a teammate used Round in the same turn.
Sacred Fire 50% chance to burn opponent. Thaws the user.
Sacred Sword Not affected by opponent's stat changes.
Safeguard Protects the user's team from status conditions for 5 turns.
Sand Tomb Traps and damages over multiple turns.
Sand-Attack Lowers target's accuracy by 1 stage.
Sandstorm Summons a sandstorm for 5 turns.
Scald 30% chance to burn opponent.
Scary Face Lowers target's Speed by 2 stages.
Scratch No additional effect.
Screech Lowers target's Defense by 2 stages.
Searing Shot 30% chance to burn opponent.
Secret Power Effects vary with terrain. 30% chance to lower opponent's accuracy in Wifi battles.
Secret Sword Uses opponent's Defense stat in damage calculation.
Seed Bomb No additional effect.
Seed Flare 40% chance to lower opponent's Special Defense by 2 stages.
Seismic Toss Does damage to the opponent's HP equal to the user's level.
Selfdestruct Faints the user.
Shadow Ball 20% chance to lower opponent's Special Defense by 1 stage.
Shadow Claw Has a high critical hit rate.
Shadow Force User becomes invulnerable, then attacks the next turn. Nullifies Detect and Protect.
Shadow Punch Ignores accuracy modifiers.
Shadow Sneak The user always attacks first.
Sharpen Boosts user's Attack by 1 stage.
Sheer Cold Will OHKO the target.
Shell Smash Boosts user's Attack, Special Attack, and Speed by 2 stages. Lowers user's Defense and Special Defense by 1 stage.
Shock Wave Ignores accuracy modifiers.
Signal Beam 10% chance to confuse opponent.
Silver Wind 10% chance to boost all of the user's stats by 1 stage.
Simple Beam Changes the foe's ability to Simple.
Sing Puts the target to sleep.
Sketch Permanently copies the last move used by the target.
Skill Swap The user and the target trade abilities.
Skull Bash Charges up turn one; attacks turn two. Boosts user's Defense by 1 stage.
Sky Attack Hits the turn after being used. 30% chance to flinch opponent.
Sky Drop Hits the turn after being used. The opponent cannot move while in the air.
Sky Uppercut Hits Pokemon using Bounce or Fly.
Slack Off Heals 50% of user's max HP.
Slam No additional effect.
Slash Has a high critical hit rate.
Sleep Powder Puts the target to sleep.
Sleep Talk Picks one of the user's moves at random. Can only be used while sleeping.
Sludge 30% chance to poison opponent.
Sludge Bomb 30% chance to poison opponent.
Sludge Wave 10% chance to poison opponent.
Smack Down Removes target's Flying-type immunities. Also hits Pokemon using Fly or Bounce.
SmellingSalt Has 120 power on a paralyzed target, but cures it of paralysis.
Smog 40% chance to poison opponent.
SmokeScreen Lowers target's accuracy by 1 stage.
Snarl Lowers target's Special Attack by 1 stage.
Snatch If certain moves are used, the user of Snatch uses the moves instead.
Snore Can only be used while user is sleeping. 30% chance to flinch opponent.
Soak Changes the target's type to Water.
Softboiled Heals 50% of user's max HP.
SolarBeam Charges up turn 1; attacks on turn 2.
SonicBoom Does 20 HP damage. Ghosts are immune.
Spacial Rend Has a high critical hit rate.
Spark 30% chance to paralyze opponent.
Spider Web The target cannot switch out.
Spike Cannon Hits 2-5 times in one turn.
Spikes Causes damage to the enemy whenever they switch.
Spit Up Varies in power depending on the number of uses of Stockpile.
Spite Lowers the PP of the move used last by 4.
Splash No effect whatsoever.
Spore Puts the target to sleep.
Stealth Rock Causes damage to the enemy whenever they switch.
Steamroller 30% chance to flinch opponent.
Steel Wing 10% chance to raise the user's Defense by 1 stage.
Stockpile Boosts the user's Defense and Special Defense by 1 stage. Sets the user up to use Spit Up and Swallow.
Stomp 30% chance to flinch opponent.
Stone Edge Has a high critical hit rate.
Stored Power Varies in power depending on number of boosts accumulated by user.
Storm Throw Always results in a critical hit.
Strength No additional effect.
String Shot Lowers target's Speed by 1 stage.
Struggle User loses 25% of its max HP as recoil.
Struggle Bug Lowers target's Special Attack by 1 stage.
Stun Spore Paralyzes the target.
Submission Has 1/4 recoil.
Substitute Takes 1/4 the user's max HP to create a Substitute that takes damage for the user.
Sucker Punch The user always moves first. Will only work if the foe attacks on the same turn.
Sunny Day Summons sunlight for 5 turns.
Super Fang Does damage equal to half the foe's current HP.
Superpower Lowers user's Attack and Defense by 1 stage.
Supersonic Confuses the target.
Surf Hits Pokemon using Dive with double Base Power.
Swagger Confuses the target. Boosts target's Attack by 2 stages.
Swallow Healing varies based on the number of uses of Stockpile.
Sweet Kiss Confuses the target.
Sweet Scent Lowers target's evasion by 1 stage.
Swift Ignores accuracy modifiers.
Switch Gear Boosts user's Attack by 1 stage. Boosts user's Speed by 2 stages.
Switcheroo Switches items with the target.
Swords Dance Boosts user's Attack by 2 stages.
Synchronoise Only damages Pokemon of the same type as the user.
Synthesis Heals variably depending on the weather.
Tackle No additional effect.
Tail Glow Boosts user's Special Attack by 3 stages.
Tail Slap Hits 2-5 times in one turn.
Tail Whip Lowers target's Defense by 1 stage.
Tailwind Doubles Speed of the user's team for 4 turns.
Take Down Has 1/4 recoil.
Taunt Forces the foe to use damaging moves for 3 turns.
Techno Blast Type is dependent on the user's held Drive item.
Teeter Dance Confuses all other active Pokemon.
Telekinesis Gives target immunity to Ground-type moves and makes all moves hit the target for 3 turns.
Teleport Has no effect.
Thief Steals target's item.
Thrash Repeats for 2-3 turns. Confuses the user.
Thunder 30% chance to paralyze opponent.
Thunder Fang 10% chance to flinch opponent. 10% chance to paralyze opponent.
Thunder Wave Paralyzes the target.
Thunderbolt 10% chance to paralyze opponent.
ThunderPunch 10% chance to paralyze opponent.
ThunderShock 10% chance to paralyze opponent.
Tickle Lowers target's Attack and Defense by 1 stage.
Torment Prevents the target from using the same move twice in a row.
Toxic Inflicts intensifying poison on the target.
Toxic Spikes Poisons switch-ins.
Transform Transforms into the foe.
Tri Attack 20% chance to burn, freeze, or paralyze the opponent.
Trick Switches items with the target.
Trick Room Slower Pokemon move first for 5 turns.
Triple Kick Attacks up to 3 times in 1 turn.
Trump Card Power increases as PP decreases.
Twineedle Hits 2 times in one turn. Each hit has a 20% chance to poison opponent.
Twister 20% chance to flinch opponent.
Uproar Repeats for 3 turns. No Pokemon can sleep during these turns.
U-turn Attacks, then switches.
Vacuum Wave The user always attacks first.
V-create Lowers user's Defense, Special Defense, and Speed by 1 stage.
Venoshock Power doubles if target is poisoned.
ViceGrip No additional effect.
Vine Whip No additional effect.
Vital Throw Ignores accuracy modifiers.
Volt Switch Attacks, then switches. Does not switch if the move is used on a Ground-type.
Volt Tackle 10% chance to paralyze opponent. Has 1/3 recoil.
Wake-Up Slap Double Base Power if used on a sleeping foe, but also wakes the target up.
