List of Pokemon Feats

Feats
Unless otherwise noted:
 * Tier One: Level 10
 * Tier Two: Level 40
 * Tier Three: Level 60

Unless specified, all feats have a range of 6 hexes.

Triggered feats and Triggered activation feats do not count towards the global feat limit unless otherwise specified.

Flying

 * Eagle Eye : The User's next five attacks hit. (1ps)
 * Prey Upon : User chooses an enemy. Moves against that enemy get a damage bonus equal to 2.5% of the User's relevant attack stat and cost 2 less FP. [Bonuses only apply when targeting chosen enemy.] (1ps, OoB)
 * Tailwind : User has double movement squares for 3 turns. (1ps)
 * Jet Stream : User gets +3 to its Movement square range. (Passive)
 * Migratory Endurance : Each consecutive move against a single target costs the User 1 fewer FP to a max of -3.  Attacks against a different target reset this bonus. [Requires Level 20] (Passive)
 * Winged Gale : User can send a blast of air directly in front of them for [Move Bonus + 2] squares. This blast of air moves any enemy in its path to the final square of the gale's path. (1ps)
 * Rally Point : Allies and user in a 3 hexagon radius centered on the user gain a combined amount of HP equal to 40% of the user's total HP and a combined 10 FP distributed according to the user. On their next turn, enemis in the 3 hexagon radius must, if able, attack the user. (1ps)
 * Sudden Squall : User can reflexively subtract [User's Level/20+1d3] d4s from an incoming attack. (2ps)
 * ​Cyclone : The User creates a vortex of wind in a 3 hexagon radius centered on the user. Anything it touches is Flinched for one turn and takes [User's Level / 10]d4 of Flying-type damage. (1ps)

Psychic

 * Mystic Hold : User gains an additional Item slot. (Passive)
 * Concentration : User gets +3 bonus to Psychic Skill checks. (Passive)
 * Cognizance : User gives a +2 bonus to non-Psychic Skill checks on trainer and trainer's Pokemon. [Affects non-Psychic skill checks on User as well.] (Passive)
 * Mental Burst : User may use up 2x a move's FP cost to deal 2x damage. Costs 3 fp. (1ps)
 * Mental Scarring: After an enemy is hit by an attack affected by Mental Burst, they take 20% more damage from all sources for 2 rounds. (Passive)
 * Psychic Link : User's next Synthesis Attack is successful. Qualifies for both participants. [Attack roll occurs as normal.] (1ps)
 * Thought Armor : For 1d3 + 1 turns, User adds 25% of its SA to either DF or SD. [This affects the User's Defense Bonus.] (1ps)
 * Focused Precision : User may add 4 FP to a move's FP cost to give +2 d4, this adds to Advantage. (Passive)
 * Precognitive Response : User may reflexively attempt to counter an incoming Special Attack. User rolls a d20 against the enemy (with any appropriate modifiers), and if successful, the User performs its own move instead of receiving the incoming attack. [Unsuccessful roll does not put Feat on cool down.] (1ps)
 * Telekinetic Shield : User creates a shield of telekinetic energy around self or an ally which gives its Target a 50% chance to dodge attacks. Lasts 4 turns. (1ps)
 * Warp Reality : User targets an enemy Pokemon. That Pokemon is given the moveset of a random Pokemon on the battlefield for 5 turns. (1ps) [Level 40 Required]
 * Disorient : Reprogram the movement (switching all relative directions) of Target Pokemon for 2 turns. (2ps)
 * Cognitive Singularity : For 2+1d3 turns, User can not be perceived by Target Pokemon. [Its position cannot be determined and it cannot be targeted.] (1ps)
 * Inquisition : Identify Target Pokemon's move set and Feat list. [Cannot target Dark-type Pokemon.] (1pb)
 * Inception : Select Target Pokemon's next move. If target's move set is unknown (i.e. unknown to player or Pokemon), the next move is chosen at random. [Cannot target Dark-type Pokemon] (3ps)
 * Folie a Deux : User may choose an ally as a free action. Whevever the ally gets a status effect or stat change, positive or negative, the User rolls a d10. For negative effects, 10% chance to give the effect to both pokemon, then a 30% chance to cancel the entire effect. For positive effects, 10% chance to cancel it on the user, then a 30% chance to give the effect to both pokemon. This effect also works in reverse (i.e. the User's status effect changes can alter the chosen ally; User still rolls the d10). (Passive)

