Dinosaur King
Advertisement
Dinosaur King

This page is a very Work In Progress.


These are the Move Cards featured in the DS Game and their exclusive stats. Many are shared with the arcade/anime, but many others are only in the DS, though may recycle animations from the arcade with more/fewer effects and different names, often several Moves using the same base animation. In the DinoShot menu, they are listed in a set order regardless of acquisition order and (throughout all of Normal Moves and some of Super Moves) grouped into related Rock/Scissors/Paper trios of similar or identical Moves (the trios are often given descriptive names here, but no official designations exist); this order is represented on this page in lieu of alphabetical owing to the Moves' grouped nature. For a table of when these Moves are learned, see DS Move Lists.

Move animations can be turned off in the Settings menu, or skipped by pressing 'A' or tapping the bottom screen while they play; animations for after-attack effects must be skipped separately. Any Moves which give Dinosaurs permanent stat changes can only be applied once, stacking multiplicatively with other Moves affecting the same stat, whether the user's buff or the foe's debuff (each stat-changing Move is like a switch than can only be turned from 'off' to 'on', but different Moves' switches don't affect each other); the animation will still play with each new use, even if the effect was already active.

Listed stats are the Moves' name, the shortened form used in menus when a name breaks the 16-character limit, Sign, "color box", MP cost, level it is created at by Dinosaurs of what continent sharing its Sign (not counting exceptions described more on the main Move Lists page linked above), Attack Power multiplier and effect, its quoted in-game description, and a description of its animation, plus any important notes on animation reuse or clarification of vague details from its in-game description.

Normal Move Cards[]

  • Tail (Rock, red; 1MP; begin with 9 copies; x1.0) - "The basic Rock move! Your dinosaur attacks the opponent with its tail!"
  • Ram (Scissors, red; 1MP; begin with 9 copies; x1.0) - "The basic Scissors move! Your dinosaur sends the opponent flying with a ramming attack!
  • Throw (Paper, red; 1MP; begin with 9 copies; x1.0) - "The basic Paper move! Your dinosaur throws the opponent!"
    • The arcade's base Rock/Scissors/Paper attacks. These animations are usually played during other Moves with x1.0 Attack Power multipliers prior to the animations of their secondary effects triggering (though some Moves play a different animation to the Sign of the Move for no clear reasons, each trio ends up having one of each if compatible).


  • Tail Attack (Rock, red; 1MP; LV2 Europe; x1.1) - "Your dinosaur smacks the opponent with a spinning tail attack! 1.1 times the damage!"
  • Tackle (Scissors, red; 1MP; LV2 Europe; x1.1) - "Your dinosaur hits the opponent with a spectacular body slam! 1.1 times the damage!"
  • Swing (Paper, red; 1MP; LV2 Europe; x1.1) - "Your dinosaur picks up the opponent and throws it! 1.1 times the damage!"
    • Tail Smash/Kamikaze Tackle/Dino Swing without the boulder, and slightly different camera angles.


  • Tail Smash (Rock, red; 2MP; LV4 Europe; x1.2) - "Does a powerful spinning tail attack on the opponent! 1.2 times the damage!"
  • Kamikaze Tackle (Scissors, red; 2MP; LV4 Europe; x1.2) - "Your dinosaur throws the opponent into the air and then rams it! 1.2 times the damage!"
  • Dino Swing (Paper, red; 2MP; LV4 Europe; x1.2) - "Your dinosaur picks up the opponent and hurls it away! 1.2 times the damage!"
    • Directly from the arcade game save for camera angle.


  • Spiked Tail Smash ("Spiked Tail") (Rock, red; 5MP; LV15 Asia; x1.5) - "Your dinosaur hits the enemy with a punishing spinning tail attack! 1.5 times the damage!"
  • Heavy Kamikaze Tackle ("Heavy Kamikaze") (Scissors, red; 5MP; LV13 Asia; x1.5) - "Your dinosaur inflicts an intense body slam on the opponent! 1.5 times the damage!"
  • Wild Dino Swing (Paper, red; 5MP; LV13 Asia; x1.5) - "Your dinosaur picks up the enemy and hurls it far, far away! 1.5 times the damage!"
    • Tail Smash/Kamikaze Tackle/Dino Swing with a giant boulder the foe gets lodged in.


  • All-Out Blow (Paper, red; 3MP; LV7 Europe; x1.1-1.5 by less HP) - "The less HP left, the more powerful your dinosaur's attack! 1.1 to 1.5 times the damage!"
  • All-Out Strike (Rock, red; 3MP; LV11 Asia; x1.1-1.5 by less HP) - "The less HP left, the more powerful your dinosaur's attack! 1.1 to 1.5 times the damage!"
  • All-Out Slash (Scissors, red; 3MP; LV17 N. America; x1.1-1.5 by less HP) - "The less HP left, the more powerful your dinosaur's attack! 1.1 to 1.5 times the damage!"
    • Multiplier by %HP: x1.1 (100%-81%), x1.2 (80%-51%), x1.3 (50%-31%), x1.4 (30%-11%), x1.5 (10%-1 HP)
    • Charge and ram the opponent, sending them sliding (right side camera view).
    • The All-Out Moves uses the same new charging and ramming animation as the Revenge Moves, though the foe reacts differently.