Water Gun No additional effect.
Water Pledge Can combine with Fire Pledge and Grass Pledge.
Water Pulse 20% chance to confuse opponent.
Water Sport Fire-type attacks do 50% less damage.
Water Spout Does less damage as the user's HP decreases.
Waterfall 20% chance to flinch opponent.
Weather Ball Doubles in power and changes type if there is weather.
Whirlpool Traps and damages over multiple turns.
Whirlwind Forces the target to switch to a random Pokemon.
Wide Guard Prevents most moves from working on all Pokemon on the user's side of the field that turn.
Wild Charge Has 1/4 recoil.
Will-O-Wisp Burns the foe.
Wing Attack No additional effect.
Wish Heals the Pokemon in play by 50% of the user's max HP, 2 turns after it is used.
Withdraw Boosts user's Defense by 1 stage.
Wonder Room The Defense and Special Defense stats of all Pokemon are swapped for 5 turns.
Wood Hammer Has 1/3 recoil.
Work Up Boosts user's Attack and Special Attack by 1 stage.
Worry Seed Changes the foe's ability to Insomnia.
Wrap Traps and damages over multiple turns.
Wring Out Base Power depends on the foe's remaining HP.
X-Scissor No additional effect.
Yawn Puts the target to sleep after 2 turns.
Zap Cannon Paralyzes the target.
Zen Headbutt 20% chance to flinch opponent.
Ability Description
Adaptability The Pokemon's STAB modifier becomes x2.
Aftermath Deals 25% damage when KOed by contact damage.
Air Lock Blocks the effects of weather.
Analytic Raises the power of all moves by 30% if the Pokemon moves last.
Anger Point Raises Attack to +6 if struck by a critical hit.
Anticipation Alerts the Pokemon to certain dangerous moves.
Arena Trap Prevents switching and increases encounter rate.
Bad Dreams Deals 12.5% damage to sleeping opponents per turn.
Battle Armor Prevents critical hits.
Big Pecks Prevents the enemy from lowering this Pokemon's Defense.
Blaze Boosts power of Fire-type moves 50% when at 1/3 HP or less.
Chlorophyll Speed doubles in sun.
Clear Body Prevents the enemy from lowering this Pokemon's stats.
Cloud Nine Blocks the effects of weather.
Color Change Changes the Pokemon's type to type of last attack that hit this Pokemon.
Compoundeyes Increases this Pokemon's accuracy by 30% and increases the chance of finding items on wild Pokemon.
Contrary The Pokemon's stat changes are reversed.
Cursed Body The Pokemon has a 30% chance to disable any move that hits it.
Cute Charm Can infatuate Pokemon of opposite gender when struck. Higher chance of encountering Pokemon of the opposite gender.
Damp Prevents the use of Selfdestruct or Explosion. Prevents Aftermath from doing damage.
Defeatist Halves the Pokemon's Attack and Special Attack if its HP drops below 50%.
Defiant Boosts Attack by 2 stages for every stat drop.
Download The Pokemon gets a stat boost depending on its opponent's stats.
Drizzle Summons permanent rain.
Drought Summons permanent sun.
Dry Skin The Pokemon absorbs Water-type attacks and has a weakness to Fire-type moves. Heals in rain and is damaged by sun.
Early Bird Reduces sleep time by 50%.
Effect Spore Induces paralysis, poison, or sleep when struck.
Filter Reduces damage from super effective hits by 1/4.
Flame Body 30% chance to burn Pokemon using contact moves on this Pokemon. Halves the number of steps required to hatch eggs.
Flare Boost Special Attack is increased 50% when burned.
Flash Fire Grants immunity to Fire-type moves and increases the power of Fire-type moves by 50% when hit by a Fire-type move.
Flower Gift Raises stats of this Pokemon and its partner in sun.
Forecast Changes type according to weather.
Forewarn Tells which of the opponent's moves has the highest Base Power.
Friend Guard Reduces damage done to a teammate by 1/4.
Frisk Reveals the foe's item.
Gluttony Consumes pinch Berries at 50% HP or less.
Guts Attack is increased 50% when statused.
Harvest Pokemon has a 50% chance to regain its held Berry at the end of the turn it was used.
Healer 30% chance to heal an adjacent teammate of a status condition every turn.
Heatproof Reduces Fire damage 50%.
Heavy Metal The Pokemon's weight is doubled.
Honey Gather Adds a chance of finding Honey after each in-game battle.
Huge Power Doubles Attack stat.
Hustle Physical moves do 50% more damage at the cost of 20% accuracy. Increases wild encounter rate with higher level Pokemon.
Hydration Heals status effects in rain.
Hyper Cutter Prevents the enemy from lowering this Pokemon's Attack.
Ice Body Heals 1/16 max HP in hail.
Illuminate Increases wild encounter rate (no effect in battles).
Illusion The Pokemon appears as the last Pokemon in the party to the opponent.
Immunity This Pokemon cannot be poisoned.
Imposter The Pokemon transforms into the opponent when it switches in.
Infiltrator The Pokemon bypasses the foe's Light Screen, Reflect, Mist, and Safeguard.
Inner Focus Prevents flinching.
Insomnia Prevents sleep.
Intimidate Lowers the foe's Attack one stage. Decreases wild encounter rate.
Iron Barbs Deals 12.5% damage when the opponent makes contact.
Iron Fist Increases the power of punching moves.
Justified Boosts Attack by 1 stage if hit by a Dark-type Attack.
Keen Eye Pokemon's accuracy cannot be lowered. Decreases wild encounter rate.
Klutz This Pokemon both is unaffected by and will not utilize held items.
Leaf Guard Prevents status effects in sun.
Levitate This Pokemon is immune to Ground-type moves.
Light Metal The Pokemon's weight is halved.
Lightningrod When hit with an Electric-type move, Special Attack is boosted by 1 stage. All Electric-type attacks are drawn to this Pokemon.
Limber Blocks paralysis.
Liquid Ooze Leeching moves cause the enemy to lose HP instead.
Magic Bounce Bounces back certain non-damaging moves.
Magic Guard Prevents indirect damage.
Magma Armor Cannot be frozen. Halves the amount of steps required to hatch eggs.
Magnet Pull Prevents Steel-type Pokemon from switching. Increases the chance of encountering a Steel-type Pokemon in the wild.
Marvel Scale Boosts Defense 50% when hit by a status move.
Minus If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.
Mold Breaker Abilities that hinder attacks are nullified.
Moody A random stat is lowered by 1 stage and another is boosted by 2 stages every turn.
Motor Drive When hit with an Electric-type move, Speed is boosted 1 stage.
Moxie Boosts Attack by 1 stage if the Pokemon knocks out another Pokemon.
Multiscale Reduces damage by 1/2 if the Pokemon is at full health.
Multitype Type changes depending on the held plate. Prevents item loss.
Mummy The opponent's ability becomes Mummy when it hits the Pokemon with a contact move.
Natural Cure Cures status on switching out.
No Guard All attacks used by and used on this Pokemon will never miss.
Normalize All moves used by this Pokemon are Normal-type.
Oblivious Grants immunity to infatuation and Captivate.
Overcoat Grants immunity to damage from weather effects.
Overgrow Raises the power of Grass-type moves 50% when at 1/3 HP or less.
Own Tempo Prevents confusion.
Pickpocket The Pokemon immediately steals an item from an attacker using a contact move.
Pickup Pokemon gains foe's consumed item after use. Adds a chance of finding an item after each in-game battle.
Plus If allied with a Pokemon with Plus or Minus, its Special Attack increases 50%.
Poison Heal Heals 1/8 HP per turn when poisoned.
Poison Point Enemies' contact moves have a 30% chance of poisoning them.
