1: Insect Slam
POW: 50    ACC: 95    Use: 2    Bug
Power is increased by 100% if the target is under a Seed effect.
     20 * Drains the target of HP, restoring 10% of damage dealt to the user.
     40 * +10 power. +5% restored HP.
     70 * +10 power.
     100 * +10% restored HP.
     150 * +50% power with the specified effects.

                                            
----------------------

2: Poison Rush
POW: 20    ACC: 80    Use: 3    Poison
50% chance: Poisons both monsters, damaging it for 10% HP each turn.
     20 * +10% chance to poison.
     40 * +10% chance to poison.
     70 * +10% chance to poison.
     100 * +5% Poison damage
     150 * +20% chance to poison.

                   
----------------------

3: Warm Wind
POW: 50    ACC: 100    Use: 5    Flying
Increases the user's Accuracy levels by 1. 25% chance: Decreases the target's SPD levels by 1.
     20 * +30% chance to increase the SPD levels.
     40 * +40% chance to increase the SPD levels.
     70 * 25% chance: Burns both monsters, reducing ATK by 50% and causing 5% burn damage per turn.
     100 * +15% chance to burn.
     150 * +50% chance to upgrade Accuracy effect by 1.

                   
----------------------

4: Cold Wind
POW: 50    ACC: 100    Use: 5    Flying
Increases the user's SPD levels by 1. 25% chance: Decreases the target's Accuracy levels by 1.
     20 * +30% chance to increase the Accuracy levels.
     40 * +40% chance to increase the Accuracy levels.
     70 * 15% chance: Freezes both monsters.
     100 * +7% chance to freeze.
     150 * +50% chance to upgrade SPD effect by 1.

                   
----------------------

5: Heal Charge
POW: 0    ACC: 999    Use: 2    Electric
Restores +20 HP. 1.5x effect in Grass environment. 30% chance: Paralyzes both monsters.
     20 * +10 fixed heal.
     40 * 3x effect in Electric environment.
     70 * +10% chance to paralyze.
     100 * 2x effect in Grass environment.
     150 * +20% chance to paralyze.

                             
----------------------

6: Flame Ball
POW: 60    ACC: 80    Use: 2    Fire
Power is increased by 80% if the target is under a Burn effect.
     20 * +15% accuracy.
     40 * +50% power with the specified effects.
     70 * +20 power.
     100 * +20 power.
     150 * Increases the user's S.ATK levels by 1 for 3 turns.

                                            
----------------------

7: Blaze Walk
POW: 55    ACC: 90    Use: 3    Fire
Increased priority.
     20 * +10 power.
     40 * 10% chance: Burns the target, reducing ATK by 50% and causing 5% burn damage per turn.
     70 * +15 power.
     100 * +10% chance to burn.
     150 * +15 power.

                                       
----------------------

8: Root Shield
POW: 0    ACC: 999    Use: 1    Grass
Creates a shield that blocks 75% Physical damage for 5 turns.
     20 * +1 uses.
     40 * +1 Shield turns.
     70 * Also blocks Spirit damage.
     100 * +7% shield strength.
     150 * +10% shield strength.

                   
----------------------

9: Green Ghost
POW: 50    ACC: 90    Use: 2    Ghost
Disables the skill that defeats you.
     20 * +10 power.
     40 * Plants a seed on the target that leeches 5% HP for 5 turns.
     70 * +10 power.
     100 * +5% leeched HP.
     150 * +20 power.

                                            
----------------------

10: Mystic Push
POW: 100    ACC: 90    Use: 1    Psychic
Requires 1 charging turn. Before charge: Increases the user's DEF levels by 3 for 1 turns.
     20 * +20 power.
     40 * 50% chance: Confuses the target for 2-4 turns.
     70 * +20% chance to confuse.
     100 * +20 power.
     150 * +30% chance to confuse.

    
----------------------

11: Combo Kick
POW: 90    ACC: 70    Use: 1    Fighting
The user loses 40% of its max HP if the attack misses.
     20 * +10 power.
     40 * -10% crash damage.
     70 * +20 power.
     100 * -20% crash damage.
     150 * Ignores DEF.