  • Life Sap (Rock, red; 3MP; LV17 Europe; 30% enemy max HP) - "Launches an aura attack! Does damage equal to 30% of the opponent's maximum HP." Roar up as five red energy rings surge around you, then a blue/purple smoke will emit from your opponent.
  • Life Slash (Scissors, red; 3MP; LV11 Asia; 30% enemy max HP) - "Launches an aura attack! Does damage equal to 30% of the opponent's maximum HP." Roar up as five blue energy rings surge around you, then a blue/purple smoke will emit from your opponent.
  • Life Drain (Paper, red; 3MP; LV12 Europe; 30% enemy max HP) - "Launches an aura attack! Does damage equal to 30% of the opponent's maximum HP." Roar up as five yellow energy rings surge around you, then a blue/purple smoke will emit from your opponent.
    • Damage is not affected by Attribute, Battlefields, or stat boosts.
    • Despite Paper being the blue Sign and Scissors the yellow, the Paper version has yellow effects and the Scissors version blue; the Rock version has the appropriate red effects.


  • Ramping Up (Rock, red; 3MP; LV19 N. America; x1.1-2.0, +0.2 per win after first winning use) - "Attack gets stronger every time you win in Rock, Paper, Scissors! 1.1 to 2.0 times the damage!"
  • Late Bloomer (Scissors, red; 3MP; LV17 Europe; x1.1-2.0, +0.1 per turn after first winning use) - "Your dinosaur's attack gets stronger with every turn! 1.1 to 2.0 times the damage!"
  • Starting Strong (Paper, red; 3MP; LV11 Asia; x1.5-1.0, -0.1 per winning use) - "First strike is very intense, but power gradually fades after that. 1.5 to 1.0 times the damage!"
    • Charge and ram the opponent surrounded by a white streak, sending them sliding (camera is usually behind the foe).
    • The turn-based power Moves use the same new charge and ram animation as the All-Out and Revenge Moves, but with an added white streak around the user, as do the recoil Strike Moves.


  • Double Deal (Rock, red; 4MP; LV12 Europe; x1.2 / x1.5 after a win) - "Attacks twice with its tail! Even stronger after winning! 1.2 to 1.5 times the damage!"
  • Serial Slash (Scissors, red; 4MP; LV10 Europe; x1.2 / x1.5 after a win) - "Attacks three times with its tail! Even stronger after winning! 1.2 to 1.5 times the damage!"
  • Hack and Slash (Paper, red; 4MP; LV17 Europe; x1.2 / x1.5 after a win) - "Attacks four times with its tail! Even stronger after winning! 1.2 to 1.5 times the damage!"
    • The Win-Slash Moves play the base Rock attack several times from different angles.


  • Last-Ditch Strike ("Last-Ditch") (Rock, red; 4MP; LV13 Asia; x1.6, 10% max HP recoil) - "A desperate, all-out strike! HP drops a little, though. 1.6 times the damage!"
  • Desperate Strike (Scissors, red; 4MP; LV12 Europe; x1.6, 10% max HP recoil) - "A desperate, all-out strike! HP drops a little, though. 1.6 times the damage!"
  • Sacrifice Strike (Paper, red; 4MP; LV15 Europe; x1.6, 10% max HP recoil) - "A desperate, all-out strike! HP drops a little, though. 1.6 times the damage!"
    • Charge and ram the opponent surrounded by a white streak, sending them sliding (camera is usually behind the user).
    • The recoil Strike Moves use the same new charge and ram with a white streak animation as the turn-based power Moves.


  • Revenge Tail (Rock, red; 4MP; LV22 Europe; x1.2 / x1.6 after a loss, even a defeated ally's) - "After being attacked, your dinosaur's rage gives it strength! 1.2 to 1.6 times the damage!"
  • Revenge Horn (Scissors, red; 4MP; LV7 Europe; x1.2 / x1.6 after a loss, even a defeated ally's) - "After being attacked, your dinosaur's rage gives it strength! 1.2 to 1.6 times the damage!"
  • Revenge Frill (Paper, red; 4MP; LV22 Europe; x1.2 / x1.6 after a loss, even a defeated ally's) - "After being attacked, your dinosaur's rage gives it strength! 1.2 to 1.6 times the damage!"
    • Charge and ram the opponent, sending them flying into the air and crashing down (camera is usually behind the user).
    • The Revenge Moves uses the same new charging and ramming animation as the All-Out Moves, though the foe reacts differently.


  • Boomerang Tail (Rock, red; 4MP; LV7 Europe; x1.2 / x1.5 after a tie, even a defeated ally's) - "Makes a boomerang-like attack. Even stronger after a tie! 1.2 to 1.5 times the damage!"
  • Boomerang Horn (Scissors, red; 4MP; LV22 Europe; x1.2 / x1.5 after a tie, even a defeated ally's) - "Makes a boomerang-like attack. Even stronger after a tie! 1.2 to 1.5 times the damage!"
  • Boomerang Frill (Paper, red; 4MP; LV15 Asia; x1.2 / x1.5 after a tie, even a defeated ally's) - "Makes a boomerang-like attack. Even stronger after a tie! 1.2 to 1.5 times the damage!"
    • Jump and curl into a ball by biting your tail, then spin into the enemy and knock them back.


  • Piercing Blow (Rock, red; 4MP; LV26 Europe; x1.2 / x1.5 ~50% of the time) - "A super-fast piercing attack! This move sometimes powers up! 1.2 to 1.5 times the damage!"
  • Piercing Slash (Scissors, red; 4MP; LV19 Asia; x1.2 / x1.5 ~50% of the time) - "A super-fast piercing attack! This move sometimes powers up! 1.2 to 1.5 times the damage!"
  • Piercing Strike (Paper, red; 4MP; LV22 Asia; x1.2 / x1.5 ~50% of the time) - "A super-fast piercing attack! This move sometimes powers up! 1.2 to 1.5 times the damage!"
    • Crouch, then leap and pierce through the opponent with a flash.