Poison Touch The Pokemon has a 20% chance to poison the opponent when it uses a contact move.
Prankster Moves that do not deal direct damage have their priority increased by one level.
Pressure Enemy attacks lose one extra PP. Increases wild encounter rate.
Pure Power Doubles Attack stat.
Quick Feet Increases Speed by 50% when afflicted with a status condition.
Rain Dish Heals 1/16 max HP in rain.
Rattled Boosts Speed by 1 stage when hit by a Dark-, Bug-, or Ghost-type attack.
Reckless Increases the power of recoil moves by 20%.
Regenerator Pokemon heals 1/3 of its maximum HP on switching out.
Rivalry Move power depends on gender of the opponent.
Rock Head Recoil moves deal no recoil damage.
Rough Skin Deals 12.5% damage when the opponent makes contact.
Run Away Increases chances of successfully escaping a random battle.
Sand Force Increases power of Rock-, Steel-, and Ground-type attacks by 30% in a sandstorm.
Sand Rush Speed doubles in sandstorm.
Sand Stream Summons permanent sandstorm.
Sand Veil Evasion increases by 20% in a sandstorm.
Sap Sipper Grants immunity to Grass-type moves and boosts Attack by 1 stage when hit by a Grass-type move.
Scrappy Can hit Ghost-types with Normal- and Fighting-type moves.
Serene Grace This Pokemon's secondary effect chances are doubled.
Shadow Tag Prevents switching.
Shed Skin 30% chance to heal status every turn.
Sheer Force Increases power of moves with secondary effects by 30%, but removes the effects.
Shell Armor Prevents critical hits.
Shield Dust Secondary effects won't occur.
Simple Doubles all status boosts and drops.
Skill Link Multi-hit moves will always hit the maximum number of times.
Slow Start Attack and Speed are halved for 5 turns.
Sniper Critical hits do 3x damage instead of 2x.
Snow Cloak Evasion increases 20% in hail.
Snow Warning Summons permanent hail.
Solar Power Loses HP in sun. Special Attack increases 50%.
Solid Rock Reduces damage from super effective hits by 1/4.
Soundproof Unaffected by sound moves.
Speed Boost Speed increases at end of the turn.
Stall This Pokemon moves last.
Static Enemies' contact moves can paralyze them.
Steadfast Speed is boosted one stage when flinched.
Stench Increases the chance that the opponent will flinch when the Pokemon attacks. Decreases wild encounter rate.
Sticky Hold This Pokemon's item cannot be removed. Increases chance of encountering Pokemon while fishing.
Storm Drain When hit with a Water-type move, Special Attack is boosted by 1 stage. All Water-type attacks are drawn to this Pokemon.
Sturdy If the Pokemon is at full HP, it will survive any attack. OHKO moves will fail.
Suction Cups Cannot be forced to switch. Increases chance of encountering Pokemon while fishing.
Super Luck Critical hit rate doubles.
Swarm Boosts power of Bug-type moves 50% when at 1/3 HP or less.
Swift Swim Speed doubles in rain.
Synchronize When statused, the enemy is also statused. Can pass nature to wild Pokemon.
Tangled Feet Evasion increases when confused.
Technician Moves with 60 Base Power or less do 50% more damage.
Telepathy Does not take damage from allies' attacks.
Tension The opponent cannot eat Berries.
Teravolt Abilities that hinder attacks are nullified.
Thick Fat Halves Ice- and Fire-type damage.
Tinted Lens Doubles damage on resisted hits.
Torrent Boosts power of Water-type moves 50% when at 1/3 HP or less.
Toxic Boost Attack is increased 50% when poisoned.
Trace Copies foe's ability.
Truant This Pokemon does nothing every other turn.
Turboblaze Abilities that hinder attacks are nullified.
Unaware Ignores stat changes on other Pokemon.
Unburden Speed increases when an item is used or lost.
Unnerve Prevents the foe from consuming their held Berry item.
Victory Star Increases the accuracy of this Pokemon and allies on its side of the field by 10%.
Vital Spirit Prevents sleep. Increases wild encounters with higher level Pokemon.
Volt Absorb Heals 25% HP when hit by an Electric-type attack.
Water Absorb Heals 25% HP when hit by a Water-type attack.
Water Veil Prevents burn.
Weak Armor Boosts Speed by 1 stage and lowers Defense by 1 stage when hit by a physical move.
White Smoke Prevents the enemy from lowering this Pokemon's stats. Decreases wild encounter rate.
Wonder Guard Only super effective attacks harm this Pokemon.
Wonder Skin Reduces the chance of a status move having an effect by 50%.
Zen Mode The Pokemon changes Forme when below 50% of its max HP.
Item Description
Ability Urge Activates its teammate's ability. Wonder Launcher only.
Absorb Bulb Boosts Special Attack of holder if hit by a Water-type attack. One-time use.
Adamant Orb Hold item which raises power of Dialga's STAB moves 20%.
Aguav Berry Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Air Balloon Makes the holder immune to Ground-type attacks. Disappears when holder is hit.
Amulet Coin Doubles winnings from battle if the holder takes part.
Antidote Cures poison.
Apicot Berry Raises Special Defense by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Armor Fossil Can be revived into Shieldon.
Aspear Berry Cures freeze. One-time use.
Awakening Cures sleep.
Babiri Berry Reduces damage from a super effective Steel-type attack by 50%. Consumed after use.
BalmMushroom Can be sold to maniac on Route 5 for 25000 Poké Dollars. No other use.
Belue Berry No use. Unobtainable in BW.
Berry Juice Restores 20 HP when at 50% HP or less. One-time use.
Bicycle Increases movement speed when in use.
Big Mushroom Can be sold for 2500 Poké Dollars. No other use.
Big Nugget Can be sold to maniac in Icirrus City for 25000 Poké Dollars. No other use.
Big Pearl Can be sold for 3750 Poké Dollars. No other use.
Big Root Increases HP gained from draining moves by 30%.
Binding Band Increases power of multi-turn trapping moves.
Black Belt Raises power of Fighting-type moves 20%.
Black Flute Reduces the rate of encounters with wild Pokemon. Does not disappear after use.
Black Sludge Recovers 1/16 HP each turn for Poison types. Damages all other types.
BlackGlasses Raises power of Dark-type moves 20%.
Blue Flute Cures sleep. Does not disappear after use.
Blue Shard No use.
BridgeMail D Immune to Trick.
BridgeMail M Immune to Trick.
BridgeMail S Immune to Trick.
BridgeMail T Immune to Trick.
BridgeMail V Immune to Trick.
BrightPowder Raises evasion 10%.
Bug Gem Raises the power of a Bug-type move by 50%. One-time use.
Burn Drive Changes the type of Techno Blast to Fire.
Burn Heal Cures burns.
Calcium Adds 10 EVs to Special Attack.
Carbos Adds 10 EVs to Speed.
Casteliacone Removes all status effects from one Pokemon.
Cell Battery Boosts Special Attack of holder if hit by an Electric-type attack. One-time use.
Charcoal Raises power of Fire-type moves 20%.
Charti Berry Reduces damage from a super effective Rock-type attack by 50%. Consumed after use.
Cheri Berry Cures paralysis. One-time use.
Cherish Ball Ball that event Pokemon come in.
Chesto Berry Cures sleep. One-time use.
Chilan Berry Reduces damage from a Normal-type attack by 50%. Consumed after use.
Chill Drive Changes the type of Techno Blast to Ice.
Choice Band Hold item which raises Attack 50%, but locks holder into one move.
Choice Scarf Hold item which raises Speed 50%, but locks holder into one move.
Choice Specs Hold item which raises Special Attack 50%, but locks holder into one move.
Chople Berry Reduces damage from a super effective Fighting-type attack by 50%. Consumed after use.
Claw Fossil Can be revived into Anorith.