Fighting

 * Fearless : If the User was struck by an attack last round, it may activate Fearless on its turn to receive 75% damage from all sources for 3 rounds. [This effect stacks with any other effect on the Pokemon's DF or SD stats] (1ps)
 * Ki Attacks : User adds 1d4 per 100 of the SA stat to the damage it deals in its physical attacks for 5 turns. (1ps)
 * Long Punch : User's non-Ranged Physical attacks can hit from 2 squares away. If the user is one hex away when it attacks, the target may be shoved 2 hex away. (Passive)
 * Last Stand : When at or below 10% HP, User's AT, DF, and SP stats are x1.5. (Passive)
 * Defiance : User endures any 1 knock-out hit, remaining at 1 HP. (Declared at the start of round, or used reflexively against a move that would down the User 1ps)
 * Combat Readiness : User and allies get a bonus to their movement range equal to (1 + [User's Level / 15]) this round. (Declared at the start of round, 1ps)
 * Fighting Spirit : User may reroll any attack roll, reflexive check, or effect chance roll. (Used reflexively, 2ps, first use does not use global cooldown.)
 * Relentless Assault : User's next turn is two turns. It still counts as one turn. (Declared the turn before it takes effect, 1p2s)
 * Martial Torrent : User sacrifices move action for the turn, but can take up to three attack actions. Costs 15 FP. (Declared the turn before it takes effect, 1p2s)
 * Inner Turmoil : At the beginning of battle, User chooses either Rage or Discipline and gains those appropriate bonuses for the remainder of the battle. Rage bonus:10% Flinch chance. Discipline bonus: +10% Dodge chance. (Passive)
 * Inner Peace : User gains both Rage and Discipline bonuses at all times and if it has less than 25 FP gains 2FP per turn.(Passive)
 * Focused Precision : User may add 4 FP to a move's FP cost to give +2 to the Attack Roll (Passive)
 * Tactical Reversal : User may reflexively attempt to counter an incoming Physical Attack. User rolls a d20 against the enemy (with any appropriate modifiers), and if successful, the User performs its own move instead of receiving the incoming attack. [Unsuccessful roll does not put Feat on cooldown.] (1ps)
 * Vaulting Blow : User can perform one of its Physical attacks at range 4. If the attack connects, the User moves to the square adjacent to its target. User cannot attack or travel through obstacles on the way to the target. (1pb)
 * Inescapable Strike : User can perform one of its Physical attacks at range 6. This attack receives additional damage dice equivalent to 1/4 x [User's Bonus AT Dice]. If the attack connects, the User teleports to the square adjacent to its target. (1pd)

Steel

 * Endure : User may reflexively make the next attack that hits it deal 50% damage. [Calculated after Weakness/Resistance] (1ps)
 * Iron Fortress : Endure may be used 2ps. (Passive) User may also reflexively make the next attack that hits it deal no damage. (1ps)
 * Tempered: User may choose to have Endure not count towards the global feat limit and have their speed reduced by 50% for the next round. User may pay 5 FP to have Iron Fortress not count towards the global feat limit and have their speed reduced by 50% for the next round. (Passive)
 * Steel Coating : User gets +5 HT and (User Level/10)d4 bonus dice to Steel type attacks for 5 turns. This bonus adds to Advantage. (1ps)
 * Touch of Rust :   On activation, User's Physical or Special attacks have 40% chance of lowering the associated Defense stat by one stage. Lasts 5 turns. (1pb)
 * Stainless : User may remove 1 stage of lowered statistic stages for 6 FP. [Does not consume the Global Feat Limit but does count as the one allowed feat per turn] (Passive)
 * Iron Will : The FP cost of Stainless is reduced to 4 FP. (Passive) Additionally, User can reflexively redirect a Status Effect targeting him back towards the Attacker, consuming the passive effect. (Reflexive, 1ps)
 * Dulling Edges : If an opponent hits the User with a Physical attack move, subsequent Physical attacks by that opponent on the User get -2d4 to a cap of -4d4 to their Advantage (-2, -3, -4). (Passive) (Level 30 required)
 * Sharpened Frame : If an opponent hits the User with a Physical attack move, the opponent takes 25% of the damage taken. [Calculated after Weakness/Resistance] (Triggered activation, 3ps)

Grass

 * Leaf Boat: User creates a Grass boat to travel across water. Seats one. User gains an additional 2 points in Grass Skills. (1ps)
 * Vine Snare: User sets a trap on a Battlefield square. If an enemy moves onto that square, they are immobilized and take (1+User's Level/30)d6 Grass damage. User can create as many Vine Snares as they desire as a single Feat Action provided they don't exceed the per session limit. (2+User's Level/20ps)
 * Entangle: Opponents in a 3 hexagon radius at status move range are unable to move or attack for 1d4 turns. They may attempt to escape by doing a check with a difficulty of 15 on the first turn of entanglement, 10 on the second turn, 5 on the third turn, and 5 on the fourth turn. [Enemies do a d20 check + their movement bonus.] (1ps)
 * Regen: User regains 15% of its Max HP per turn for 6 turns. (1ps)
 * Shield of Leaves: User and allies in a 2 hexagon radius centered on the User gain a Grass-type shield with HP equal to 20% of the User's DF or SD stat. (1ps)
 * Arboreal Grace: Generate an aura in a 2 hexagon radius around the User. User gains 1 Grace Point per 30 DF or SD to determine Aura's effect with a maximum of 12. Expending 1 Grace Point either A) Increases the duration of the Aura for 1 turn, or B) Increases the HT of the User and allies within the Aura by 1. (1ps)
 * Lifelink: User regains HP equal to 25% of the base damage it deals for 6 turns (1ps)
 * Vitalizing Salve: User may restore 25 FP on itself, second use restores 15 fp. Using on another target utilizes both daily uses of the Feat. Counts as an attack action and restores 25 fp. (2ps)
 * Somnolent Spore: Grass Pokemon lets off a subtle pollen spore in battle that affects other Pokemon's senses. Attacking opponents have a 10*(1+User's Level/20)% chance to fall asleep after the attack for 1d4 turns. Each activation of this feat counts towards the global feat cooldown and the 1 feat per turn limit. (Triggered, 2pb)
 * Rooted Resilience: Pokemon can grow vines into the ground to support its body with additional growth. User may root on its turn. While rooted, User gets DF and SD up 2 stages, and HT +3. While rooted, Pokemon is immoble. Unrooting removes the bonuses. Rooting counts as a movement action. (2ps)