  • Cornered Courage (Scissors, red; 5MP; LV26 N. America; x1.3 / x1.7 if under 1/3 HP) - "When HP drops below one-third, your dinosaur gets serious! 1.3 to 1.7 times the damage!"
  • Final Fury (Rock, red; 5MP; LV26 Asia; x1.3 / x1.7 if under 1/3 HP) - "When HP drops below one-third, your dinosaur gets serious! 1.3 to 1.7 times the damage!"
    • This version of Final Fury doesn't feature Velociraptor like other medias' Moves of the same name, though one of its TCG cards also lacks them.
  • Frantic Force (Paper, red; 5MP; LV26 Europe; x1.3 / x1.7 if under 1/3 HP) - "When HP drops below one-third, your dinosaur gets serious! 1.3 to 1.7 times the damage!"
    • Pause, then roar down and surge with five red energy rings (like from the Recovery Moves) and then leap at your opponent. Throw them into the air (base Paper attack, Move Sign regardless), then stomp them into the ground three times (from Stomping Hammer).
    • The boosted-if-weak Moves will simply play a Sign's base attack if they're not dealing their boosted damage; however, while the Paper Move plays Paper's, the Scissors Move plays Rock's and the Rock Move plays Scissors'.
    • These Moves feature a clip from Stomping Hammer's animation, an arcade Move otherwise not featured, but included anyway.


  • Turning the Tables ("Turning Tables") (Rock, red; 5MP; LV29 N. America; x1.4 / x1.7 against foes who resist your Attribute (effective x1.36)) - "Sends forth an aura attack! Strong against weak attributes! 1.4 to 1.7 times the damage!" A purple energy ball rises from the ground; knock it at the opponent with your tail (camera usually from left).
  • Even Terms (Scissors, red; 5MP; LV29 Asia; x1.4 / x1.6 against foes neutral to your Attribute) - "Sends forth an aura attack! Strong against equal attributes! 1.4 to 1.6 times the damage!" A red energy ball rises from the ground; knock it at the opponent with your tail (camera usually from right).
  • Upper Hand (Paper, red; 5MP; LV29 Asia; x1.4 / x1.5 against foes weak to your Attribute (effective x1.8)) - "Sends forth an aura attack! Strong against strong attribute! 1.4 to 1.5 times the damage!" A blue energy ball rises from the ground; knock it at the opponent with your tail (camera starts from above, then swings behind the user).
    • The match-up boosting Moves will simply play their Sign's base attack if they're not dealing their boosted damage.


  • Venom Fang (Scissors, yellow; 5MP; LV32 N. America; x1.4, ~10% to cause Poison) - "Piatnitzkysaurus poisons the opponent! 1.4 times the damage!" Green smoke trailing from its mouth, Piatnitzkysaurus tackles the opponent with a neck bite.
  • Jumping Headbutt (Paper, yellow; 5MP; LV19 N. America; x1.4, foe Attack -10%) - "Stegoceras makes a headbutt! Lowers the enemy's attack power! 1.4 times the damage!" Stegoceras knocks the opponent over with its head, spins them around, then leaps and divebombs them with its head.
  • Skydive (Rock, yellow; 5MP; LV26 N. America; x1.4, foe Attack -10%) - "Quetzalcoatlus attacks the enemy! Lowers the enemy's attack power! 1.4 times the damage!" Quetzalcoatlus flies up, bites and lifts the opponent by the tail, then tosses them into a boulder.
    • Despite each of these Moves being at least derived from an arcade move, each features a new animation than their originals. Notably: Piatnitzkysaurus uses the arcade's Diving Press and has green instead of purple smoke (the only time its animation is featured); there is only one Stegoceras instead of 3, and it is quite large instead of tiny; and Quetzalcoatlus grabs the foe with its beak instead of its feet, throwing it into one obstacle instead of three.


  • Shining Onslaught ("Onslaught") (Rock, red; 6MP; LV99 all; x1.0 / x2.5 after using all Signs in a row) - "Move becomes powerful right after using all 3 hand signs in a row. 2.5 times the damage!"
  • Shining Fortress (Scissors, red; 6MP; LV99 all; x1.0 / x2.5 after using all Signs in a row) - "Move becomes powerful just after using all 3 hand signs in a row. 2.5 times the damage!"
  • Shining Assault (Paper, red; 6MP; LV99 all; x1.0 / x2.5 after using all Signs in a row) - "Move becomes powerful just after using all 3 hand signs in a row. 2.5 times the damage!"
    • Several white atoms rise from you and grow, then shoot white/blue/purple beams at the foe before a massive energy beam hits them, triggering a spotlight impact beam rising from an energy dome around them.
    • The Shining Moves will simply play their Sign's base attack if they're not dealing their boosted damage.


  • Raptor Dive (Rock, yellow; 5MP; LV38 Asia; x0.8, x2 EXP payout for battle after first win) - "Defeat the enemy with this move and get twice the experience! 0.8 times the damage!" Velociraptor walks up, hits the enemy with Tail Attack.
  • Raptor Attack (Scissors, yellow; 5MP; LV35 Asia; x0.8, x2 chell payout for battle after first win) - "Defeat the enemy with this move and get twice the chell! 0.8 times the damage!" Velociraptor walks up, hits the enemy with Tackle.
  • Raptor Shock (Paper, yellow; 5MP; LV32 Asia; x0.8, guaranteed item drop for battle after first win) - "Defeat the enemy with this move and get an item every time! 0.8 times the damage!" Velociraptor walks up, hits the enemy with Swing.
    • Despite the descriptions' word choice, simply using the Moves successfully at any point during the battle will ensure their effect, instead of them needing to specifically be the finishing blow.