Cleanse Tag Reduces the rate of encounters with wild Pokemon.
Clever Wing Adds 1 EV to Special Defense.
Coba Berry Reduces damage from a super effective Flying-type attack by 50%. Consumed after use.
Colbur Berry Reduces damage from a super effective Dark-type attack by 50%. Consumed after use.
Comet Shard Can be sold to maniac in Icirrus City for 60000 Poké Dollars. No other use.
Cornn Berry No use. Unobtainable in BW.
Cover Fossil Can be revived into Tirtouga.
Custap Berry Activates at 25% HP. Next move used goes first. One-time use.
Custap Berry Activates at 25% HP. Next move used goes first. Unobtainable in BW. One-time use.
Damp Rock Rain Dance lasts 8 turns.
Dark Gem Raises the power of a Dark-type move by 50%. One-time use.
Dark Stone Part of the storyline in BW. No other use.
Dawn Stone Evolves Kirlia and Snorunt.
DeepSeaScale Doubles Clamperl's Special Defence. Evolves Clamperl into Gorebyss.
DeepSeaTooth Doubles Clamperl's Special Attack. Evolves Clamperl into Huntail.
Destiny Knot If the holder becomes infatuated, so does the enemy.
Dire Hit Increases critical hit ratio by 1 level.
Dire Hit 2 Increases critical hit ratio by 2 levels.
Dire Hit 3 Increases critical hit ratio by 3 levels.
Dive Ball A ball used to catch Pokemon that is more effective in water terrain.
Dome Fossil Can be revived into Kabuto.
Douse Drive Changes the type of Techno Blast to Water.
Dowsing MCHN Can detect hidden items.
Draco Plate Raises power of Dragon-type moves 20%. Pokemon with Multitype become Dragon-type.
Dragon Fang Raises power of Dragon-type moves 20%.
Dragon Gem Raises the power of a Dragon-type move by 50%. One-time use.
Dragon Scale Evolves Seadra into Kingdra.
Dragon Skull Part of the storyline in BW. No other use.
Dread Plate Raises power of the holder's Dark-type moves 20%. Pokemon with Multitype become Dark-type.
Dream Ball A ball used to catch Pokemon in the Entralink Forest.
Dubious Disc Evolves Porygon2 into Porygon-Z.
Durin Berry No use. Unobtainable in BW.
Dusk Ball A ball used to catch Pokemon that is more effective at night.
Dusk Stone Evolves Misdreavus, Murkrow, and Lampent.
Earth Gem Raises the power of a Ground-type move by 50%. One-time use.
Earth Plate Raises power of Ground-type moves 20%. Pokemon with Multitype become Ground-type.
Eject Button When the holder is hit, they immediately switch out. One-time use.
Electirizer Evolves Electabuzz into Electivire.
Elixir Restores 10 PP to all of one Pokemon's moves.
Energy Root Restores 200 HP to one Pokemon but tastes bitter.
EnergyPowder Restores 50 HP to one Pokemon but tastes bitter.
Enigma Berry Heals 25% HP after being hit by a super effective attack. Unobtainable in BW. One-time use.
Escape Rope Allows the user to escape from a dungeon.
Ether Restores 10 PP to one of one Pokemon's moves.
Everstone Prevents evolution and provides a chance to pass down natures while breeding.
Eviolite Boosts Defense and Special Defense of holder by 50% if it is an NFE Pokemon.
Exp. Share Gives 50% of exp earned in battle to one Pokemon.
Expert Belt Super effective attacks are 20% stronger.
Favored Mail Immune to Trick.
Fighting Gem Raises the power of a Fighting-type move by 50%. One-time use.
Figy Berry Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Fire Gem Raises the power of a Fire-type move by 50%. One-time use.
Fire Stone Evolves Vulpix, Growlithe, Eevee, and Pansear.
Fist Plate Raises power of Fighting-type moves 20%. Pokemon with Multitype become Fighting-type.
Flame Orb Burns the holder.
Flame Plate Raises power of Fire-type moves 20%. Pokemon with Multitype become Fire-type.
Float Stone The weight of the holder is halved.
Fluffy Tail Allows the user to escape from battle.
Flying Gem Raises the power of a Flying-type move by 50%. One-time use.
Focus Band Gives a 10% chance of surviving a hit with at least 1 HP.
Focus Sash The holder always survives one attack. One-time use.
Fresh Water Restores 50 HP to one Pokemon.
Full Heal Removes all status effects from one Pokemon.
Full Incense Makes the holder move last. Allows breeding of Munchlax.
Full Restore Fully heals and removes all status effects from one Pokemon.
Ganlon Berry Raises Defense by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Genius Wing Adds 1 EV to Special Attack.
Ghost Gem Raises the power of a Ghost-type move by 50%. One-time use.
Gracidea Causes Shaymin to change to Sky Forme.
Gram 1 Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Gram 2 Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Gram 3 Deliver all 3 Grams to Wingull to obtain TM89 U-turn.
Grass Gem Raises the power of a Grass-type move by 50%. One-time use.
Great Ball A ball used to catch Pokemon that is more effective than a Poké Ball.
Green Shard No use.
Greet Mail Immune to Trick.
Grepa Berry Reduces Special Defense EVs by 10. Increases happiness.
Grip Claw Partial trapping moves last 5 turns.
Griseous Orb Raises the Base Power of Giratina's STAB moves 20%. May only be held by Giratina, transforms Giratina into Giratina-O when held. Cannot be removed in battle.
Guard Spec. Prevents stat decreases from taking place for 5 turns.
Haban Berry Reduces damage from a super effective Dragon-type attack by 50%. Consumed after use.
Hard Stone Raises power of Rock-type moves 20%.
Heal Ball A ball used to catch Pokemon that heals the caught Pokemon.
Heal Powder Removes all status effects from one Pokemon, but has a bitter taste.
Health Wing Adds 1 EV to HP.
Heart Scale Allows you to teach a Pokemon one level-up move.
Heat Rock Adds 1 EV to HP.
Helix Fossil Can be revived into Omanyte.
HM01 Teaches*Cut*to a Pokemon.
HM02 Teaches*Fly*to a Pokemon.
HM03 Teaches*Surf*to a Pokemon.
HM04 Teaches*Strength*to a Pokemon.
HM05 Teaches*Waterfall*to a Pokemon.
HM06 Teaches*Dive*to a Pokemon.
Hondew Berry Reduces Special Attack EVs by 10. Increases happiness.
HP Up Adds 10 EVs to HP.
Hyper Potion Restores 200 HP to one Pokemon.
Iapapa Berry Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Ice Gem Raises the power of a Ice-type move by 50%. One-time use.
Ice Heal Cures freeze.
Icicle Plate Raises power of Ice-type moves 20%. Pokemon with Multitype become Ice-type.
Icy Rock Hail lasts 8 turns.
Inquiry Mail Immune to Trick.
Insect Plate Raises power of Bug-type moves 20%. Pokemon with Multitype become Bug-type.
Iron Adds 10 EVs to Defense.
Iron Ball Reduces Speed 50% and removes holder's Ground-type immunity.
Iron Plate Raises power of Steel-type moves 20%. Pokemon with Multitype become Steel-type.
Item Drop Causes teammate to lose its held item. Wonder Launcher only.
Item Urge Activates its teammate's item. Wonder Launcher only.
Jaboca Berry If hit by a physical attack, the attacker takes 12.5% damage. Unobtainable in BW. One-time use.
Kasib Berry Reduces damage from a super effective Ghost-type attack by 50%. Consumed after use.
Kebia Berry Reduces damage from a super effective Poison-type attack by 50%. Consumed after use.
Kelpsy Berry Reduces Attack EVs by 10. Increases happiness.
King's Rock Certain moves have a 10% flinch rate.