                   
----------------------

12: Agile Horns
POW: 0    ACC: 999    Use: 1    Fighting
Affects: The user, and all of your upcoming switched in monsters. Increases the user's SPD levels by 1.
     20 * Permanently increases Water power on the battlefield by 20%.
     40 * +20% Water power.
     70 * +20% chance to upgrade SPD effect by 1.
     100 * +30% chance to upgrade SPD effect by 1.
     150 * +40% chance to upgrade SPD effect by 1.

                   
----------------------

13: Ground Junior
POW: 55    ACC: 80    Use: 10    Ground
Increased priority.
     20 * +15% accuracy.
     40 * +15 power.
     70 * +25 power.
     100 * 4% chance: The target flinches.
     150 * +10% chance to flinch.

              
----------------------

14: Ground Senior
POW: 60    ACC: 85    Use: 6    Ground
10% chance: Increases the user's SPD levels by 1 for 5 turns.
     20 * +10 power.
     40 * +10% chance to increase the SPD levels.
     70 * +15 power.
     100 * +15% chance to increase the SPD levels.
     150 * +15 power. +15% accuracy.

              
----------------------

15: Quick Shock
POW: 20    ACC: 95    Use: 3    Electric
80% chance: Increases the user's SPD levels by 1.
     20 * Power is doubled if the target is under a Paralyze effect.
     40 * +15 power.
     70 * +20 power.
     100 * +20% chance to increase the SPD levels.
     150 * +25 power. +5% accuracy.

              
----------------------

16: Alien Stare
POW: 30    ACC: 100    Use: 2    Psychic
50% chance: Confuses the target for 2-4 turns. 10% chance: Freezes the target.
     20 * 10% chance: The target flinches.
     40 * +20 power.
     70 * +5% chance to freeze.
     100 * Permanently increases Psychic power on the battlefield by 30%.
     150 * Removes all Heal effects from the target.

    
----------------------

17: Gloomy Curse
POW: 20    ACC: 100    Use: 2    Ghost
Traps the target for 6 turns.
     20 * Prevents the target from being affected by Heal effects for 5 turns.
     40 * +20 power.
     70 * Also prevents Shield effects.
     100 * +1 uses.
     150 * Also prevents Removal effects.

         
----------------------

18: Fishots
POW: 20    ACC: 100    Use: 3    Water
Hits 1-2 times.
     20 * +2 maximum hits.
     40 * +1 minimum hits.
     70 * +3 power.
     100 * +1 minimum hits.
     150 * +1 maximum hits.

                   
----------------------

19: Weak Spot
POW: 50    ACC: 100    Use: 1    Ice
Until next hit: Increases the user's Accuracy levels by 2.
     20 * +1 uses.
     40 * +1 Accuracy levels.
     70 * +1 uses.
     100 * +1 Accuracy levels.
     150 * +1 Accuracy levels.

         
----------------------

20: Feline Screech
POW: 70    ACC: 70    Use: 5    Dark
Accuracy is increased by 30% if the target is under a Confuse effect.
     20 * 40% chance: Decreases the target's S.DEF levels by 1 for 4 turns.
     40 * +15 power.
     70 * +20% chance to increase the S.DEF levels.
     100 * +15 power.
     150 * Critical hits land more easily.

                                                                          
----------------------

21: Elemental Breath
POW: 40    ACC: 80    Use: 10    Dragon
Permanently increases Fire power on the battlefield by 10%. Permanently increases Water power on the battlefield by 10%.
     20 * +10% accuracy.
     40 * Power is increased by 35% if the target is under a Burn effect.
     70 * +10 power.
     100 * Power is increased by 50% if the target is under a Frozen effect.
     150 * +15 power.

                             
----------------------

22: Psi Recovery
POW: 0    ACC: 999    Use: 1    Psychic
Affects: The user, and all of your upcoming switched in monsters. Restores 20% HP.
     20 * +5% heal.
     40 * +5% heal.
     70 * +5% heal.
     100 * +5% heal.
     150 * +1 uses.

                        
----------------------

23: Armageddon
POW: 60    ACC: 100    Use: 1    Fire
20% chance: Burns the target, reducing ATK by 75% and causing 5% burn damage per turn.
     20 * Power increases by 2.5x when used after Struggle.
     40 * +20 power.
     70 * +10% chance to burn.
     100 * +20 power.
     150 * Power is increased by 100% if the target is under a Frozen effect.