  • Water Power (Rock, red; 5MP; LV15 N. America; x1.4 / x1.7 against Fire) - "Attacks with the power of Water! Huge damage to Fire enemies! 1.4 to 1.7 times the damage!"
  • Thunder Power (Scissors, red; 5MP; LV15 N. America; x1.4 / x1.7 against Water) - "Attacks with the power of Lightning! Huge damage to Water enemies! 1.4 to 1.7 times the damage!"
  • Earth Power (Paper, red; 5MP; LV15 N. America; x1.4 / x1.7 against Lightning) - "Attacks with the power of Earth! Huge damage to Lightning enemies! 1.4 to 1.7 times the damage!"
  • Grass Power (Rock, red; 5MP; LV13 N. America; x1.4 / x1.7 against Earth) - "Attacks with the power of Grass! Huge damage to Earth enemies! 1.4 to 1.7 times the damage!"
  • Wind Power (Scissors, red; 5MP; LV13 N. America; x1.4 / x1.7 against Grass) - "Attacks with the power of Wind! Huge damage to Grass enemies! 1.4 to 1.7 times the damage!"
  • Fire Power (Paper, red; 5MP; LV13 N. America; x1.4 / x1.7 against Wind) - "Attacks with the power of Fire! Huge damage to Wind enemies! 1.4 to 1.7 times the damage!"
    • Roar up as a colored aura pattern (respectively blue/yellow/purple/green/light blue/orange) surges out of you, then into the opponent; they flail and collapse flat.
    • The Attribute Power Moves will simply play their Sign's base attack if they're not dealing their boosted damage.
    • Oddly, Fire's Move is sorted last in this group, while the Fire section is sorted first among Attributes in the Encyclopedia and folders of Super Moves, though the Move dealing boosted damage against Fire is listed first.


  • Attack Boost (Paper, blue; 3MP; LV10 Europe; x1.0, Attack +10% going forward) - "Raises power a little! Move attack power increases 10%!" Stand as a yellow and orange cone and disk surge once at your feet.
  • Attack Surge (Rock, blue; 4MP; LV32 Asia; x1.0, Attack +15% going forward) - "Raises power quite a bit! Move attack power increases 15%!" Stand as a taller yellow and orange cone and disk surge once at your feet.
  • Attack Burst (Scissors, blue; 5MP; LV38 N. America; x1.0, Attack +20% going forward) - "Raises power a lot! Move attack power increases 20%!" Stand as a taller yellow and orange cone and disk surge three times at your feet.
    • The Attack Moves play their Sign's base attack prior to their boosting animation; damage is dealt only after both, but from the un-boosted stats.


  • Chaser Attack (Scissors, blue; 4MP; LV26 Europe; x1.0, adds 3% Combined Attack Power as extra damage after each attack) - "After an attack, Tapejara follows up with an additional attack! Damage is 3% of attack power!"
  • Pursuit (Paper, blue; 4MP; LV26 Asia; x1.0, adds 3% Combined Attack Power as extra damage after each attack) - "After an attack, Tapejara follows up with an additional attack! Damage is 3% of attack power!"
  • Take Down (Rock, blue; 4MP; LV22 Asia; x1.0, adds 3% Combined Attack Power as extra damage after each attack) - "After an attack, Tapejara follows up with an additional attack! Damage is 3% of attack power!"
    • Use the base attack strong to the Move's Sign, then three Tapejara make flying passes to hit the opponent, knocking them over; both sources of damage are applied at once afterwards.
    • Tapejara will hit the opponent for chip damage after every win for the rest of the battle, even if you switch. If multiple Moves of the trio are used, their effects will not stack, only causing one layer of chip damage.
    • The 3% extra damage comes from the non-Attack Type Combined Attack Power stat for the Rarity of the Dinosaur whose attack is currently being aided, regardless of which teammate first used the Move. The extra damage is not affected by Attribute, Battlefield, or stat changes (it is boosted by Sparking, but not doubled as expected).
    • The Tapejara win-hit Moves use Metal Wing's animation for the Tapejaras' attack, the same as the Tapejara loss-hit Moves except for different text.


  • Defense Boost (Rock, blue; 3MP; LV15 Europe; x1.0, -10% damage taken going forward) - "Raises defenses a little! Damage sustained from the opponent decreases 10%!" Stand as a short yellow-green double cone surges once at your feet.
  • Defense Surge (Scissors, blue; 4MP; LV22 Asia; x1.0, -15% damage taken going forward) - "Raises defenses quite a bit! Damage sustained from the opponent decreases 15%!" Stand as a tall yellow-green double cone surges once at your feet.
  • Defense Burst (Paper, blue; 5MP; LV26 N. America; x1.0, -20% damage taken going forward) - "Raises defenses a lot! Damage sustained from the opponent decreases 20%!" Stand as a tall yellow-green double cone surges twice at your feet.
    • The Defense Moves play their Sign's base attack prior to their boosting animation; damage is dealt only after both.


  • Counterattack (Paper, blue; 4MP; LV35 N. America; x1.0, deals 6% of foe's Combined Attack Power as damage after each loss) - "After losing, Tapejara makes a counterattack for you! Damage is 6% of attack power!"
  • Ambush (Rock, blue; 4MP; LV35 Asia; x1.0, deals 6% of foe's Combined Attack Power as damage after each loss) - "After losing, Tapejara makes a counterattack for you! Damage is 6% of attack power!"
  • Counteroffensive (Scissors, blue; 4MP; LV38 Asia; x1.0, deals 6% of foe's Combined Attack Power as damage after each loss) - "After losing, Tapejara makes a counterattack for you! Damage is 6% of attack power!"
    • Use the base attack weak to the Move's Sign; after every loss for the rest of the battle, including for allies, three Tapejara make flying passes to hit the opponent, knocking them over.
    • These Moves' effects won't trigger on a turn when the user or its ally is protected from damage by Tag Team, though they will trigger on the turn when the user's team is defeated. {If multiple Moves of the trio are used, their effects will (presumably) not stack, only causing one layer of chip damage.}
    • The 6% damage comes from the non-Attack Type Combined Attack Power stat for the Rarity of the foe Dinosaur who is currently attacking, regardless of which foe the Move was first used against. The extra damage is not affected by Attribute, Battlefield, or stat changes.
    • The Tapejara loss-hit Moves have the same Metal Wing-based animation as the Tapejara win-hit Moves, simply with different text.