Lansat Berry Raises critical hit rate by two stages when at 25% HP or less. Unobtainable in BW. One-time use.
Lava Cookie Removes all status effects from one Pokemon.
Lax Incense Hold item which raises evasion 5%. Allows breeding of Wynaut.
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, Nuzleaf, and Pansage.
Leftovers Heals 1/16 HP each turn.
Lemonade Restores 80 HP to one Pokemon.
Leppa Berry Restores 10 PP to a move that has run out of PP. One-time use.
Liberty Pass Allows travel to Liberty Garden Island.
Liechi Berry Raises Attack by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Life Orb Boosts power by 30%, user takes 10% recoil each turn it attacks.
Light Ball Doubles Pikachu's Atk and SpA.
Light Clay Reflect and Light Screen last 8 turns.
Light Stone Part of the storyline in BW. No other use.
Like Mail Immune to Trick.
Luck Incense Doubles winnings from battle if the holder takes part. Allows breeding of Happiny.
Lucky Egg Boosts experience points 50% when held.
Lucky Punch Raises Chansey's critical hit ratio two stages.
Lum Berry Cures status. Consumed after use.
Lustrous Orb Raises power of Palkia's STAB moves 20%.
Luxury Ball A ball used to catch Pokemon that causes the captured Pokemon to gain happiness faster.
Macho Brace Reduces Speed 50%. Doubles EVs gained.
Magmarizer Evolves Magmar into Magmortar.
Magnet Raises power of Electric-type moves 20%.
Mago Berry Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Magost Berry No use. Unobtainable in BW.
Master Ball A ball used to catch Pokemon that will always succeed.
Max Elixir Restores all PP to all of one Pokemon's moves.
Max Ether Restores all PP to one of one Pokemon's moves.
Max Potion Restores all HP to one Pokemon.
Max Repel Keeps weaker Pokemon away for 250 steps.
Max Revive Revives and restores all HP to one Pokemon.
Meadow Plate Raises power of Grass-type moves 20%. Pokemon with Multitype become Grass-type.
Mental Herb Cures certain conditions. One-time use.
Metal Coat Raises power of Steel-type moves 20%. Evolves Onix and Scyther.
Metal Powder Raises Ditto's Defense and Special Defense by 50%.
Metronome Boost the power of attacks used consecutively.
Micle Berry Activates at 25% HP. Next move used will always hit. Unobtainable in BW. One-time use.
Mind Plate Raises power of Psychic-type moves 20%. Pokemon with Multitype become Psychic-type.
Miracle Seed Raises power of Grass-type moves 20%.
MooMoo Milk Restores 100 HP to one Pokemon.
Moon Stone Evolves Nidorina, Nidorino, Skitty, Jigglypuff, Clefairy, and Munna.
Muscle Band Raises power of physical moves 10%.
Muscle Wing Adds 1 EV to Attack.
Mystic Water Raises power of Water-type moves 20%.
Nanab Berry No use. Unobtainable in BW.
Nest Ball A ball used to catch Pokemon that is more effective against lower level Pokemon.
Net Ball A ball used to catch Pokemon that is more effective against Bug- and Water-type Pokemon.
NeverMeltIce Raises power of Ice-type moves 20%.
Nomel Berry No use. Unobtainable in BW.
Normal Gem Raises the power of a Normal-type move by 50%. One-time use.
Nugget Can be sold for 5000 Poké Dollars. No other use.
Occa Berry Reduces damage from a super effective Fire-type attack by 50%. Consumed after use.
Odd Incense Raises power of Psychic-type moves 20%. Allows breeding of Mime Jr.
Old Amber Can be revived into Aerodactyl.
Old Gateau Removes all status effects from one Pokemon.
Oran Berry Restores 10 HP when at 50% HP or less. One-time use.
Oval Stone Hold item that causes Happiny to evolve into Chansey.
Pal Pad Stores Friend Codes.
Pamtre Berry No use. Unobtainable in BW.
Parlyz Heal Cures paralysis.
Pass Orb Obtained by completing Entralink missions. Can be exchanged for Entralink powers.
Passho Berry Reduces damage from a super effective Water-type attack by 50%. Consumed after use.
Payapa Berry Reduces damage from a super effective Psychic-type attack by 50%. Consumed after use.
Pearl Can be sold for 700 Poké Dollars. No other use.
Pearl String Can be sold to maniac in Icirrus City for 25000 Poké Dollars. No other use.
Pecha Berry Cures Poison. One-time use.
Persim Berry Cures confusion. One-time use.
Petaya Berry Raises Special Attack by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Pinap Berry No use. Unobtainable in BW.
Plume Fossil Can be revived into Archen.
Poison Barb Raises power of Poison-type moves 20%.
Poison Gem Raises the power of a Poison-type move by 50%. One-time use.
Poke Ball A ball used to catch Pokemon.
Poke Doll Allows you to flee from Wild Pokemon.
Poké toy Allows you to flee from Wild Pokemon.
Pomeg Berry Reduces HP EVs by 10. Increases happiness.
Potion Restores a Pokemon's HP by 20 points.
Power Anklet Reduces Speed 50%. Grants 4 Speed EVs when the opponent is defeated. Passes down the Speed IV to its offspring in HGSS.
Power Band Reduces Speed 50%. Grants 4 Special Defense EVs when the opponent is defeated. Passes down the Special Defense IV to its offspring in HGSS.
Power Belt Reduces Speed 50%. Grants 4 Defense EVs when the opponent is defeated. Passes down the Defense IV to its offspring in HGSS.
Power Bracer Reduces Speed 50%. Grants 4 Attack EVs when the opponent is defeated. Passes down the Attack IV to its offspring in HGSS.
Power Herb Removes the charge up turn from all moves. One-time use.
Power Lens Reduces Speed 50%. Grants 4 Special Attack EVs when the opponent is defeated. Passes down it's Special Attack IV to its offspring in HGSS.
Power Weight Reduces Speed 50%. Grants 4 HP EVs when the opponent is defeated. Passes down HP IV to its offspring in HGSS.
PP Max Maximizes the PP of a Pokemon's move.
PP Up Raises the maximum PP of a Pokemon's move.
Premier Ball A ball used to catch Pokemon made to commemorate a particular event.
Pretty Wing Can be sold for 100 Poké Dollars. No other use.
Prism Scale Evolves Feebas into Milotic.
Prop Case Stores Goods for use in Musicals.
Protector Evolves Rhydon into Rhyperior.
Protein Adds 10 EVs to Attack.
Psychic Gem Raises the power of a Psychic-type move by 50%. One-time use.
Pure Incense Reduces the chances of meeting a wild Pokemon when equipped to your Pokemon. Allows breeding of Chingling.
Qualot Berry Reduces Defense EVs by 10. Increases happiness.
Quick Ball A ball used to catch Pokemon that is more effective when used early in the battle.
Quick Claw Gives the user a 20% chance to go first.
Quick Powder Doubles Ditto's Speed.
Rabuta Berry No use. Unobtainable in BW.
RageCandyBar Removes all status effects from one Pokemon. Awakens Zen Mode Darmanitan in Desert Resort.
Rare Bone Can be sold for 5000 Poké Dollars. No other use.
Rare Candy Raises a Pokemon's level by one.
Rawst Berry Cures burn. One-time use.
Razor Claw Raises critical hit rate one stage. Evolves Sneasel into Weavile.
Razor Fang Certain moves have a 10% flinch rate. Evolves Gligar into Gliscor.
Razz Berry No use. Unobtainable in BW.
Reaper Cloth Evolves Dusclops into Dusknoir.
Red Card The opponent is forced out immediately if they attack the holder. One-time use.
Red Flute Cures infatuation. Does not disappear after use.
Red Shard No use.