    
----------------------

24: Astral Globe
POW: 40    ACC: 800    Use: 1    Psychic
Always hits. Affects: The user, and all of your upcoming switched in monsters. Cures the user from Status effects.
     20 * +15 power.
     40 * Power increases by 2x when used after Struggle.
     70 * Ignores S.DEF.
     100 * +20 power.
     150 * Grants immunity to Dark for 4 turns.

    
----------------------

25: Slowdown
POW: 0    ACC: 90    Use: 2    Flying
Decreases the target's SPD levels by 2.
     20 * +15% chance to upgrade SPD effect by 1.
     40 * 20% chance: Paralyzes the target.
     70 * +15% chance to upgrade SPD effect by 1.
     100 * +10% accuracy.
     150 * +20% chance to paralyze.

                             
----------------------

26: Collision
POW: 30    ACC: 85    Use: 3    Normal
25% recoil damage on the user.
     20 * +10 power.
     40 * 20% chance: Revives the weakest of your fainted monsters, giving it 25% HP.
     70 * +10% accuracy.
     100 * +10% HP on revival.
     150 * +10% chance to revive.

    
----------------------

27: Forest Raid
POW: 30    ACC: 90    Use: 10    Normal
Restores +10 HP.
     20 * +10 power.
     40 * +10 fixed heal.
     70 * +15 power.
     100 * +20 fixed heal.
     150 * +20 power.

    
----------------------

28: Recovery Ooze
POW: 10    ACC: 90    Use: 1    Fire
Restores 100% HP.
     20 * 25% chance: Poisons the target, damaging it for 5% HP each turn.
     40 * +15% chance to poison.
     70 * +25% chance to poison.
     100 * +5% Poison damage
     150 * +1 uses.

    
----------------------

29: Water Ball
POW: 50    ACC: 90    Use: 5    Fire
Drains the target of HP, restoring 50% of damage dealt to the user.
     20 * +10% restored HP.
     40 * +10 power.
     70 * +20 power.
     100 * +20% restored HP.
     150 * Creates a shield that blocks 50% Physical damage for 5 turns.

         
----------------------

30: Cursed Sprout
POW: 70    ACC: 90    Use: 3    Grass
Prevents the target from being affected by S.DEF effects for 5 turns.
     20 * Also prevents Fire Element Boosts effects.
     40 * Also prevents Decoy effects.
     70 * Also prevents Cure effects.
     100 * Also prevents Revive effects.
     150 * Also prevents Removal effects.

                             
----------------------

31: Scorched Ground
POW: 0    ACC: 999    Use: 3    Fire
Upon switching in, opposing monsters will suffer 10% Fire damage based on their resistances.
     20 * Permanently increases Fire power on the battlefield by 10%.
     40 * +5% hazard effect modifier.
     70 * +10% Fire power.
     100 * +5% hazard effect modifier.
     150 * +10% Fire power.

                             
----------------------

32: Cluster Wave
POW: 80    ACC: 90    Use: 5    Water

     20 * +10 power.
     40 * Permanently increases Water power on the battlefield by 5%.
     70 * +15 power.
     100 * Critical hits land more easily.
     150 * +20 power.

                             
----------------------

33: Polarity
POW: 40    ACC: 80    Use: 3    Normal

     20 * +10 power. +10% accuracy.
     40 * Power increases by 2x when used after Struggle.
     70 * +20 power.
     100 * Power increases by 2x when used after Struggle.
     150 * Removes all Hazard effects from the user.

                                                                                                                                      
----------------------

34: Nature's Wrath
POW: 0    ACC: 999    Use: 2    Grass
Upon switching in, opposing monsters will suffer 20% Grass damage based on their resistances.
     20 * 15% chance: Paralyzes the target.
     40 * +10% hazard effect modifier.
     70 * +10% chance to paralyze.
     100 * +10% hazard effect modifier.
     150 * +15% chance to paralyze.