Dark

 * Fear: one enemy within status move range is feared for 1d2+1 turns (target may not target the user, status persists in the pokeball). (1ps)
 * Fatigue Feast: User's next attack deals (2+User's Level/25)d4 FP damage, and it gains half the FP lost by the target. (1ps)
 * Pack Hunter: User gets +1 to attack roll for each ally it has on the Battlefield. This bonus does not trigger criticals but does cancel out critical failures (Passive). User may activate Pack Hunter to gain +1d4 per ally on the field as bonus dice for 2 turns. (1ps, cancels Passive)
 * Shadow Stalk: User gains +2 Movement Bonus and 40% Dodge Chance. Lasts 2 turns. (1ps)
 * Shadow Pounce: For every hex of the shortest distance between where the User started and a Targeted Pokemon, the next attack gets +1 to the attack roll, and +10% to the base damage. (2ps)
 * Mark of Zeal: If User uses any Dark move for the third time in a battle, it is 1.5x effective. (Passive)
 * Mark of Hunger: If User or User's allies deals damage to a target for three consecutive times in a row, user may activate Mark of Hunger to have their team deals 1.2x damage until your next turn. (Triggered activation, 1pb)
 * Bait and Switch: User selects an ally. In the next round, the enemy that last attacked the user must attack the selected ally if able. The User gets a 1.5x damage bonus to the this enemy for the next round. (1pb)
 * Thirst for First Blood: At the start of a battle, until a Pokemon takes damage, +3 to User's movement squares. (Passive) On the next attack, Target Pokemon has 50% reduced DF or SD. (1ps)
 * Blood Letting: For each Pokemon in the battle under 35% total HP, User regains 10 FP. User may gain up to 60 FP, exceeding the maximum for the battle (60/50 FP). (1ps)
 * Shroud of Night: User sacrifices FP. For every 5 FP sacrificed, it gains +4 to its HT for 2 turns. (1ps)
 * Shroud of Blood: Upon activation, for every 15% of the User's total HP gone, User gets a stage up in DF or SD. (1ps)

Fire

 * Set Ablaze: User sets six adjacent hexagons aflame within a range of 4 hexagons. Pokemon on or moving through burning squares take 1+User's Level/30d6 Fire damage and have 50% Burn chance. Lasts 5 turns. (1ps)
 * Burning Spirit: The user's next effect chance roll is a success. (Counts on all additional effects.) (2ps)
 * Heat Haze: User gets +5 HT for five turns. (1ps)
 * All-Consuming Flame: Upon activation, User goes to 10% of current HP and AT or SA doubles for 4 turns. Healing effects targeting the User are reduced by 100% for 3 turns. This feat does not persist through fainting. (1p2s)
 * Temperance: Gives User immunity to environmental effects. Grants an additional 2 points to Fire Skills. (Passive)
 * Temperature Spike: Raises temperature around the User for 4 turns, giving Allies in a 2 hexagon radius centered on the User an additional (1+User's AT or SA/60) to their HT capped at +8 HT. (1ps, OoB)
 * Living Flame: User creates a fire drone that they can command in battle. The drone's stats are [User's stats / 2]. It knows any non-Status move that the User knows that is below a d8 base power. If the drone's HP is not brought to 0, it dissipates after 4 of its turns. The drone's type is Fire. (1ps)
 * Impulsive Nature: Upon activation, User gains a movement phase. This feat may be activated reflexively at the beginning of any pokemon's turn. (1ps)
 * Righteous Fervor: User may reflexively make an incoming attack against itself or one of its allies do 50% damage. If done on the User, attacking opponent receives 25% of the damage. (1ps) [Cannot be taken if the User has 'Infernal Desire']
 * Infernal Desire: User may reflexively give one of its attacks a 1.5x multiplier. [Calculated before Weakness/Resistance.] (1ps) [Cannot be taken if the User has 'Righteous Fervor'.]

Ground

 * Quicksand: User immobilizes an enemy for 1+1d3 turns. (1ps)
 * Sinkhole: Enemies in a 4 hexagon radius area around the User are Stunned for 1 turns. Any other character in the affected area must succeed a reflexive check [d20 + their movement bonus] or be trapped as well. For the pokemon 1 hexagon away from the user the difficulty is 15, for the rest the difficulty is 5. (1ps)
 * Tremorsense: User will dodge the next Physical attack after announcing activation, then counterattack using one of its moves at 1.5x the FP cost. [Cannot be activated off of a Ghost, Flying, or Levitate-possessing Pokemon.] (1ps)
 * Bones of the Earth: When on natural Ground, User can decrease Movement Bonus by 50% and heal 30% HP per turn for 2 turns. (1ps)
 * Soul of the Soil: Increases User's maximum movement by 2 (-1 for Snow and Stone conditions), and Pokemon can move through others on natural Ground. (Passive) User may reduce all enemy's movement by the user's movement bonus -1, for three turns (does not cancel the passive effect). (1ps)
 * Burrow: User moves underground for the next movement action, returning to the surface at the start of its next turn. While underground, User cannot be targeted except by Ground-based moves like Earthquake. User cannot attack while underground. [Underground movement is affected by environment: +1 movement square for soil, +2 for sand, -1 for stone, -1 for cold soil, -3 for steel, -5 for molten rock (with Fire damage). Certain environments cannot be burrowed into.] (2pb, OoB: Free Action)
 * ​ Subterranean Strength: User can sense enemies above it and strike, suffused with the power of earth, dealing 2x damage on their next attack. Attack must be on a square adjacent to the target to receive bonus. User can spend an additional move underground to perform the strike. (1ps)
 * Earth Fortress: Creates an impassable wall of earth around a 1 hex radius centered on them of the battlefield. Ground attacks are 1.25x effective within this area, but can also penetrate said area (for normal damage). Flying-type Pokemon may move in and out of the area, other Pokemon cannot. Lasts 3 turns. (1ps)
 * Planetary Grip: All enemies are immobilized for 1 turn (Can affect flying type pokemon). (1ps)