Relic Band Can be sold to maniac in Undella Town for 100000 Poké Dollars. No other use.
Relic Copper Can be sold to maniac in Undella Town for 2500 Poké Dollars. No other use.
Relic Crown Can be sold to maniac in Undella Town for 300000 Poké Dollars. No other use.
Relic Gold Can be sold to maniac in Undella Town for 10000 Poké Dollars. No other use.
Relic Silver Can be sold to maniac in Undella Town for 5000 Poké Dollars. No other use.
Relic Statue Can be sold to maniac in Undella Town for 200000 Poké Dollars. No other use.
Relic Vase Can be sold to maniac in Undella Town for 50000 Poké Dollars. No other use.
Repeat Ball A ball used to catch Pokemon that is more effective against Pokemon already in the Pokédex.
Repel Prevents you from encountering weaker wild Pokemon for 100 steps.
Reply Mail Immune to Trick.
Reset Urge Return's teammate's stat changes to normal. Wonder Launcher only.
Resist Wing Adds 1 EV to Defense.
Revival Herb Revives a fainted Pokemon and fully heals its HP.
Revive Revives a fainted Pokemon and restores half of its HP.
Rindo Berry Reduces damage from a super effective Grass-type attack by 50%. Consumed after use.
Ring Target Removes the type immunities of the holder.
Rock Gem Raises the power of a Rock-type move by 50%. One-time use.
Rock Incense Raises power of Rock-type moves 20%. Allows breeding of Bonsly.
Rocky Helmet Deals 1/6 damage when the opponent makes contact.
Root Fossil Can be revived into Lileep.
Rose Incense Raises power of Grass-type moves 20%. Allows breeding of Budew.
Rowap Berry If hit by a special attack, the attacker takes 12.5% damage. Unobtainable in BW. One-time use.
RSVP Immune to Trick.
Safari Ball A ball used to catch Pokemon in Sinnoh's Great Marsh. Unobtainable in BW.
Salac Berry Raises Speed by one stage when at 25% HP or less. Unobtainable in BW. One-time use.
Scope Lens Raises critical hit rate one stage.
Sea Incense Raises power of Water-type moves 20%. Allows breeding of Azurill.
Sharp Beak Raises power of Flying-type moves 20%.
Shed Shell Allows holder to switch out even when trapped.
Shell Bell Heals holder 1/8 of damage dealt.
Shiny Stone Evolves Togetic, Roselia, and Minccino.
Shoal Salt No use.
Shoal Shell No use.
Shock Drive Changes the type of Techno Blast to Electric.
Shuca Berry Reduces damage from a super effective Ground-type attack by 50%. Consumed after use.
Silk Scarf Raises power of Normal-type moves 20%.
SilverPowder Raises power of Bug-type moves 20%.
Sitrus Berry Restores 25% max HP when at 50% HP or less. One-time use.
Skull Fossil Can be revived into Cranidos.
Sky Plate Raises power of Flying-type moves 20%. Pokemon with Multitype become Flying-type.
Smoke Ball When equipped to your lead Pokemon, it allows you to flee from any wild Pokemon without fail.
Smooth Rock Makes sandstorm last 8 turns.
Soda Pop Restores a Pokemon's HP by 60 points.
Soft Sand Raises power of Ground-type moves 20%.
Soothe Bell Raises happiness.
Soul Dew Raises Special Attack and Special Defense by 50% if the holder is Latias or Latios. Unobtainable in BW.
Spell Tag Raises power of Ghost-type moves 20%.
Spelon Berry No use. Unobtainable in BW.
Splash Plate Raises power of Water-type moves 20%. Pokemon with Multitype become Water-type.
Spooky Plate Raises power of Ghost-type moves 20%. Pokemon with Multitype become Ghost-type.
Star Piece Can be sold for 2500 Poké Dollars. No other use.
Stardust Can be sold for 1000 Poké Dollars. No other use.
Starf Berry Raises a random stat by two stages when at 25% HP or less. Unobtainable in BW. One-time use.
Steel Gem Raises the power of a Steel-type move by 50%. One-time use.
Stick Raises Farfetch'd's critical hit rate two stages.
Sticky Barb Causes damage to holder and attaches to attacker upon contact.
Stone Plate Raises base power of Rock-type moves 20%. Pokemon with Multitype become Rock-type.
Sun Stone Evolves Sunkern, Gloom, Cottonee, and Petilil.
Super Potion Restores a Pokemon's HP by 50 points.
Super Repel Prevents you from encountering weaker wild Pokemon for 200 steps.
Super Rod Allows the user to go fishing for Pokemon in water.
Sweet Heart Heals a Pokemon by 20 HP. One-time use.
Swift Wing Adds 1 EV to Speed.
Tamato Berry Reduces Speed EVs by 10. Increases happiness.
Tanga Berry Reduces damage from a super effective Bug-type attack by 50%. Consumed after use.
Thanks Mail Immune to Trick.
Thick Club Doubles Cubone's and Marowak's Attack.
Thunderstone Evolves Pikachu, Eevee, and Eelektrik.
Timer Ball A ball used to catch Pokemon that becomes more effective as turns pass.
TinyMushroom Can be sold for 250 Poké Dollars. No other use.
TM01 Teaches*Hone Claws*to a Pokemon.
TM02 Teaches*Dragon Claw*to a Pokemon.
TM03 Teaches*Psyshock*to a Pokemon.
TM04 Teaches*Calm Mind*to a Pokemon.
TM05 Teaches*Roar*to a Pokemon.
TM06 Teaches*Toxic*to a Pokemon.
TM07 Teaches*Hail*to a Pokemon.
TM08 Teaches*Bulk Up*to a Pokemon.
TM09 Teaches*Venoshock*to a Pokemon.
TM10 Teaches*Hidden Power*to a Pokemon.
TM11 Teaches*Sunny Day*to a Pokemon.
TM12 Teaches*Taunt*to a Pokemon.
TM13 Teaches*Ice Beam*to a Pokemon.
TM14 Teaches*Blizzard*to a Pokemon.
TM15 Teaches*Hyper Beam*to a Pokemon.
TM16 Teaches*Light Screen*to a Pokemon.
TM17 Teaches*Protect*to a Pokemon.
TM18 Teaches*Rain Dance*to a Pokemon.
TM19 Teaches*Telekinesis*to a Pokemon.
TM20 Teaches*Safeguard*to a Pokemon.
TM21 Teaches*Frustration*to a Pokemon.
TM22 Teaches*SolarBeam*to a Pokemon.
TM23 Teaches*Smack Down*to a Pokemon.
TM24 Teaches*Thunderbolt*to a Pokemon.
TM25 Teaches*Thunder*to a Pokemon.
TM26 Teaches*Earthquake*to a Pokemon.
TM27 Teaches*Return*to a Pokemon.
TM28 Teaches*Dig*to a Pokemon.
TM29 Teaches*Psychic*to a Pokemon.
TM30 Teaches*Shadow Ball*to a Pokemon.
TM31 Teaches*Brick Break*to a Pokemon.
TM32 Teaches*Double Team*to a Pokemon.
TM33 Teaches*Reflect*to a Pokemon.
TM34 Teaches*Sludge Wave*to a Pokemon.
TM35 Teaches*Flamethrower*to a Pokemon.
TM36 Teaches*Sludge Bomb*to a Pokemon.
TM37 Teaches*Sandstorm*to a Pokemon.
TM38 Teaches*Fire Blast*to a Pokemon.
TM39 Teaches*Rock Tomb*to a Pokemon.
TM40 Teaches*Aerial Ace*to a Pokemon.
TM41 Teaches*Torment*to a Pokemon.
TM42 Teaches*Facade*to a Pokemon.
TM43 Teaches*Flame Charge*to a Pokemon.
TM44 Teaches*Rest*to a Pokemon.