  • Rejuvenation (Rock, blue; 3MP; LV19 Asia; x1.0, +10% HP) - "Cryolophosaurus restores 10% of your dinosaur's HP!" Use the base Rock attack; rear up then roar down among ten blue ring surges (same effect as the Life Moves). Damage is dealt; if the battle ends here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows taller.
  • Light Recovery (Scissors, blue; 4MP; LV22 N. America; x1.0, +20% HP) - "Cryolophosaurus restores 20% of your dinosaur's HP!" Use the base Scissors attack; rear up then roar down among ten blue ring surges. Damage is dealt; if the battle ends here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows taller.
  • Intense Recovery (Paper, blue; 6MP; LV35 Asia; x1.0, +30% HP) - "Cryolophosaurus restores 30% of your dinosaur's HP!" Use the base Paper attack; rear up then roar down among ten blue ring surges. Damage is dealt; if the battle ends here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows very tall, the glowing star at your feet also rising.
    • The effects of the first two are seemingly identical save for text, while the third, with the strongest effect, is more intense.
    • The basic Recovery Moves use the same animations as the second two exotic Recovery Moves (intensity-dependent), though with different effect colors at the start.


  • Scissors Remedy (Scissors, blue; 3MP; LV15 Asia; x1.0, +5% max HP and cures status) - "Leaellynasaura cures any status ailments your dinosaur has! Restores 5% of HP, too!"
  • Paper Remedy (Paper, blue; 3MP; LV22 N. America; x1.0, +5% max HP and cures status) - "Leaellynasaura cures any status ailments your dinosaur has! Restores 5% of HP, too!"
  • Rock Remedy (Rock, blue; 3MP; LV41 N. America; x1.0, +5% max HP and cures status)- "Leaellynasaura cures any status ailments your dinosaur has! Restores 5% of HP, too!"
    • Use the Sign's base attack. Damage is dealt as you regain HP while Leaellynasaura runs around you as a glowing yellow ball drops, spreading into a yellow glow on the ground with a spinning helix strand rising.
    • The Remedy Moves (and Light MP Recovery) are the only healing Moves that heal the user while dealing damage to the foe instead of healing after the damage, meaning they are the only Moves that will still heal the user even if this turn ends the battle, as other healing Moves will defeat the foe and end the battle before the user gets their healing effects.


  • Light MP Recovery ("Lt. MP Recovery") (Rock, blue; 3MP; LV29 Asia; x1.0, +5% max HP and restores all MP meters) - "Leaellynasaura completely restores your MP! Restores 5% of HP, too!" Use the base Rock attack. Regain HP while Leaellynasaura runs around you as a glowing yellow ball drops, spreading into a heavy yellow glow on the ground with a wide spinning helix strand rising.
    • The animation is shared with the Remedy Moves, though with more intense effects.
  • Tie Recovery (Scissors, blue; 5MP; LV32 Asia; x1.0, after win, +30% max HP upon a tie during the next 2 turns) - "Summons Cryolophosaurus! When it's a tie, restores 30% of your dinosaur's HP!" Use the base Scissors attack; rear up then roar down among ten yellow ring surges (same effect as the Life Moves). After damage from any tie in the next 2 turns (if the battle ends or the user is defeated here, the healing effect is blocked), regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spin and grows taller.
  • Special Recovery (Paper, blue; 8MP; LV45 N. America; x1.0, +10% max HP if a loss, +20% max HP if a tie, +30% max HP if a win) - "Summons Cryolophosaurus! Restores 10 to 30% of your dinosaur's HP--win, lose or tie!"
    • Upon a loss: Rear up then roar down among ten yellow ring surges. Damage is taken; if the user is defeated here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows taller.
    • Upon a tie: Rear up then roar down among ten yellow ring surges. Tie damage is dealt; if the battle ends or the user is defeated here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows taller.
    • Upon a win: Use the base Paper attack; rear up then roar down among ten yellow ring surges. Damage is dealt; if the battle ends here, the healing effect is blocked. Regain HP while Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and grows very tall, the glowing star at your feet also rising.
    • The second two exotic Recovery Moves use the same animations as the basic Recovery Moves (intensity-dependent), though with different effect colors at the start. Special Recovery's winning effects match Intense Recovery, while its tying and losing effects and Tie Recovery's match Rejuvenation/Light Recovery.
    • Tie Recovery and Special Recovery are the only healing Moves that can still work if the player takes damage this turn (as all others require a win to trigger), and won't take effect if this damage defeats the user.


  • Move Block (Rock, blue; 4MP; LV17 Asia; x1.0, blocks random foe move next turn) - "Velociraptor blocks one of the opponent's moves!"
    • Despite the arcade version featuring Troodon, the DS version has Velociraptor.
  • Critical Block (Scissors, blue; 5MP; LV29 N. America; x1.0, blocks random foe Critical Move next turn) - "Velociraptor blocks one of the opponent's Critical Moves!"
    • This Move only blocks one Critical Sign slot, so will only affect one of a foe's Critical slots if their Hidden Move shares their Critical Sign.
  • Move Super Block (Paper, blue; 6MP; LV38 Asia; x1.0, blocks different random foe move each of next two turns) - "For two turns, Velociraptor blocks one of the opponent's moves!"
    • Velociraptor rams, then stomps three times on the opponent. Only the text differs.
    • The Velociraptor Block Moves have the same animation as the Troodon MP Moves.