                                                                                              
----------------------

35: Fusion Strike
POW: 85    ACC: 60    Use: 4    Fighting
Increased priority.
     20 * +10 power.
     40 * +10% accuracy.
     70 * +15% accuracy.
     100 * +15 power.
     150 * Ignores DEF.

                                       
----------------------

36: Venom Shell
POW: 50    ACC: 80    Use: 4    Bug
50% chance: Poisons the target, damaging it for 10% HP each turn.
     20 * +15% chance to poison.
     40 * +20 power. +10% accuracy.
     70 * +5% Poison damage
     100 * +15% chance to poison.
     150 * Poison Affects: The target, and all of the opponent's upcoming switched in monsters.

    
----------------------

37: Alacrity
POW: 0    ACC: 999    Use: 2    Bug
Affects: Your previously switched in monsters. Increases the user's SPD levels by 2.
     20 * Affects: Your previously switched in monsters. Increases the user's Accuracy levels by 2.
     40 * +25% chance to upgrade SPD effect by 1.
     70 * +25% chance to upgrade Accuracy effect by 1.
     100 * Affects: Your previously switched in monsters. Increases the user's Evasion levels by 2.
     150 * SPD, Accuracy, Evasion Affects: The user, and all of your upcoming switched in monsters.

    
----------------------

38: Serpent Beam
POW: 60    ACC: 100    Use: 3    Water
1.5x effect in Water environment.
     20 * 5% chance: The target flinches.
     40 * +15 power.
     70 * Increases Water power on the battlefield by 30% for 4 turns.
     100 * +50% power in Water environment.
     150 * 50% chance: Affects: Your previously switched in monsters. Increases the user's S.ATK levels by 2.

         
----------------------

39: Devolution
POW: 0    ACC: 999    Use: 1    Normal
Revives the strongest of your fainted monsters, giving it 40% HP.
     20 * +10% HP on revival.
     40 * +1 uses.
     70 * +20% HP on revival.
     100 * +30% HP on revival.
     150 * Creates a decoy with 50% of your max HP, in exchange for 25% of your max HP.

    
----------------------

40: Rhinorush
POW: 80    ACC: 90    Use: 1    Ground
Increased priority. Requires 1 charging turn. Before charge: Increases the user's S.DEF levels by 3 for 1 turns.
     20 * +10 power.
     40 * +15 power. +5% accuracy.
     70 * +2 uses.
     100 * +20 power.
     150 * +25 power. +5% accuracy.

                        
----------------------

41: Psycat Scream
POW: 60    ACC: 90    Use: 4    Psychic
Power is increased by 100% if the target is under a Paralyze effect. The status effects are removed upon hit.
     20 * +10% accuracy.
     40 * Also procs on Confuse effects.
     70 * +50% power with the specified effects.
     100 * The status effects are not removed upon hit.
     150 * Also procs on Trap effects.

    
----------------------

42: Mermaid Song
POW: 0    ACC: 999    Use: 2    Psychic
Makes the target fall asleep for 10 turns.
     20 * 50% chance: Increases the user's Accuracy levels by 1.
     40 * Prevents the target from being affected by Cure effects for 10 turns.
     70 * +50% chance to increase the Evasion levels.
     100 * Also prevents Removal effects.
     150 * 25% chance: Revives the strongest of your fainted monsters, giving it 25% HP.

    
----------------------

43: Red Mask Release
POW: 0    ACC: 999    Use: 2    Dragon
Affects: Your previously switched in monsters. Increases the user's DEF levels by 2 for 10 turns.
     20 * Restores 20% HP.
     40 * DEF Affects: The user, and all of your upcoming switched in monsters.
     70 * +30% heal.
     100 * Grants immunity to Dragon for 3 turns.
     150 * +3 Immunity turns.

    
----------------------

44: Overspeed
POW: 0    ACC: 999    Use: 1    Dragon
Affects: The user, and all of your upcoming switched in monsters. Increases the user's SPD levels by 2.
     20 * +25% chance to upgrade SPD effect by 1.
     40 * +25% chance to upgrade SPD effect by 1.
     70 * +50% chance to upgrade SPD effect by 1.
     100 * +1 uses.
     150 * Affects: The user, and all of your upcoming switched in monsters. Cures the user from Status effects.