TM45 Teaches*Attract*to a Pokemon.
TM46 Teaches*Thief*to a Pokemon.
TM47 Teaches*Low Sweep*to a Pokemon.
TM48 Teaches*Round*to a Pokemon.
TM49 Teaches*Echoed Voice*to a Pokemon.
TM50 Teaches*Overheat*to a Pokemon.
TM51 Teaches*Ally Switch*to a Pokemon.
TM52 Teaches*Focus Blast*to a Pokemon.
TM53 Teaches*Energy Ball*to a Pokemon.
TM54 Teaches*False Swipe*to a Pokemon.
TM55 Teaches*Scald*to a Pokemon.
TM56 Teaches*Fling*to a Pokemon. One-time use
TM57 Teaches*Charge Beam*to a Pokemon.
TM58 Teaches*Sky Drop*to a Pokemon.
TM59 Teaches*Incinerate*to a Pokemon.
TM60 Teaches Quash*to a Pokemon.
TM61 Teaches*Will-O-Wisp*to a Pokemon.
TM62 Teaches*Acrobatics*to a Pokemon.
TM63 Teaches*Embargo*to a Pokemon.
TM64 Teaches*Explosion*to a Pokemon.
TM65 Teaches*Shadow Claw*to a Pokemon.
TM66 Teaches*Payback*to a Pokemon.
TM67 Teaches*Retaliate*to a Pokemon.
TM68 Teaches*Giga Impact*to a Pokemon.
TM69 Teaches*Rock Polish*to a Pokemon.
TM70 Teaches*Flash*to a Pokemon.
TM71 Teaches*Stone Edge*to a Pokemon.
TM72 Teaches*Volt Switch*to a Pokemon.
TM73 Teaches*Thunder Wave*to a Pokemon.
TM74 Teaches*Gyro Ball*to a Pokemon.
TM75 Teaches*Swords Dance*to a Pokemon.
TM76 Teaches*Struggle Bug*to a Pokemon.
TM77 Teaches*Psych Up*to a Pokemon.
TM78 Teaches*Bulldoze*to a Pokemon.
TM79 Teaches*Frost Breath*to a Pokemon.
TM80 Teaches*Rock Slide*to a Pokemon.
TM81 Teaches*X-Scissor*to a Pokemon.
TM82 Teaches*Dragon Tail*to a Pokemon.
TM83 Teaches*Work Up*to a Pokemon.
TM84 Teaches*Poison Jab*to a Pokemon.
TM85 Teaches*Dream Eater*to a Pokemon.
TM86 Teaches*Grass Knot*to a Pokemon.
TM87 Teaches*Swagger*to a Pokemon.
TM88 Teaches*Pluck*to a Pokemon.
TM89 Teaches*U-turn*to a Pokemon.
TM90 Teaches*Substitute*to a Pokemon.
TM91 Teaches*Flash Cannon*to a Pokemon.
TM92 Teaches*Trick Room*to a Pokemon.
TM93 Teaches*Wild Charge*to a Pokemon.
TM94 Teaches*Rock Smash*to a Pokemon.
TM95 Teaches*Snarl*to a Pokemon.
Town Map A map of the Unova region.
Toxic Orb Poisons the holder.
Toxic Plate Raises power of Poison-type moves 20%. Pokemon with Multitype become Poison-type.
TwistedSpoon Raises power of Psychic-type moves 20%.
Ultra Ball A ball used to catch Pokemon that is more effective than a Great Ball.
Up-Grade Evolves Porygon into Porygon2.
Vs. Recorder Records battles over Wifi or in the Battle Subway. Also tracks the number of Battle Points earned.
Wacan Berry Reduces damage from a super effective Electric-type attack by 50%. Consumed after use.
Water Gem Raises the power of a Water-type move by 50%. One-time use.
Water Stone Evolves Eevee, Poliwhirl, Shellder, Staryu, Lombre, and Panpour.
Watmel Berry No use. Unobtainable in BW.
Wave Incense Raises power of Water-type moves 20%. Allows breeding of Mantyke.
Wepear Berry No use. Unobtainable in BW.
White Flute Increases the rate of encounters with wild Pokemon. Does not disappear after use.
White Herb Removes stat decreases. Consumed after use.
Wide Lens Raises accuracy 10%.
Wiki Berry Restores 1/8 max HP when at 50% HP or less. May confuse. One-time use.
Wise Glasses Raises damage from special moves 10%.
X Accuracy Raises the accuracy of a Pokemon by 1 stage.
X Accuracy 2 Raises the accuracy of a Pokemon by 2 stages. Wonder Launcher only.
X Accuracy 3 Raises the accuracy of a Pokemon by 3 stages. Wonder Launcher only.
X Accuracy 6 Raises the accuracy of a Pokemon by 6 stages. Wonder Launcher only.
X Attack Raises the Attack of a Pokemon by one stage.
X Attack 2 Raises the Attack of a Pokemon by 2 stages. Wonder Launcher only.
X Attack 3 Raises the Attack of a Pokemon by 3 stages. Wonder Launcher only.
X Attack 6 Raises the Attack of a Pokemon by 6 stages. Wonder Launcher only.
X Defend Raises the Defense of a Pokemon by one stage.
X Defend 2 Raises the Defense of a Pokemon by 2 stages. Wonder Launcher only.
X Defend 3 Raises the Defense of a Pokemon by 3 stages. Wonder Launcher only.
X Defend 6 Raises the Defense of a Pokemon by 6 stages. Wonder Launcher only.
X Sp. Def Raises the Special Defense of a Pokemon by one stage.
X Sp. Def 2 Raises the Special Defense of a Pokemon by 2 stages. Wonder Launcher only.
X Sp. Def 3 Raises the Special Defense of a Pokemon by 3 stages. Wonder Launcher only.
X Sp. Def 6 Raises the Special Defense of a Pokemon by 6 stages. Wonder Launcher only.
X Special Raises the Special Attack of a Pokemon by one stage.
X Special 2 Raises the Special Attack of a Pokemon by 2 stages. Wonder Launcher only.
X Special 3 Raises the Special Attack of a Pokemon by 3 stages. Wonder Launcher only.
X Special 6 Raises the Special Attack of a Pokemon by 6 stages. Wonder Launcher only.
X Speed Raises the Speed of a Pokemon by one stage.
X Speed 2 Raises the Speed of a Pokemon by 2 stages. Wonder Launcher only.
X Speed 3 Raises the Speed of a Pokemon by 3 stages. Wonder Launcher only.
X Speed 6 Raises the Speed of a Pokemon by 6 stages. Wonder Launcher only.
Xtransceiver Part of the storyline in BW. No other use.
Yache Berry Reduces damage from a super effective Ice-type attack by 50%. Consumed after use.
Yellow Flute Cures confusion. Does not disappear after use.
Yellow Shard No use.
Zap Plate Raises power of Electric moves 20%. Pokemon with Multitype become Electric-type.
Zinc Adds 10 EVs to Special Defense.
Zoom Lens Raises accuracy by 20% if the holder moves after the target.
Please implement the above short description under the [SHORT DESC] tag for your element.As for [LONG DESC], this is the part that will actually show up on the page for what you are writing about. All elements require a Description and a section on Competitive Use. The Description is simply an elongated discussion of mechanics pertaining to that particular element – you should aim to include everything relevant. For example, if writing about Thunder Wave, you can omit that it cannot hit Ground-types and those with Electric-type absorption abilities, as that is true of all Electric-type moves. However, it should be mentioned that Confuse Ray can hit Normal-types, as you would not expect that to happen by the same logic. Clearly, some elements will require far more in-depth description than others. Use your best judgement and the BW Research thread when writing these.