  • MP Block (Rock, blue; 5MP; LV17 N. America; x1.0, no foe MP recovery this or next turn) - "Troodon blocks the enemy's MP recovery for two turns!"
  • Endless MP (Scissors, blue; 5MP; LV17 Asia; x1.0, no MP use for next 2 turns) - "For the two turns Troodon is present, your MP doesn't go down!"
    • The MP to use this Move is deducted as normal.
  • MP Charge (Paper, blue; 5MP; LV17 N. America; x1.0, x2 MP recovery this and next turn) - "For the two turns Troodon is present, MP recovery speeds up!"
    • This Move {appears to} double the final MP recovery rate, not the initial Technique stat, which can lead to different final MP recovery when doubled.
    • Troodon rams, then stomps three times on the opponent. Only the text differs.
    • The Troodon MP Moves have the same animation as the Velociraptor Block Moves.


  • Tie Guard (Scissors, blue; 2MP; LV15 Europe; x1.0, -10% tie damage taken going forward) - "Raises defenses a little! Damage sustained in a tie decreases 10%!" Stand as three atoms (red, blue, and yellow) spin overhead, and a low yellow cone surges twice at your feet.
  • Tie Buffer (Paper, blue; 3MP; LV19 Asia; x1.0, -20% tie damage taken going forward) - "Raises defenses quite a bit! Damage sustained in a tie decreases 20%!" Stand as three atoms (red, blue, and yellow, each mixed with white) spin overhead, and a low yellow cone surges twice at your feet.
  • Tie Shield (Rock, blue; 4MP; LV38 N. America; x1.0, -30% tie damage taken going forward) - "Raises defenses a lot! Damage sustained in a tie decreases 30%!" Stand as three giant atoms (red, blue, and yellow, each mixed with white) spin overhead, and a low yellow cone surges twice at your feet.
    • The tie protection Moves play their Sign's base attack prior to their boosting animation; damage is dealt only after both.
    • The tie protection Moves have the same animations (intensity-dependent) as the tie strengthening Moves, but with different effect colors.


  • Tie Blow (Rock, blue; 2MP; LV10 Europe; x1.0, +10% tie damage dealt going forward) - "Raises power a little! Damage caused to the enemy in a tie increases 10%!" Stand as three atoms (red, blue, and yellow) spin overhead, and a low orange cone surges twice at your feet.
  • Tie Jolt (Scissors, blue; 3MP; LV26 Asia; x1.0, +20% tie damage dealt going forward) - "Raises power quite a bit! Damage caused to the enemy in a tie increases 20%!" Stand as three atoms (red, blue, and yellow, each mixed with white) spin overhead, and a low orange cone surges twice at your feet.
  • Tie Thrust (Paper, blue; 4MP; LV29 N. America; x1.0, +30% tie damage dealt going forward) - "Raises power a lot! Damage caused to the enemy in a tie increases 30%!" Stand as three giant atoms (red, blue, and yellow, each mixed with white) spin overhead, and a low orange cone surges twice at your feet.
    • The tie strengthening Moves play their Sign's base attack prior to their boosting animation; damage is dealt only after both.
    • The tie strengthening Moves have the same animations (intensity-dependent) as the tie protection Moves, but with different effect colors.


  • Claws of Revelation ("Revelation") (Rock, yellow; 5MP; LV22 N. America; x1.3, reveals foe's Hidden Move's Sign and Attribute) - "Summons Segnosaurus! It reveals enemy's hidden move! 1.3 times the damage!" Segnosaurus roars, then uses the base Rock attack with its claws.
  • Claws of Obscuration ("Obscuration") (Scissors, yellow; 5MP; LV19 N. America; x1.1, hides Sign of move used from foe's AI for this and next {#?} turns) - "Summons Segnosaurus! It hides your move from the enemy! 1.1 times the damage!" Segnosaurus roars, then uses the base Scissors attack with its claws.
    • This Move can actually be inconvenient for players, as it may cause many predictable foes to abandon their known patterns and attack more randomly, making them harder to beat.
  • Claws of Interference ("Interference") (Paper, yellow; 5MP; LV17 Asia; x1.5, blocks foe from switching for rest of battle) - "Summons Segnosaurus! Blocks enemy from changing dinos! 1.5 times the damage!" Segnosaurus roars, then uses the base Paper attack with its claws.
    • This Move is effectively useless to players, as no known foe in the game attempts to switch their Dinosaurs during battle. Given its Sign, MP cost, and damage multiplier, it is essentially identical to Wild Dino Swing, which is available on the same Move List a mere 4 levels earlier, though would be skipped on Fossils revived at the maximum postgame revival level (LV16).


