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