                                       
----------------------

45: Foul Dress
POW: 50    ACC: 100    Use: 2    Poison
Affects: The target, and all of the opponent's upcoming switched in monsters. 30% chance: Poisons the target, damaging it for 10% HP each turn.
     20 * +20% chance to poison.
     40 * +15 power.
     70 * +10% Poison damage
     100 * +30% chance to poison.
     150 * +15 power. Ignores S.DEF.

    
----------------------

46: Dragon Roar
POW: 0    ACC: 999    Use: 3    Dragon
Increases the user's S.ATK levels by 2 for 6 turns.
     20 * +10% chance to upgrade S.ATK effect by 1.
     40 * +10% chance to upgrade S.ATK effect by 1.
     70 * +10% chance to upgrade S.ATK effect by 1.
     100 * +10% chance to upgrade S.ATK effect by 1.
     150 * Affects: The user, and all of your upcoming switched in monsters.

    
----------------------

47: Weight Slam
POW: 0    ACC: 100    Use: 3    Normal
Deals more damage the more the user outweights the target, in intervals of 15 power.
     20 * 60% chance: Traps the target for 5 turns.
     40 * +5 power per weight interval.
     70 * +20% chance to trap. Traps the target and deals 5% damage each turn for 5 turns.
     100 * +10 power per weight interval.
     150 * +20% chance to trap. +10% Trap damage

    
----------------------

48: Celestial Force
POW: 80    ACC: 60    Use: 3    Psychic

     20 * +10% accuracy.
     40 * +15 power.
     70 * +20% accuracy.
     100 * +15 power.
     150 * Permanently increases Psychic power on the battlefield by 30%.

         
----------------------

49: Young Paws
POW: 15    ACC: 100    Use: 5    Normal
Increased priority. Hits 2-4 times.
     20 * +1 maximum hits.
     40 * +3 power.
     70 * +1 maximum hits.
     100 * +5 power.
     150 * +3 uses.

    
----------------------

50: Fish Frenzy
POW: 60    ACC: 95    Use: 6    Water
The user is forced to use this move for 3 turns. End effect: Increases the user's ATK levels by 1.
     20 * +10 power.
     40 * Power increases by 1.25x each turn.
     70 * +1 ATK levels.
     100 * +0.25x power each turn.
     150 * +0.5x power each turn.

    
----------------------

51: Yang's Wall
POW: 50    ACC: 90    Use: 2    Normal
Creates a shield that blocks 25% Spirit damage for 10 turns.
     20 * +10 power.
     40 * +15% shield strength.
     70 * +20 power.
     100 * +15% shield strength.
     150 * +2 uses.

                                       
----------------------

52: Puzzle Armor
POW: 0    ACC: 999    Use: 2    Water
Grants immunity to Grass for 3 turns.
     20 * 50% chance: Increases the user's Evasion levels by 1.
     40 * +2 Immunity turns.
     70 * +50% chance to increase the Evasion levels.
     100 * +2 Immunity turns.
     150 * +50% chance to upgrade Evasion effect by 1.

                                       
----------------------

53: Fire Blast
POW: 30    ACC: 100    Use: 4    Fire
50% chance: Burns the target, reducing ATK by 50% and causing 10% burn damage per turn.
     20 * +15 power.
     40 * +20% chance to burn.
     70 * +15 power.
     100 * +20% chance to burn.
     150 * +10% Burn damage

                                  
----------------------

54: Discharge
POW: 120    ACC: 100    Use: 3    Electric
Requires 2 charging turn. 50% chance: Paralyzes the target. Before charge: Increases the user's DEF levels by 2 for 3 turns.
     20 * +15 power.
     40 * +25% chance to paralyze.
     70 * +25 power.
     100 * +25% chance to paralyze.
     150 * -1 Charge turns.

                   
----------------------

55: Dragon Puppet
POW: 70    ACC: 800    Use: 1    Psychic
Always hits.
     20 * +10 power.
     40 * +1 uses.
     70 * +10 power.
     100 * +1 uses.
     150 * +10 power.

    
----------------------

56: Water Shift
POW: 50    ACC: 80    Use: 2    Water
Switches the monster after the attack.
     20 * +10% accuracy.
     40 * All effects and upgrades will be transfered.
     70 * +10 power.
     100 * +10% accuracy.
     150 * 5% chance: Freezes the target.

