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Moves

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A Pokémon can use up to four different moves in order to battle opponents in the Battle Tower. These moves can either do damage to the opponent, improve the Pokémon's stats, or alter the flow of combat. Although borrowing heavily from the Pokémon video games, their mechanics have been simplified for use on GPX+

Move PropertiesEdit

All moves under GPX+ have three common attributes: Typing, Class, and Grade (the latter two were invented for this wiki for ease of explanation).

TypingEdit

As in the first four generations of Pokémon games, moves can have one of eighteen types: the seventeen elemental types, such as Water and Rock, and the ???-type (previously used for Curse, depreciated in Generation V). Damage-dealing moves are all assigned an elemental type, while non-damaging moves are classified as ???-type. GPX+ has a total of four attacks per elemental type.

Pokémon will do more damage using a move that shares its elemental type(s), similar to the Same Type Attack Bonus (STAB) awarded in the video games.

ClassEdit

Damage-dealing moves can be sorted into two classes, physical or special attacks, using the respective Pokémon stat to perform damage calculation. As there are four attacks per elemental type, there are two physical attacks and two special attacks per type. A third class, the non-damage dealing or status class, can improve a Pokémon's statistics, alter the properties of certain attacks, or force the opponent to switch Pokémon. Consequently, all status class moves are of the ???-type.

GradeEdit

Unique to GPX+, all moves are classified into one of two grades: Strong or Weak. Each elemental type can have two Strong attacks and two Weak attacks, one each classified as a physical or special attack; thus any element has a Physical Strong, Physical Weak, Special Strong, or Special Weak attack. Status attacks can also be Weak or Strong.

Strong attacking moves have a greater move power than Weak moves (90 vs 50), while Strong status moves are considered to have a greater overall impact on the battle; as a draw-back, however, any Strong move uses one of 3 Power Points (PP) that cannot be replenished during battle.

Pokémon MovesetsEdit

Newly-hatched Pokémon begin with four default moves that match its elemental type. A single-typed Pokémon will have access to all four moves of its type, while dual-typed Pokémon can use the two Weak attacks for its two types; it cannot access any of the Strong-grade moves of either of its types.

A Pokémon's moveset can be modified by selecting the "Attacks and hold items" option from its drop-down menu. This provides the user the opportunity to swap out one of its moves for one of the Status-class moves. Users can also elect to have the Pokémon hold one of the elemental gems, which grants the Pokémon access to Weak-grade attacks of the type corresponding to the gem.

Moveset limitationsEdit

Pokémon must have at least one attack-class, Weak-grade move in their moveset to make sure it can do some damage every turn (an all-Strong grade moveset would make it unable to attack after three moves, for example). Additionally, a Pokémon cannot equip a gem if it's attacks could do super-effective damage to the Pokémon.

List of MovesEdit

The following table showcases the different moves found on GPX+. Note that damage-dealing moves do not have any additional effects, such as an elevated Critical Hit rate or the ability to deal a Status ailment (which do not exist in the Battle Tower anyways). The powers of the attacks tend to correlate with their values in the video games.