  • Segnosaurus Punch ("Segno Punch") (Rock, red; 6MP; LV35 N. America; x1.4 / x1.8 ~33% of the time) - "Summons Segnosaurus! Power is sometimes increased! 1.4 to 1.8 times the damage!"
  • Segnosaurus Chop ("Segno Chop") (Scissors, red; 6MP; LV35 N. America; x1.4 / x1.8 ~33% of the time) - "Summons Segnosaurus! Power is sometimes increased! 1.4 to 1.8 times the damage!"
  • Segnosaurus Slap ("Segno Slap") (Paper, red; 6MP; LV32 N. America; x1.4 / x1.8 ~33% of the time) - "Summons Segnosaurus! Power is sometimes increased! 1.4 to 1.8 times the damage!"
    • The variable power Segnosaurus Moves all use the claw-based Rock attack animation from Claws of Revelation.
    • For unknown reasons, Tag Team of the next trio is above Segnosaurus Slap in the automatically sorted order, making them the only Normal Moves to mix between trios.
  • Tag Team (Rock, blue; 6MP; LV32 N. America; x1.0, blocks damage from user's next loss {only if next turn?}) - "Summons Pawpawsaurus! The next time you lose at Rock, Paper, Scissors, Pawpawsaurus will help!" Roar down with ten blue ring pulses (same effect as the Life Moves); upon a loss, Pawpawsaurus wags its tail, then takes the user's place in the foe's Move animation, resulting in no damage for the user.
    • This Move will not protect allies switching in during its effect duration; other loss effects (like Tapejara loss-hit Moves {and Revenge Moves/Counterstrike Type?}) will be prevented from triggering.
    • Despite being part of its arcade animation, Pawpawsaurus doesn't limp away after taking the foe's hit.
  • Life-Force Swap (Scissors, blue; 10MP; LV41 N. America; no attack, swap current numerical HP with foe, excess HP lost if swapped amount exceeds the new bar's max) - "Whoa! Swaps your HP for your opponent's HP!" Ten white rings surge, then blue/purple smoke drains from foe behind yellowy cloud overlay.
    • Despite Life-Force Swap having an arcade animation, the DS version reuses the Life Moves' animation instead.
  • Turnaround (Paper, blue; 10MP; LV38 N. America; deals damage equal to damage taken from foe's last attack {last turn only?}) - "Sends the amount of damage you take right back to the opponent!" Ten white rings surge, then blue/purple smoke drains from foe behind yellowy cloud overlay.
    • The damage dealt is not affected by Attribute, Battlefield, or stat changes. If the user has taken no damage this battle, Turnaround will deal no damage.
    • It has the same animation as Life-Force Swap, just without text.


Super Move Cards[]

Before activating, Super Moves play an extra animation of the Dinosaur rearing up surrounded by an elemental effect as the background fades to black; it must be skipped separately. All Super Moves darken the backdrop slightly during their animations, whether default landscape or Battlefield. Those based on arcade Moves (usually with the same name) tend to share the same animation, though some of the elemental effects may be simpler to be handled by the weaker DS processing and graphics capabilities. Any stat boosts that apply to the user's entire team are applied when a waiting Dinosaur enters battle (whether it keeps them after switching again is unexplored). Healing effects for the user's entire team can't heal those already defeated.

Super Moves can only be learned and used by Dinosaurs of the same Attribute. Super Moves are not dependent on continent of origin and most are learned by Dinosaurs of two Signs, though some are only learned by those of low (1-3) or high (4-6) star Rarities of the same Sign; additional exceptions also exist, such as two Moves learned at the same level by different Dinosaurs with the same Sign (low Rarity level 28 of one Sign per Element), and select random regular or special late- and postgame Dinosaurs learning a Rarity-based Move not of its own Sign.

Fire[]

  • Red Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Fire battlefield) - "It's a Fiery spinning attack! Makes it a Fire battlefield! 1.2 times the damage!" With fire around you, hit the foe with your tail once, twice, then flying away!
  • Red Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Fire battlefield) - "It's a Fiery charging attack! Makes it a Fire battlefield! 1.2 times the damage!" With fire around you, toss your foe into the air, then run up and ram them as the fall!
  • Red Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Fire battlefield) - "It's a Fiery throwing attack! Makes it a Fire battlefield! 1.2 times the damage!" With fire around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with floating flames, plus different camera angles.


  • Heat Strike (Rock, yellow; 5MP; LV28 Rock 1-3 star; x1.3, ~75% chance to cause Burn) - "" {Makes a fire clad attack that sends the enemy flying!} {With fire around you, charge into your foe, knocking them skyward!}
  • Heat Attack (Scissors, yellow; 5MP; LV28 Scissors 1-3 star; x1.3, ~75% chance to cause Burn) - "Makes a Fire-clad attack! Sometimes causes Burn! 1.3 times the damage!" With fire around you, charge into your foe, knocking them skyward!
  • Heat Crush (Paper, yellow; 5MP; select LV28 Paper 1-3 star; x1.3, ~75% chance to cause Burn) - "" With fire around you, charge into your foe, knocking them skyward!
    • All three {appear to} share the same animation from the Revenge Moves, but with flames floating around the user and a slightly different camera angle.


  • Fire Cannon (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Fire battlefield) - "" Generate then shoot a ball of fire from your mouth, hitting your foe to erupt fire around them!
  • Fire Bomb (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; 1.5, creates Fire battlefield) - "Bites and sets off a fiery blast! Makes it a Fire battlefield! 1.5 times the damage!" Fire in your mouth, leap at your foe and bite their back, releasing a giant explosion! Stand over them in the aftermath
  • Blazing Spin (Paper, yellow; 6MP; LV31 Paper 4-6 star; x1.5, creates Fire battlefield) - "" Burn your foe with flames as you run up and bite their neck, then spin around and throw them away on fire!
    • These three use their arcade animations.


  • Tornado Fire Cannon ("Tornado Cannon") (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 in Wind battlefield) - "Fire and Wind mix into a tornado! Move is stronger on a Wind field! 1.6 to 3.0 times the damage!"
  • Magma Bomb (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 in Earth battlefield) - "Fire and Earth cause an eruption! Stronger on an Earth field! 1.6 to 3.0 times the damage!"
  • Blazing Leaf (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 in Grass battlefield) - "Fire and Grass burst into flames! Move is stronger on a Grass field! 1.6 to 3.0 times the damage!"
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Death Fire (Scissors, red; 9MP; LV45 Rock, LV45 Scissors; x1.6, ~25% chance to defeat foe instantly) - "Can sometimes defeat the opponent with a single blow! 1.6 times the damage!" Generate then shoot a purple fire vortex from your mouth at the foe which erupts upon hitting them, leaving them purple after subsiding!
    • Despite having an arcade animation, it uses Fire Cannon's base animation with different effects.