Bug

 * Compound Eyes: User gains +1 to attack rolls that can trigger criticals and cancel critical failures. (Passive)
 * Philopatry: Once activated, the second consecutive time the User hits a target, it can ignore 15% of the users DF or SD, the second time 25%, the third time and beyond 40%. (1ps)
 * Alien Physiology: If the User becomes Asleep, Confused, or Paralyzed, it can spend 10 FP to not be. Use of this feat counts both for the 1 feat per turn limit and Global Feat Limit. (Passive)
 * Hive Mind: If the user were to be confused or controlled, the attempt is resisted. (1ps, Reflexive)
 * Subsentience: User takes control of one Pokemon for one turn. Target can resist with a greater opposing roll on a d20 at a -10 penalty. User cannot use target's feats. (1p2s)
 * Burrow:  User moves underground for the next movement action, returning to the surface at the start of its next turn. While underground, User cannot be targeted except by Ground-based moves like Earthquake. User cannot attack while underground. [Underground movement is affected by environment: +1 movement square for soil, +2 for sand, -1 for stone, -1 for cold soil, -3 for steel, -5 for molten rock (with Fire damage). Certain environments cannot be burrowed into.] (2pb, OoB: Free Action)
 * Gestation Cycle: User can choose to remain underground an additional turn to regenerate 50% of their HP and 15 FP. The second use restores 25% HP and 7 FP. (Passive)
 * Exoskeletal Growth: User gets a bonus to their Hit Target equal to 1 + (User's Level/30). (Passive)
 * Fury of the Swarm: Upon activation, the next Pokemon that is damaged by the User gets a 1.1x multiplier to the damage it receives from the User's team. The multiplier is raised by 10% each consecutive attack. Lasts until the end of the User's next turn. (1p2s) [Level 30 Required]
 * Cacophonous Buzz: User surrounds itself with a violent and disorienting hum. Any opponent that targets the User has a 70% chance to attack a random Pokemon in its attack range. May be used reflexively. (2ps)
 * Virulent Sting: User strikes a target in melee range with an attack laced with horrifying venom. On turn 1, target is Stunned, then target is Paralyzed for 1d2 turns. Counts as an attack action. (1ps)
 * Insect Mentality: User chooses up to two allies. For the next round, all of the participants' damage rolls for any attack made by the group are rolled by all participants, and they choose whichever of the dice outcomes they wish. [Each player rolls their Pokemon's appropriate damage dice for the attack.] (2ps)

Poison

 * Toxicity: User's non-Energy attacks get a 20% chance to Poison which stacks with existing chance for 5 turns. (1ps)
 * Virulence: For the remainder of the battle, User's non-Status moves have a 20% chance to Poison, which stacks with existing chance. Pokemon can Poison Steel- and Poison-type targets. [Poison-type moves still do not effect Steel type Pokemon.] (1ps)
 * ​ ​ Blood Contaminant: For the remainder of the battle, Poison from Pokemon is so potent that it corrupts the body of beings it flows through. Being Poisoned by User additionally gives target Poison-type weaknesses Psychic and Ground for as long as they are Poisoned. [Stacks with current Weaknesses/Resistances] (1ps)


 * Incense: User attracts or repels Pokemon at a range of 7 hexagons. Affected Pokemon move their full move range in chosen direction on their next turn. Out of Battle, this affects wild Pokemon. (2ps, OoB)
 * Drain Touch: User's Physical moves restore HP equal to 50% of damage dealt for 3 turns. (1ps)
 * Antibody: User's target is immune to Poisoning for the remainder of the battle and cures Poison. Outside of battle, gives target immunity to toxic environments for 1 hour. User can expend both uses to cure a target of Confusion, Paralysis, and Sleep. This feat does not count towards the Global Feat Limit unless both uses are used at once. (2ps, OoB)


 * ​E ndospore: If Poison that the User inflicts on an opponent is removed via an item, feat, or move, that Pokemon is Poisoned next turn for 1d4 turns. (Triggered, affects each opponent 1ps) [Cannot be taken if the User has 'Malady']


 * Genophage: For each stack of Poison, the Poisoned Pokemon loses 10% of a stat of the User's choice (all stacks must affect the same stat). Effect lasts for the whole battle, even after specific instances of Poison run out. (1ps) [Cannot be taken if the User has 'Retrovirus']​