    
----------------------

57: Miasma
POW: 0    ACC: 999    Use: 2    Poison
Upon switching in, opposing monsters will suffer 10% Poison damage based on their resistances.
     20 * +5% hazard effect modifier.
     40 * +10% hazard effect modifier.
     70 * Bypass Poison immunity for 5 turns.
     100 * +0.5x bypass modifier.
     150 * +1x bypass modifier.

                                       
----------------------

58: Playtime
POW: 80    ACC: 95    Use: 5    Normal
25% recoil damage on the user.
     20 * -10% recoil damage.
     40 * +15 power.
     70 * -10% recoil damage.
     100 * +15 power.
     150 * Critical hits land even more easily.

                   
----------------------

59: Sly Aim
POW: 0    ACC: 999    Use: 2    Normal
Until next hit: Increases the user's Accuracy levels by 2.
     20 * +2 Accuracy levels.
     40 * +2 Accuracy levels.
     70 * Until next critical: Increases the user's Critical rate levels by 1.
     100 * +1 Critical rate levels.
     150 * +2 Critical rate levels.

    
----------------------

60: Scarab Pummel
POW: 20    ACC: 80    Use: 2    Bug
Hits 2-3 times. 5% chance: The target flinches.
     20 * +5 power.
     40 * +2 maximum hits.
     70 * +1 minimum hits.
     100 * +4% chance to flinch.
     150 * +15% accuracy.

                             
----------------------

61: Antenna Seed
POW: 30    ACC: 95    Use: 2    Bug
Plants a seed on the target that leeches 10% HP each turn.
     20 * +10 power.
     40 * +5% leeched HP.
     70 * +20 power.
     100 * The sum of both monsters' S.ATK stat is split, with 50% in favor of the user.
     150 * +40% split favor.

                             
----------------------

62: Nasty Tweets
POW: 30    ACC: 85    Use: 2    Flying
Decreases the target's DEF, S.DEF levels by 1.
     20 * +10% accuracy.
     40 * -1 DEF levels.
     70 * -1 S.DEF levels.
     100 * +1 uses.
     150 * Decreases the target's Accuracy levels by 1.

                                                 
----------------------

63: Double Yak
POW: 50    ACC: 100    Use: 4    Normal

     20 * +10 power.
     40 * +10 power.
     70 * +10 power.
     100 * +1 uses.
     150 * 20% chance: Revives the weakest of your fainted monsters, giving it 50% HP.

              
----------------------

64: Lethal Spikes
POW: 0    ACC: 90    Use: 3    Poison
Cuts the target's current HP by 50%.
     20 * 20% chance: Poisons the target, damaging it for 7% HP each turn.
     40 * +10% chance to poison.
     70 * +10% HP cut.
     100 * +10% chance to poison.
     150 * +5% Poison damage

              
----------------------

65: Wild Paws
POW: 60    ACC: 90    Use: 2    Electric

     20 * +10 power.
     40 * +10 power.
     70 * +1 uses.
     100 * +20 power.
     150 * +20 power.

              
----------------------

66: Tag Tackle
POW: 60    ACC: 85    Use: 1    Normal
Low priority. Switches the monster after the attack.
     20 * +10 power.
     40 * +15% accuracy.
     70 * All effects and upgrades will be transfered.
     100 * Power increases by 2x when used after Tackle.
     150 * +1x follow up modifier.

                             
----------------------

67: Plexus Strike
POW: 50    ACC: 100    Use: 2    Fighting
Power increases by 1.5x when used after Energize.
     20 * +10 power.
     40 * +0.25x follow up modifier.
     70 * +10 power.
     100 * +0.25x follow up modifier.
     150 * Removes all Heal effects from the target.

                                                                                         
----------------------

68: Devil's Touch
POW: 50    ACC: 100    Use: 6    Water
Increased priority.
     20 * +10 power.
     40 * 10% chance: Confuses the target for 2-4 turns.
     70 * 10% chance: Makes the target fall asleep for 5 turns.
     100 * +15 power.
     150 * +15% chance to confuse. +15% chance to sleep.