The Competitive Use part deals with the competitive side of that particular element. It should usually be of no more than a paragraph or so in length, though of course this may require extending for exceedingly important game elements. You should aim to make more general statements about the element and the situations it would be used in – specific examples should be kept to a minimum, unless they are excellent illustrations of usage, or else represent a different way of looking at that element. An example would be Technician Scyther with Aerial Ace, or Rock Head Aggron with Head Smash. Please do note that if a game element is not even vaguely competitive in any sense (eg. Dowsing MCHN) it does not require a Competitive Use section.
After this, different sections become required for different elements. For example, moves will require a related moves section, which deals with equivalent moves from other types, as well as moves of the same type or function which have very slightly different properties, making either useful from a competitive standpoint. Likewise, abilities need a related abilities section, for abilities that directly outclass them or that are identical or similar, though the former is unlikely. Lastly, items will need a location section.
Examples of each are below:
[SHORT DESC]
10% chance to paralyze opponent.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to paralyze the target. No other effect.</p>
<h2>Competitive Use</h2>
<p>Thunderbolt is the most powerful special Electric-type attack with 100% accuracy, which makes it a staple STAB move on many different Electric-type Pokemon, who typically have high Special Attack. It is also widely available as a Technical Machine, and thus is an extremely common coverage move for many Pokemon. Most notably, it pairs with Ice Beam to form "Bolt-Beam", a two-move combination that covers every Pokemon in the game for at least neutral damage, besides Shedinja, Magnezone, Rotom-F, Rotom-H, and Volt Absorb Lanturn. The fact that Thunderbolt has relatively high power for almost no negative side-effects whatsoever only serves to improve its case. Thunderbolt is a move to make good use of.</p>
<h2>Related Moves</h2>
<p>Thunder is a much more powerful option with a higher chance of paralysis. However, it also has much lower accuracy and fewer PP.</p>
<p>Discharge is a less powerful option with a higher chance of paralysis.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>
10% chance to paralyze opponent.
[LONG DESC]
<h2>Description</h2>
<p>This move deals damage and has a 10% chance to paralyze the target. No other effect.</p>
<h2>Competitive Use</h2>
<p>Thunderbolt is the most powerful special Electric-type attack with 100% accuracy, which makes it a staple STAB move on many different Electric-type Pokemon, who typically have high Special Attack. It is also widely available as a Technical Machine, and thus is an extremely common coverage move for many Pokemon. Most notably, it pairs with Ice Beam to form "Bolt-Beam", a two-move combination that covers every Pokemon in the game for at least neutral damage, besides Shedinja, Magnezone, Rotom-F, Rotom-H, and Volt Absorb Lanturn. The fact that Thunderbolt has relatively high power for almost no negative side-effects whatsoever only serves to improve its case. Thunderbolt is a move to make good use of.</p>
<h2>Related Moves</h2>
<p>Thunder is a much more powerful option with a higher chance of paralysis. However, it also has much lower accuracy and fewer PP.</p>
<p>Discharge is a less powerful option with a higher chance of paralysis.</p>
<p>Flamethrower is a Fire-type equivalent.</p>
<p>Ice Beam is an Ice-type equivalent.</p>
<p>Surf is a Water-type equivalent.</p>
[SHORT DESC]
Prevents critical hits.
[LONG DESC]
<h2>Description</h2>
<p>This ability prevents the Pokemon from receiving a critical hit. It has no effect outside of battle.</p>
<h2>Competitive Use</h2>
<p>This ability is situationally useful, but suffers as there is very little that it can really accomplish outside of being a useful little perk of using the Pokemon. Another problem with it is its relatively low distribution; only three Pokemon, Kabutops, Armaldo, and Drapion, receive this ability outside of the Dream World. Generally speaking Kabutops will almost always prefer Swift Swim, though Armaldo and Drapion can perhaps find some use of it. Marowak receives it from the Dream World, and certainly it is more useful than Lightningrod, as well as Rock Head should you not be using Double-Edge.</p>
<h2>Related Abilities</h2>
<p>Shell Armor is an exact equivalent with different distribution.</p>
Prevents critical hits.
[LONG DESC]
<h2>Description</h2>
<p>This ability prevents the Pokemon from receiving a critical hit. It has no effect outside of battle.</p>
<h2>Competitive Use</h2>
<p>This ability is situationally useful, but suffers as there is very little that it can really accomplish outside of being a useful little perk of using the Pokemon. Another problem with it is its relatively low distribution; only three Pokemon, Kabutops, Armaldo, and Drapion, receive this ability outside of the Dream World. Generally speaking Kabutops will almost always prefer Swift Swim, though Armaldo and Drapion can perhaps find some use of it. Marowak receives it from the Dream World, and certainly it is more useful than Lightningrod, as well as Rock Head should you not be using Double-Edge.</p>
<h2>Related Abilities</h2>
<p>Shell Armor is an exact equivalent with different distribution.</p>
[SHORT DESC]
Changes the type of Techno Blast to Fire.
[LONG DESC]
<h2>Description</h2>
<p>This ability causes the Techno Blast move to become Fire-type. It does not change it in any other way, however, and has no effect on a Pokemon without this move.</p>
<h2>Competitive Use</h2>
<p>Only two Pokemon in the game can use Techno Blast, and the only one who can actually make use of it is Genesect. However, you really shouldn't be using this item even on Genesect, for a number of reasons. For one thing, holding Burn Drive means that Genesect cannot then hold a boosting item, and will miss the kick from Life Orb or Choice Scarf dreadfully. Furthermore, Genesect has access to Flamethrower, which is more powerful than Fire-type Techno Blast regardless, and does allow you to use Life Orb. Like the other Drive items, you should never use Burn Drive competitively. It is just not worth it.<p>
<h2>Location</h2>
<p>The Burn Drive is received in Pokemon Black if you show Genesect to the Scientist inside the P2 Laboratory on Route 17. It is not obtainable in Pokemon White.</p>
Changes the type of Techno Blast to Fire.
[LONG DESC]
<h2>Description</h2>
<p>This ability causes the Techno Blast move to become Fire-type. It does not change it in any other way, however, and has no effect on a Pokemon without this move.</p>
<h2>Competitive Use</h2>
<p>Only two Pokemon in the game can use Techno Blast, and the only one who can actually make use of it is Genesect. However, you really shouldn't be using this item even on Genesect, for a number of reasons. For one thing, holding Burn Drive means that Genesect cannot then hold a boosting item, and will miss the kick from Life Orb or Choice Scarf dreadfully. Furthermore, Genesect has access to Flamethrower, which is more powerful than Fire-type Techno Blast regardless, and does allow you to use Life Orb. Like the other Drive items, you should never use Burn Drive competitively. It is just not worth it.<p>
<h2>Location</h2>
<p>The Burn Drive is received in Pokemon Black if you show Genesect to the Scientist inside the P2 Laboratory on Route 17. It is not obtainable in Pokemon White.</p>
To reserve, simply post in the thread and update it with the completed version once you have finished. I will then check it and add it to the OP.
If you don't want to bother typing out the format by hand, then here's a nice, easy C+Pable version for all three:
Code:
[SHORT DESC]
[LONG DESC]
<h2>Description</h2>
<p></p>
<h2>Competitive Use</h2>
<p></p>
<h2>Related Moves</h2>
<p></p>
Code:
[SHORT DESC]
[LONG DESC]
<h2>Description</h2>
<p></p>
<h2>Competitive Use</h2>
<p></p>
<h2>Related Abilities</h2>
<p></p>
Code:
[SHORT DESC]
[LONG DESC]
<h2>Description</h2>
<p></p>
<h2>Competitive Use</h2>
<p></p>
<h2>Location</h2>
<p></p>
Note that if you think I have missed any elements that need including or updating, or I have forgotten to update a romanised name to official English, please do let me know.
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