New Isle of Armor Moves

In Sword and Shield’s Isle of Armor, 18 new moves were introduced, with each one being a unique type. They are taught by a move tutor.

Terrain Pulse is a Normal special move with 50 base power. However, the type can change to either Electric, Fairy, Grass, or Psychic, depending on the terrain. In addition, the move will also double in power. This works well with Indeedee, as its Hidden Ability will set up Psychic Terrain once it is sent out. Although there are other Pokemon that can set up terrain with their ability, Indeedee is the only one capable of learning this move. Should Psychic Terrain end, Indeedee will still get STAB from this move, since its a Normal/Psychic type.

Burning Jealousy is a special Fire move with 70 base power. It will burn the opponent if they’ve raised one of their stats that turn (assuming they can be), otherwise, it won’t.

Flip Turn is a Water physical move with 60 base power. It essentially works the same way as switching out without having to worry about moves or abilities that would otherwise prevent that.

Grassy Slide is a Grass physical move with 70 base power. If Grassy Terrain is set up, it will have increased priority. This works well with Rillaboom, as its Hidden Ability will set up Grassy Terrain once it is sent out.

Rising Voltage is an Electric special move with 70 base power. If Electric Terrain is set up, the move will have twice as much power rather than the normal 1.5 times as much. This works well with Pincurchin, as its Hidden Ability will set up Electric Terrain once it is sent out.

Coaching is a Fighting type status move. It only works in double battles on your ally. Upon using it, your ally’s defense and attack will increase one stage.

Scorching Sands is a Ground special move with 70 base power. It will thaw the user if they are frozen and has a 30% chance to burn the opponent (assuming they can be).

Dual Wingbeat is a Flying physical move with 40 base power. It will hit twice.

Meteor Beam is a Rock special move with 120 base power. It will take one turn to charge, during which the user’s special attack will increase one stage.

Skitter Smack is a Bug physical move with 70 base power. It will lower the target’s special attack by one stage (assuming it can be).

Triple Axel is an Ice physical move that hits up to 3 times. However, each hit has an independent accuracy check. It has a 90% accuracy, and if any of them miss, any subsequent ones, should there be any, will not activate. The first hit has 20 base power, the second has 40, and the third has 60. If the user has the ability Skill Link, all three hits will land, assuming the first one does.

Corrosive Gas is a Poison status move. If it lands, it will render the opponent’s item unusable for the rest of the item. The item cannot be restored, either. It will not affect the opponent if they have an active substitute or have the ability Sticky Hold. In addition, the memory items for Silvally, the Rusted Sword for Zacian, and the Rusted Shield item for Zamazenta will not be affected.

Expanding Force is a Psychic special move with 80 base power. If Psychic Terrain is set up, it will have a collective 1.95 multiplier increase in power. In a double battle, it will hit both Pokemon (assuming either one or both can be). Again, this works well with Indeedee, as its Hidden Ability will set up Psychic Terrain once it is sent out.

Poltergeist is a Ghost physical move with 110 base power. It will fail if the opponent has no item, has the ability Klutz, or if Magic Room was used in the same turn.

Scale Shot is a Dragon physical move with 25 base power. It can hit 2 to 5 times in a row. After the last hit, the user’s speed will increase by one stage, while their defense will decrease by one stage.

Misty Explosion is a Fairy special move with 100 base power. It causes the user to faint, but Misty Terrain will increase the power by 1.5 times.

Steel Roller is a Steel physical move with 130 base power. It will fail if no terrain is active.

Lash Out is a Dark physical move with 75 base power. It will be twice as powerful if any of the user’s stats was lowered during that turn.

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