                             
----------------------

69: Mumbo Jumbo
POW: 0    ACC: 80    Use: 2    Dark
Decreases the target's ATK, S.ATK levels by 1.
     20 * +10% accuracy.
     40 * -1 ATK levels.
     70 * -1 S.ATK levels.
     100 * +1 uses.
     150 * Decreases the target's Accuracy levels by 1.

                             
----------------------

70: Fire Clone
POW: 0    ACC: 999    Use: 1    Fire
Creates a decoy with 25% of your max HP, in exchange for 25% of your max HP.
     20 * +15% decoy HP.
     40 * -10% decoy HP cost.
     70 * +15% decoy HP.
     100 * -10% decoy HP cost.
     150 * +15% decoy HP.

                                       
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71: Blade Sacrifice
POW: 30    ACC: 90    Use: 2    Steel
Hits 2-2 times. Cuts the user's current HP by 15%.
     20 * +5 power.
     40 * +10 power.
     70 * +10% accuracy.
     100 * -7% HP cut.
     150 * +10 power.

              
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72: Aqua Whip
POW: 40    ACC: 90    Use: 4    Water
1.5x effect in Water environment.
     20 * +10 power.
     40 * +10% accuracy.
     70 * +40% power in Water environment.
     100 * Traps the target for 4 turns.
     150 * The sum of both monsters' SPD stat is split, with 60% in favor of the user.

                                                                                                                       
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73: Mycetism
POW: 0    ACC: 80    Use: 2    Poison
Poisons the target, damaging it for 10% HP each turn.
     20 * +4% Poison damage
     40 * +10% accuracy.
     70 * +6% Poison damage
     100 * +10% accuracy.
     150 * +8% Poison damage

              
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74: Ice Kick
POW: 50    ACC: 100    Use: 8    Ice
5% chance: Freezes the target.
     20 * +10 power.
     40 * +4% chance to freeze.
     70 * +15 power.
     100 * +4% chance to freeze.
     150 * +20 power.

              
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75: Cripple Bubble
POW: 0    ACC: 80    Use: 2    Water
Decreases the target's ATK, S.ATK levels by 2.
     20 * +20% accuracy.
     40 * -1 ATK levels.
     70 * -1 S.ATK levels.
     100 * Prevents the target from being affected by Heal effects for 6 turns.
     150 * Removes all Heal effects from the target.

         
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76: Yak's Blessing
POW: 50    ACC: 90    Use: 1    Normal
Increased priority. Restores 100% HP.
     20 * +10% accuracy.
     40 * +10 power.
     70 * +15 power.
     100 * +20 power.
     150 * +1 uses.

              
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77: Boulder Hunt
POW: 70    ACC: 90    Use: 2    Rock
Low priority.
     20 * +10% accuracy.
     40 * +10 power.
     70 * +15 power.
     100 * +20 power.
     150 * +25 power.

         
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78: Jabs And Pokes
POW: 20    ACC: 90    Use: 2    Fighting
Hits 2-3 times.
     20 * +10% accuracy.
     40 * +5 power.
     70 * +5 power.
     100 * +5 power.
     150 * +2 maximum hits.

              
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79: Ghost Effect
POW: 50    ACC: 90    Use: 3    Ghost

     20 * +10 power.
     40 * +15 power.
     70 * +20 power.
     100 * +25 power.
     150 * +30 power.

              
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80: All For One
POW: 80    ACC: 100    Use: 1    Bug
Low priority.
     20 * +10 power.
     40 * +15 power.
     70 * +20 power.
     100 * +25 power.
     150 * +30 power.

              
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81: Scarab Seed
POW: 0    ACC: 100    Use: 1    Bug
Plants a seed on the target that leeches 10% HP each turn.
     20 * +3% leeched HP.
     40 * +4% leeched HP.
     70 * +5% leeched HP.
     100 * +6% leeched HP.
     150 * +7% leeched HP.

         
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82: Hot Lizard
POW: 65    ACC: 100    Use: 2    Water
40% chance: Burns both monsters, reducing ATK by 50% and causing 10% burn damage per turn.
     20 * +15 power.
     40 * +20% chance to burn.
     70 * +25 power.
     100 * +30% chance to burn.
     150 * +35 power.

    
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