 * Retrovirus: Each stack of Poison that the user inflicts on a Pokemon confers a 1.2x weakness to Poison-type moves (1.2, 1.4, 1.6). Lasts for the remainder of the battle. (1ps) [Cannot be taken if the User has 'Genophage']
 * Malady: User's Poison lasts for +1 turn. (Passive) [Cannot be taken if the User has 'Endospore']


 * ​P andemic: Pokemon poisoned by the user have a 10% chance per stack of poison to infect pokemon within two hexes of them. (User rolls for Poison chance at the start of the turn of the endangered Pokemon.) Can only confer the first stack of Poison. (Passive) [Cannot be taken if the User has 'Retrovirus']
 * Retrovirus:  Each stack of Poison that the user inflicts on a Pokemon confers a 1.2x weakness to Poison-type moves (1.2, 1.4, 1.6). Lasts for the remainder of the battle. (1ps) [Cannot be taken if the User has 'Pandemic']
 * Blight: If a Pokemon that is Poisoned by the User is downed while Poisoned, that Pokemon's death timer starts at 1. (Passive) [Level 80 Required].

Ice

 * Temperance: Gives User immunity to environmental effects. Grants an additional 2 points to Ice Skills. (Passive)
 * Temperature Drop: Drops temperature around the User in a 2 hexagon radius, reducing their speed by 50% for four turns. Does not affect allies. (1pb, 2ps, OoB)
 * Prism Powder: User covers itself in prismatic flakes of ice, gaining +5 HT for five turns. (1ps)
 * Prismatic Storm: User covers 4 hexagon radius area  at status move range in a cloud of powdery snow. Non-Ice Type Pokemon can only attack within adjacent squares and have a -2 penalty to attack rolls. Pokemon who start their turn in the storm have half movement range. (1ps)
 * Cold Front: For the next 5 rounds, ice moves get an additional 15% chance to freeze. (1ps, OoB)
 * Snap Freeze: User causes Pokemon in a 2 hexagon radius area at special attack range to be Frozen for 1d2 turns. (1ps)
 * Absolute Zero: User blasts a 3 hexagon radius area around it with ice permanently. Any other Pokemon caught in the activation are Frozen for 1+1d2 turns. Any Ice moves used in that area deal 1.5x damage. Lasts for five turns. [Calculated before Weakness/Resistance] (1p2s)
 * Sudden Squall : User can reflexively subtract [1+1d3] d4s from an incoming attack. (2ps)
 * Arctic Wind: User creates a path of freezing wind up to 5 squares long in a single direction. Enemies hit by the wind lose [User's Level / 20] d4s from their damage dice for 5 turns. They also have a 30% chance to be frozen for d3 turns, and a 50% chance to be Flinched. (1ps)
 * Cold Stasis: If the User is downed, it instantly surrounds itself in a block of ice, which extends its death timer to 6. The shroud of ice also raises the Pokemon's HT to 20. This HT reduces by 2 each turn the Pokemon remains on the battlefield. (Triggered, 2ps)

Dragon

 * Tyrant: User takes control of target Pokemon for 2 turns. While target is controlled, the User takes x1.5 damage. The controlled Pokemon has a 20% chance to resist commands, doing nothing if the target resists. Melee range. Feats of the controlled pokemon cannot be used. (1p2s)
 * Exalted: For every pokemon on the enemy team outnumbering your team, +10% to all of your stats. Maximum of 50%. (Passive)
 * Draw Power: User chooses an allied Pokemon. Subtract 25% of chosen ally's AT or SA stat and add it to the User's for 3 turns. (1ps)
 * Singular Monstrosity: Subtract 10% from the AT or SA of each Pokemon in a 3 hexagon radius around the User and add it to the User's for 3 turns. User takes 1.5x damage from all attacks for the 3 turns. (1p2s)
 * Corrosive Will: For 5 turns, User gains a 2 hexagon radius aura centered on the user. Enemies in this aura lose 2 FP at the end of the User's turn. (1ps)
 * Gargoyle: The User takes on a Gargoyle form for between 2 and 5 turns. User decides whether to continue healing or break out at the beginning of each turn. The Gargoyle is invulnerable and cannot act. While in Gargoyle form, the User heals for 20% Max HP per turn. When the Gargoyle returns to normal form, it deals damage equivalent to the amount of HP healed while in Gargoyle form to a 3 hexagon radius area around the user. (1ps)
 * Endurance: User gets a 20% chance to not receive a status effect. (Passive) OR User can choose to not receive a status effect, and cancel out Endurance's Passive effect for the remainder of the battle, may be used reflexively. (1pb)
 * Venemous Blood: At the cost of 25% of its Max HP, User can do one of the following: Give any enemy a status effect from a status die for 2 turns OR make the next enemy that physically attacks it receive a status effect from a status die for 4 turns. (A status die is a d6 with the corresponding status effects: 1: Poisoned, 2: Burned, 3: Confused, 4: Paralyzed, 5: Asleep, 6 Frozen) (Passive) [Cannot be taken if the User has 'Lymphatic Blood']
 * Lymphatic Blood: At the cost of 30% of its Max HP, User can do one of the following: Heal one target of its status effects and restore HP equal to 2x HP sacrificed, remove all status effects from the User's team, or revive a downed target and restore HP equal to HP sacrificed. The single target abilities can only target adjacent squares. Counts as an attack action. (Passive) [Cannot be taken if the User has 'Venemous Blood']
 * Lord of the Realm: User declares a battlefield as its own, negating the current weather effect in a 4 hexagon radius around itself. The User's moves cost 2 less FP while it is in this region. (1ps)
 * Draconic Feast: User sinks its teeth into an opponent, restoring 20% of its total HP and removing a random 1/4 of its Target's moves for 3 turns. A target may only be affected by one Draconic Feast at a time. Consumes an attack action. (1ps)