Name Type Class Grade Description Power
Tackle Normal Physical Weak Deals some Normal-type damage 50
Thrash Normal Physical Strong Deals lots of Normal-type damage 90
Swift Normal Special Weak Deals some Normal-type damage 50
Hyper Beam Normal Special Strong Deals lots of Normal-type damage 90
Leech Life Bug Physical Weak Deals some Bug-type damage 50
X-Scissor Bug Physical Strong Deals lots of Bug-type damage 90
Silver Wind Bug Special Weak Deals some Bug-type damage 50
Bug Buzz Bug Special Strong Deals lots of Bug-type damage 90
Pursuit Dark Physical Weak Deals some Dark-type damage 50
Crunch Dark Physical Strong Deals lots of Dark-type damage 90
Snarl Dark Special Weak Deals some Dark-type damage 50
Dark Pulse Dark Special Strong Deals lots of Dark-type damage 90
Dragon Claw Dragon Physical Weak Deals some Dragon-type damage 50
Outrage Dragon Physical Strong Deals lots of Dragon-type damage 90
Twister Dragon Special Weak Deals some Dragon-type damage 50
Draco Meteor Dragon Special Strong Deals lots of Dragon-type damage 90
Spark Electric Physical Weak Deals some Electric-type damage 50
Volt Tackle Electric Physical Strong Deals lots of Electric-type damage 90
Thundershock Electric Special Weak Deals some Electric-type damage 50
Thunderbolt Electric Special Strong Deals lots of Electric-type damage 90
Rock Smash Fighting Physical Weak Deals some Fighting-type damage 50
Close Combat Fighting Physical Strong Deals lots of Fighting-type damage 90
Vacuum Wave Fighting Special Weak Deals some Fighting-type damage 50
Focus Blast Fighting Special Strong Deals lots of Fighting-type damage 90
Flame Wheel Fire Physical Weak Deals some Fire-type damage 50
Flare Blitz Fire Physical Strong Deals lots of Fire-type damage 90
Ember Fire Special Weak Deals some Fire-type damage 50
Flamethrower Fire Special Strong Deals lots of Fire-type damage 90
Aerial Ace Flying Physical Weak Deals some Flying-type damage 50
Sky Attack Flying Physical Strong Deals lots of Flying-type damage 90
Gust Flying Special Weak Deals some Flying-type damage 50
Hurricane Flying Special Strong Deals lots of Flying-type damage 90
Astonish Ghost Physical Weak Deals some Ghost-type damage 50
Shadow Claw Ghost Physical Strong Deals lots of Ghost-type damage 90
Ominous Wind Ghost Special Weak Deals some Ghost-type damage 50
Shadow Ball Ghost Special Strong Deals lots of Ghost-type damage 90
Vine Whip Grass Physical Weak Deals some Grass-type damage 50
Power Whip Grass Physical Strong Deals lots of Fighting-type damage 90
Magical Leaf Grass Special Weak Deals some Grass-type damage 50
Solarbeam Grass Special Strong Deals lots of Grass-type damage 90
Sand Tomb Ground Physical Weak Deals some Ground-type damage 50
Earthquake Ground Physical Strong Deals lots of Ground-type damage 90
Mud Shot Ground Special Weak Deals some Ground-type damage 50
Earth Power Ground Special Strong Deals lots of Ground-type damage 90
Ice Shard Ice Physical Weak Deals some Ice-type damage 50
Avalanche Ice Physical Strong Deals lots of Ice-type damage 90
Powder Snow Ice Special Weak Deals some Ice-type damage 50
Ice Beam Ice Special Strong Deals lots of Ice-type damage 90
Poison Sting Poison Physical Weak Deals some Poison-type damage 50
Gunk Shot Poison Physical Strong Deals lots of Poison-type damage 90
Acid Poison Special Weak Deals some Poison-type damage 50
Sludge Bomb Poison Special Strong Deals lots of Poison-type damage 90
Psycho Cut Psychic Physical Weak Deals some Psychic-type damage 50
Zen Headbutt Psychic Physical Strong Deals lots of Psychic-type damage 90
Confusion Psychic Special Weak Deals some Psychic-type damage 50
Psychic Psychic Special Strong Deals lots of Psychic-type damage 90
Rock Throw Rock Physical Weak Deals some Rock-type damage 50
Stone Edge Rock Physical Strong Deals lots of Rock-type damage 90
Ancientpower Rock Special Weak Deals some Rock-type damage 50
Power Gem Rock Special Strong Deals lots of Rock-type damage 90
Metal Claw Steel Physical Weak Deals some Steel-type damage 50
Iron Head Steel Physical Strong Deals lots of Steel-type damage 90
Mirror Shot Steel Special Weak Deals some Steel-type damage 50
Flash Cannon Steel Special Strong Deals lots of Steel-type damage 90
Aqua Jet Water Physical Weak Deals some Water-type damage 50
Waterfall Water Physical Strong Deals lots of Water-type damage 90
Water Gun Water Special Weak Deals some Water-type damage 50
Surf Water Special Strong Deals lots of Water-type damage 90
Swords Dance ??? Other Weak Sharply raises user's ATK.
Iron Defense ??? Other Weak Sharply raises user's DEF.
Nasty Plot ??? Other Weak Sharply raises user's SATK.
Amnesia ??? Other Weak Sharply raises user's SDEF.
Agility ??? Other Weak Sharply raises user's SPD.
Charm ??? Other Weak Sharply lowers target's ATK.
Screech ??? Other Weak Sharply lowers target's DEF.
Captivate ??? Other Weak Sharply lowers target's SATK.
Fake Tears ??? Other Weak Sharply lowers target's SDEF.
Scary Face ??? Other Weak Sharply lowers target's SPD.
Focus Energy ??? Other Weak Boosts the user's chance of landing critical hits.
Haze ??? Other Weak Negates all stat changes to both
the user and the opponent.
Lucky Chant ??? Other Weak Protects the user from critical hits.
Mean Look ??? Other Strong Prevents the opponent from switching Pokémon.
Cannot be used in rotation battles.
Protect ??? Other Strong Shields the user from one attack. Always moves first.
Psych Up ??? Other Strong Copies the target's stat changes to the user.
Recover ??? Other Strong Restors 40% of the user's (maximum) HP.
Rest ??? Other Strong Recovers 80% of the user's (maximum) HP.
The user is unable to act the following turn.
Roar ??? Other Weak Forces the opponent to switch Pokémon.
Cannot be used in rotation battles. Always moves last.

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