Burn Insurance
Hold Item
- If the user becomes Burned, this item is expended to raise their Att by one stage each and heals the Burn.
Freeze Insurance
Hold Item
- If the user becomes Frozen, this item is expended to raise their Def by one stage and heals the Freeze.
Shock Insurance
Hold Item
- If the user becomes Paralyzed, this item is expended to raise their Speed by one stage and heals the Paralysis.
Sleep Insurance
Hold Item
- If the user falls Asleep, this item is expended to raise their SpDef by one stage and heals their Sleep.
Poison Insurance
Hold Item
- If the user is Poisoned, this item is expended to raise their SpAtt by one stage and heals their Poison.
Heat Mine
Type: Fire
Category: Other
PP: 15
Power: ---
Accuracy: ---
- An explosive trap is laid on the opposing side that triggers when the opponent's pokemon switches, damaging the incoming pokemon and expending the trap. It deals damage based on the opposing pokemon's weakness/resistance to Fire (double-weakness - 1/2 HP, weakness - 1/4 HP, neutral - 1/8 HP, resistance - 1/16 HP, double-resistance - 1/32 HP). Up to three layers may be placed at once, but only one trap will trigger at a time. Fire types and pokemon with Flash Fire will neutralize any Heat Mines on their side of the field by switching in.
Gooey Flood
Type: Water
Category: Other
PP: 10
Power: ---
Accuracy: ---
- Each turn for the next 5 turns, all pokemon on the field, both friend and foe, have their Speed reduced by one stage.
Absolute Zero
Type: Ice
Category: Other
PP: 5
Power: ---
Accuracy: 50
- Freeze both the user and the target. The user is Frozen regardless of whether this attack hits or not.
Heat Seeker
Type: Fire
Category: Special
PP: 15
Power: 50
Accuracy: 100
- Deals double damage to opponents switching out, and takes priority over switch-outs.
Flash Beam
Type: Steel
Category: Special
PP: 20
Power: 70
Accuracy: 95
- This attack is both Steel and Electric type.
Freeze mechanics change
- In addition to several moves thawing the user of their own Freeze, it is also removed whenever they take damage from Fire, Rock, Fighting, or Steel attacks, would ordinarily suffer a Burn from an attack (in which case they are cured of Freeze and not Burned), or are hit by a move that makes contact.