Ghost

 * Re-Dead: User will raise from being downed for 2+1d4 turns. The user revives at 50% health. [Being downed once uses up the Feat.] (1ps)
 * Second Life: User's target will raise from being downed for 2+1d3 turns, and revives at 50% health. [Being downed once uses up the Feat.] (1ps)
 * Thieve Knowledge: User rolls a 1d4 - 1d8 (depending on opponent's move set). User steals the corresponding move from the target for four turns. (1ps)
 * Spirit Away: User chooses a number between 1 and 3. User and a target Pokemon are removed from the Battlefield for that many turns. (1ps)
 * Haunting: User targets a Pokemon, then is removed from the Battlefield for 3 turns. Targeted Pokemon takes damage equal to 50% of the User's Level for every turn the user is removed from battle. If the target is downed before the 3 turns are up, the user reappears immediately. You cannot Haunt a Ghost type [Damage is dealt on the User's turn in the round.] (1ps)
 * Anchored in the Real: User chooses another element to wrap into its form, changing its types momentarily. User targets a Pokemon in a 2 hex radius from itself and chooses one of the targeted Pokemon's types. User's types become Ghost/[Chosen Type] for the next 4 turns. During this time, the last move in the Pokemon's move set becomes the move "Spectral Channel: [User's Chosen type], Special, d6, 5FP." (1p2s)
 * Unearthly Echo: Ghost Pokemon leaves an impression of itself lingering in its current position to wear on the foe it is currently facing. At the end of User's turn, it may decide to create an Echo. The Echo performs the exact attack that the User performed on the current turn at the beginning of the User's turn next round. The attack includes position, type and base damage. [An Echo strikes the exact hex, even if there is nothing in it. If a trainer is in the hex an Echo strikes, reroll damage dice with bonus dice removal. An Echo does not take up physical space or utilize the User's FP.] (1ps)
 * Astral Projection: Unearthly Echo can be used (2ps). Additionally, at the beginning of the User's turn, it can move an Echo to any hex on the battlefield. [Only one Echo can exist at a time.] (Passive)
 * Bane of the Living: Upon activation, every time a non-Ghost Pokemon uses a move within a 2 hex radius of the User, they lose 2 FP and the User gains 1 FP. Lasts for the remainder of the battle. (1ps)
 * Call of the Grave: Target one non-Ghost Pokemon. For rounds 1-3, Target takes 10% more damage; 4-6, 20%, 7-9, 30%; 10-12, 40%; 13 onwards, 50%. Only persists while the User is conscious. (1ps)
 * Beyond the Veil: Target downed Pokemon takes one turn as an untargetable spirit. Treat the spirit as a clone of the Pokemon with full FP that can pass through solid objects and may use feats not on cooldown. The spirit dissipates after one turn and appears at the same place the Pokemon was downed. (2ps)
 * Piercing the Veil. User can revive a target Pokemon at 25% HP and 25 FP. (1ps) Additionally, if a spirit from Beyond the Veil ends its turn on its body, it is revived at 25% HP. (Passive)
 * Paranoia: For the next 2 turns, target Pokemon at up to 5 hexagon range may not move toward the User. (Distance between Target and User may not decrease; if it does, targeted Pokemon is obligated to use a full Movement action to correct the deficit.) (1ps)
 * Spectre's Whims: User gives up d2 of its turns to take control of a target's body for two turns. Activation uses 30 FP. Feats of the controlled pokemon cannot be used. (1p2s) [Level 40 Required]
 * Hollow Forme: Upon activation, User is immune to Physical attacks for 4 turns. (1p2s) [Level 60 Required]

Normal

 * Second Wind: If the User falls to 0 FP, it immediately gain 25 FP back. (1ps, Triggered Activation)
 * Tireless: One of the User's moves costs 1 FP for four rounds. (1ps)
 * Camouflage: The user cannot be targeted for four turns. It can be targeted again if it interacts with another Pokemon in any way. User has an additional 10% chance to be hit for every move it uses that affects itself. (1ps)
 * Versatile: User swaps two of its stats. Lasts 6 turns. (1pb)
 * Jack of All Trades: Make two of the User's stats equal. Lasts 3 turns. (1pb) [Level 30 Required]
 * Intrepid: Lets User reuse one use of a feat. Applies to restrictions of 'per session', not 'per battle', does not apply to Signature Feats. (1p2s)
 * ​ Resourcefulness: Lets User let one target reuse one use of one of their feats. Use of this feat doesn't count towards feat limits. Applies to restrictions of 'per session', not 'per battle', does not apply to Signature Feats. (1p2s)​
 * Tactical Advantage: For rest of the battle, User may reroll any four dice. Those rolls get a +3 bonus where applicable. (1pb)
 * Alacrity: For the next three turns, the User may only be attacked by one pokemon per turn. (1ps)

