Roar: Victim suffers severe loss in self-confidence. How effective this attack is depends on the size and evolution stage difference of the user and the victim, as well as the mental and physical condition of the user and victim.
Hyper Beam: Trainer may say how long to charge. Charging does not consume further actions, but lowers accuracy while increasing energy cost and damage. At full charge, does about 30% damage and costs about two letters of energy.
Explosion/Self Destruct: Can do up to 50% damage. Cannot be used by the last combatant a trainer has. Does more damage at the center of the explosion, and less one goes away from the center. Damage lowers as the HP of the user goes down.
Horn Drill, Fissure, Guillotine: These attacks can break damage caps by up to 10% if they hit. Very slow and easy to avoid. Some of these attacks may do a little bit of damage even if they fail. Do 30% damage.
Future Sight: This attack creates a Moderate Damage (10%) attack that will go off in the future. Since the user is forseeing the attack, Future Sight will never miss and will always hit the victim when defenses are at a minimum. Future Sight will still hit even if the user or the current target is KO'd. Future Sight always does 10% damage, regardless of type, evolution stage, fatigue levels, or other factors. The future is not a stable thing, and thus you can only have one Future Sight "prediction" at a time. All Future Sights done after that will fail until the original Future Sight deals it damage.
Leech Seed: This attack will drain HP for about three rounds. After that it returns to the user who consumes it and gains HP equal to the HP drained. Drains more if the victim is weak to grass. Less if the victim is resistant.
Bide: The user must wait three actions, two to absorb and one to unleash. The trainer can tell the user to absorb for only one round or they can make the user absorb for more than 2. Damage caps can be broken if Bide is carried into other rounds. If a user absorbs damage for two rounds (six actions), their damage cap is upped to 80% (from 50%). If is held for three rounds (nine actions), the damage cap is upped to 100% (in other words, there is no damage cap for that round). Once ready, the user will unleash the abosrbed energy in the form of an orb of energy. The type of the orb is unknown and the damage is equal to or greater than the damage the user absorbed. If the user is caught off guard by an attack, they will absorb less damage and risk failing the bide (they will try to start absorbing again if this happens). But the user is very focused and it is hard to do such a thing. Once Bide goes off, it is nearly impossible to avoid taking damage, though effects like Protect can still prevent a decent amount of Bide's damage.
Perish Song: The user will sing a song that is heard by all. The song is loud and piercing and NO combatant can avoid hearing it. At the end of every round (not every three actions, but the round itself), the user will sing another verse from the song. Nine actions after the song was started, all that heard the song (including the user) will take damage equal to their remaining HP. Nothing can prevent this damage and no effects can redirect or otherwise manipulate this damage. Combatants who did not hear the intial opening of the song will NOT take any damage from Perish Song. And if the user is KO'd before the song is finish, no Perish Song damage is dealt either. Perish Song is not just just singing (what causes the fatal pain is unknown) and thus the loss of the user's voice will not stop the damage from coming (but the user must be in the vicinity of the area, so if a victim of Perish song is a reasonable distance away from the user, they will not take the damage).
Pain Split: The user will create a link with all combatants in the arena (both friend and foe, any new combatants that enter the arena aren't affected). At the end of each round, all combatants that are linked will lose or gain HP until they meet the target point. The target point is halfway between the lowest HP amongst the combatants and the highest HP among the combatants. So if four pokemon are in play:
One has 56% HP
One has 30% HP
One has 100% HP
One has 67% HP.
Target HP is 65% (round up).
Pokemon stop gaining or losing HP if they are at the target point (if all pokemon are at the target point, the link is broken) and the most HP that can be gained or lost each turn is 10%. Using the previous example:
The first combatant gains 9% HP (now at 65%, the target)
The second gains 10% (maximum HP gain is 10%)
The third loses 10% (max HP is 10%)
The fourth loses 2% (now at 65%, the target)
The target HP may or may not change each round (in this case, it will still be 65%).
This effect happens after other effects have altered HP (and after all pokemon are KO'd). No effects can prevent or otherwise maniuplate the loss or gain of this HP. This effect ends if all linked combatants either: all reach the target HP in the same round, enough linked combatants are KO'd so that only 1 or less linked combatants remain in the arena, a move or sig move that clears such effects is used, or five rounds have passed.
Safeguard: The user creates an enchantment of unknown origin to protect it from status effects. The enchantment lasts for 3 rounds (nine actions) and protects the user from any outside source that causes the following:
-Unnatural Emotions (for example, anger due to Swagger or fear from Roar)
-Any effect similar to the above that is done by signature moves.
Note that emotions is only as a direct effect of an attack. If the user of Safeguard is enraged because the opponent did a lot of damage to it, then they will still be enraged. But if the opponent does swagger, their mood will be unchanged. Safeguard is invisible and has no no effect besides those listed above. Safeguard takes a little bit to set up. It cannot instantly be flared up in response to an attacks. So if poison is already flying through the air at you, chances are Safeguard will go up AFTER it hits. Finally, Safeguard does not remove any existing conditions.