Water

 * Flood: The Battlefield is immersed in knee-deep water for 4 turns, depending on the structure of the battlefield. Applies Terrain (Water). Non-Water/Flying Pokemon have -1 Movement. 50% Fire attack damage. (1ps)
 * Crushing Depth: Upon activation, when fighting an opponent while both Pokemon are in water, User gets +4d4 to its damage dice added to its Advantage and its attacks get a 30% chance to Stun. Lasts for five turns. (1ps)
 * Fluidity: User gets a 60% chance to dodge attacks for 1+1d3 turns. (1ps)
 * Reflection: The next time the User is targeted by a Special attack, reflect it back at the enemy who used it.  If the user is attacked more than 4 turns after feat activation, it no longer reflects the attack, just nullifies the damage and any effects. (1ps)
 * Refraction: The next time the User is targeted by a Special attack, choose a new target for that attack. (1ps)
 * Symbiosis: User chooses an ally. User cannot go below 1 HP while they are conscious. The damage dealt to either Pokemon is split in half and dealt to both Pokemon. If the user falls to 1 HP, then the full damage received is dealt to the chosen ally. If the user chooses a Grass Pokemon, they both get +10% to DF and SD stats. [Fails if used on a Ghost type. Symbiosis lasts a number of rounds equal to the combination of the two Pokemon's Group Bonding Levels.] (1ps)
 * Undertow: Pokemon in a 3-hex radius are drawn 2 hexes towards the User. Enemy Pokemon affected by the undertow have their SP stat halved for the next round. (1ps)
 * Streamlined: Upon activation, at the end of the User's turn, its SP stat does up 1 stage. [Effect continues for the remainder of the battle. Does not change the maximum stage increase.] (1ps)
 * Flow of the Tides: At the beginning of the battle, User chooses High Tide or Low Tide and gets the bonuses for the respective choice. High Tide: +2 Movement squares, regenerates 1 FP per turn. Low Tide: User gains +1 HT, and User regenerates 10% HP every turn it doesn't attack an enemy. (Passive)
 * Oasis: User makes a 4 hex pool of Water that heals any being in it for 40+[10 per every 15 levels above 30] HP per turn. The Oasis lasts for between 3 and 10 turns, decided by the User upon activation. Heal occurs at the end of the round. [Does not work when already in Water, does not affect big Pokemon more than once] (1ps) [Level 30 Required]

Electric

 * Convert Energy: After activation, if User is hit by an Energy attack, the next turn it regains HP equal to 80% of the damage dealt. [Only affects the first Energy attack to hit the User.] (1ps)
 * Lightning Speed: For the next two turns, the user chooses reflexively when to take its turn. (Declared at the beginning of any pokemons turn, 1ps)
 * Lightning Reflexes: The User may reflexively evade the next attack. (1ps)
 * Chain Lightning: The User's next Electric attack has a 90% chance to bounce to the nearest enemy. This can happen up to 9 times in a row, each time having a -10% chance to bounce. [If the attack bounces to a Ground type, it cannot bounce again.] (1ps)
 * Surge of Inspiration: User may reflexively add 1 to an attack roll. This Feat may be activated multiple times in the same turn. This feat may trigger criticals and cancel critical failures (4ps) [Level 30 Required]
 * Electric Field: User charges an area in a 3 hexagon radius around itself for 1+1d4 turns. Each turn, at any point during their turn, the user can select a single hexagon in the area during their turn. That hexagon gets hit with an Electric Damage strike that deals 1+(User's Level/15)d4 damage and has 10% chance to Paralyze. (1ps)
 * Ionizing Presence: If Electric Field is activated, using an Electric move within its area grants the Field one additional strike each turn cumulatively. If the Field gains a total of 3 strikes, its radius becomes 4 hexagons . If the Field gains a total of 5 strikes, its radius becomes 5 hexagons. [A single hexagon cannot be selected multiple times.] (Passive)
 * Superconductor: The duration of Electric Field is 2+1d3 turns. Electric Field may hit the same target multiple times. Electric Field may hit the user to heal for the damage value. Only the first strike of Electric Field per turn may be super effective. (Passive)
 * Defibrillate: User uses an Electric move to revive a downed Pokemon, restoring it to 40% HP. Each subsequent use's effectiveness within a day on a given Pokemon is halved. [Can also be used on humans.] (3ps)
 * Capacitance: The next Electric attack generates an Electric-type shield equal to the damage done that last one turn. Using Capacitance consecutively extends the shield one turn and may add to its strength. Consecutive uses do count towards the 1 feat per turn limit but not the global feat cooldown. (4ps) [Level 30 Required]
 * Self-Inductance: If the Capacitance shield is hit by a ground move, apply the user's defensive stats. Consecutive uses no longer count towards the 1 feat per turn limit. (Passive)
 * Compiled Current: For each other Electric Pokemon or power-generating source on the battlefield, the User gets +2d4 to its damage dice to their Advantage for both Physical and Special Electric-type moves. (Passive)

Rock

 * Terrakinesis: User summons a rock of 2x1 hexagon size once per turn for 3 turns. Rock breaks after 1+User's Level/30 hits and deals 1+User's Level/20 d8 Rock damage. Pokemon with this Feat can control every summoned rock as a free action. Rocks are a barrier if placed in a square and can be moved and rotated anywhere on the battlefield. If rocks are used to attack, they break. (1ps)
 * Unyielding: Upon activation, Super Effective moves deal 1x damage for 3 turns OR if the user is hit by a 4x multiplier or greater move, it may activate unyielding for the next 4 turns (does not apply to the triggering attack). (1ps)
 * Momentum: Starting with the User's next attack, 40% of the base damage from the User's attack the previous turn is added to the current turn's attack damage. Lasts 3 turns. (1ps)
 * The Strongest Defense: User subtracts 50% of its DF stat, and adds that value to its AT stat for the remainder of the battle. (1ps)
 * Lithoshield: User gets +20 HP for every Rock move in its move slots. (Passive)
 * Rock Solid: For every turn the User does not move, it reduces incoming damage received by 10%, to a cap of 30% reduction. (Passive)
 * Solid Strike: The User may consume the reduction bonus from Rock Solid to add half of the percent damage reduction as bonus damage to the next Rock-type attack. (Passive)
 * Rock Arena: User creates a 4 hex radius arena around itself. The arena cannot move. The User's Rock-type moves may hit any target within the area as long as the user is also within the area. Non flying Pokemon cannot move into or out of the arena. Lasts for 3 turns.  Rock attacks do 1.25 times damage inside the arena.  (1ps)
 * Mineral Metamorphosis: Rock Pokemon forces a momentary transformation of the consistency of the stone in its body. User may switch the values of any 4 of its stats for 4 turns. (1p2s)
 * Crystalline Shield: Pokemon hardens to force a part of its body to momentarily crystallize, letting it funnel in energy. User will deter the next energy attack after activation, then counterattack using one of its moves. If the feat is triggered more than 4 turns after activation, it only nullifies the incomnig attack. (1ps) [Level 20 Required]

Light

 * Savior: If an ally would go below 1 HP, the User can choose to take 50% of the excess damage and prevent the other 50%. (Used reflexively, 1ps)
 * Halo: Incoming damage to target ally is reduced to 80% for 5 turns. Second use of this in the same battle lasts 3 turns; Third, 1 turn. (3pb)
 * Divine Favor: Target ally gains 25% of User's DF or SD stat. When User is healed, ally is healed for 50% of the value. Lasts for the remainder of the battle. (1pb)
 * Exorcise: User's Light attacks do 1.5x damage for d3 turns. (1ps)
 * Hallowed Light: Target ally may not be targeted for 1 round. (1ps)
 * Divine Intervention: Prevent all damage from a single attack to a target at 3 hexagon range. If the attack would have brought the target to below -20% HP, the target is returned to 50% max HP. (Used reflexively, 1ps)
 * Mandate of Heaven: Divine Intervention can now be used an additional time per day, up to 2ps. If Divine Intervention is used to restore HP, User may active Mandate of Heaven to return target to 1.2 times max hp. (1ps, triggered activation)
 * Mark of Zeal: If User uses a Light move for the third consecutive time in a battle, it is 1.5x effective. (Passive)
 * Mark of Solidarity: If a User or ally is dealt damage three consecutive times in a row, their team takes 50% damage until the start of the user's next turn. (Triggered activation, 1ps)
 * Focus: The range of User's Special Light-type attacks increases by 1+(1/30 Levels) squares. (1ps)
 * Collimate: After activation of Focus, every Light-type attack for the next 4 turns becomes AOE of a line area of length equal to the user's maximum range.(Passive)
 * Comrade in Arms: User chooses an Ally as its Comrade for 1+1d2 turns. During this time, the Comrades add corresponding Pokemon's damage dice/4 (for the appropriate stat) to their other's moves as bonus dice and can reflexively donate HP to revive their Comrade if it is downed.  (1ps)
 * Shining Beacon: Upon activation, for the rest of the battle allies adjacent to the User get +1 to their attack roll, and add User's level/20 d4 to their bonus dice. Out of Battle, dispels darkness, and gives User's Trainer +3 to his or her Skill checks. (1pd, OoB: 2ps) [Level 30 Required]

Fairy

 * Enchanted Veil: User creates a protective shield that gives the positive status effect "Veiled." Pokemon who are Veiled cannot have their stats lowered for the Duration of the effect. Any current stat downs that the Pokemon has are negated while Veiled. Affects a single target for 5 turns, or a 2-hex radius around the User for 2 turns. (1ps)
 * ​White Shroud: User creates an aura that gives the positive status "Shrouded". Pokemon who are Shrouded reduce the base damage of attacks against them by 20%. Affects a single target for 5 turns or a 2-hex radius around the User for 1 turn. (1ps)
 * ​Ward of Mystics: User creates a shield that repels power of a specific element, chosen by the User upon activation. Pokemon affected have the positive status "Protection from [Chosen type]", which grants immunity to damage from the Chosen type for the duration of the status effect. Affects a single target for 5 turns, or a 2-hex radius around the User for 1-turn. (1ps)
 * ​Shapeshift: User targets a Pokemon on the field and changes its type(s) to that Pokemon's type(s) for 5 turns. Out of battle, this makes the Fairy take on the form of the intended target. [Cannot target humans.] (1pd, OoB)
 * Avaricious Nature: User may give the next attack a 40% chance to steal the target's Item. If this roll is successful, the User may choose to roll a 5% chance to steal the target's Equipment instead.