  • Critical Bomb (Scissors, yellow; 8MP; LV34 Scissors, LV37 Rock; x1.7, creates Fire battlefield) - "Hurls enemy with power of Fire! Makes it a Fire battlefield! 1.7 times the damage!" Cloaks itself with fire, bites the enemy's tail, swings it and throws it into a boulder!
    • This uses Dino Swing's base animation with the fire effects from Red Swing added, and a different camera angle.
  • Explosion (Paper, red; 8MP; LV34 Paper, LV37 Scissors; x1.7 / x1.8 in Fire battlefield (effective x2.16)) - "Wrapped in flames, rams the enemy! Move is stronger on a Fire field! 1.7 to 1.8 times the damage!" Jumps, cloaks the body in fire, them spins and shoots into the enemy!
  • Overheat (Rock, yellow; 8MP; LV34 Rock, LV37 Paper; x1.7 / {~70}% chance to cause Burn) - "Shoots blades of fire from tail! Sometimes causes Burn! 1.7 times the damage!" Throws the enemy up and impales them on a fire blade from its tail!


  • Magma Blaster (Rock, yellow; 10MP; LV55 Rock, LV55 Paper; x2.5, creates Fire battlefield) - "Shoots an intense fire beam! Makes it a Fire battlefield! 2.5 times the damage!" Charge up fire in the mouth, then shoot it as a spinning beam at the foe, forcing them through a boulder!
    • This uses its arcade animation, but mirrored.


  • Burst of Flames (Paper, red; 8MP; LV40 Scissors, LV40 Paper; x1.0, damages foe's current Dinosaur and all in their party) - "Spews intense flames to attack all opponents at once!" Spew a large cone of flame, then flames erupt beneath the foe, leaving them red after subsiding!
    • This uses Volcano Burst's DS animation with larger and darker flames.
  • The Final Burn (Rock, blue; 8MP; LV40 Rock, LV42 Paper; x1.0, {~90}% chance to trigger, defeat foe instantly if they are hit next turn) - "Spews black flames! Attack in the next turn and you can defeat the opponent with a single blow!" With fire swirling at your feet, spit purple flames, which erupt from under the foe!


  • Volcano Burst (Paper, red; 5MP; select LV28 Paper 1-3 star; x1.3 / x2.0 50% of the time) - "50% chance of being invoked! Spews intense flames! 1.3 to 2.0 times the damage!" Use base {Paper} attack. Spit a cone of orange fire, which then erupts from under the foe!
    • This uses its arcade animation, but only does one puff of fire instead of two; like in the arcade, the erupting fire effects appear identical between it and Fire Cannon.


Water[]

  • Blue Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Water battlefield) - "A Water spinning attack! Makes it a Water battlefield! 1.2 times the damage!" With water and bubbles around you, hit the foe with your tail once, twice, then flying away!
  • Blue Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Water battlefield) - "Attacks enemy with a Water ram! Makes it a Water battlefield! 1.2 times the damage!" With water and bubbles around you, toss your foe into the air, then run up and ram them as the fall!
  • Blue Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Water battlefield) - "Throws the enemy with power of Water! Makes it a Water battlefield! 1.2 times the damage!" With water and bubbles around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with floating water and bubbles.


  • Bubble Attack (Rock, yellow; 5MP; select LV28 Rock 1-3 star; x1.3, ~75% chance to cause Suffocation) - "Attacks with the power of Water! Sometimes causes Suffocation! 1.3 times the damage!" Spit out bubbles and knock one at your foe with your tail to explode in their face!
    • This uses the base Rock attack animation to launch an object in the same manner as the match-up boosting Moves.
  • Splash Press (Scissors, yellow; 5MP; LV28 Scissors 1-3 star; x1.3, ~75% chance to cause Suffocation) - "Attacks with the power of Water! Sometimes causes Suffocation! 1.3 times the damage!" A sphere of water floats above the foe's head, then splashes downwards in a column, crushing them!
    • This uses the base Big Foot Assault animation but with different graphics, also being tweaked into Bermuda Triangle and Water Jammer {identical?}.
  • Falling Water (Paper, yellow; 5MP; LV28 Paper 1-3 star; x1.3, ~75% chance to cause Suffocation) - "Attacks with the power of Water! Sometimes causes Suffocation! 1.3 times the damage!" A beam of indigo and white bubbles are sucked from your foe until the collapse!
    • Grass' Flower Garden uses the same base animation with different colored effects.


  • Water Sword (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Water battlefield) - "Slices the enemy with blade of water! Makes it a Water battlefield! 1.5 times the damage!" Make a long blade of water from your mouth, then slash your foe with it!
  • Tragic Sphere (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; x1.5, creates Water battlefield) - "Attacks with a trap of water! Makes it a Water battlefield! 1.5 times the damage!" Send a blob of water from your moth to engulf and lift your foe, then run up and ram them out of it!
  • Aqua Whip (Paper, yellow; 6MP; LV31 Paper 4-6 star; x1.5, creates Water battlefield) - "Smacks down with a water whip! Makes it a Water battlefield! 1.5 times the damage!" Snare your foe with a lasso of water from your mouth, swinging them up and then smashing them down!
    • These three use their arcade animations, though Water Sword's motions are mirrored despite reflecting mostly the same camera angle.


  • Mist Sword (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 on Fire battlefield) - "Water and Fire slash the enemy! Move is stronger on a Fire field! 1.6 to 3.0 times the damage!" Your dinosaur slashes the opponent with a water sword!
  • Freeze Sphere (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 on Wind battlefield) - "Water and Wind make an icy ram! Move is stronger on a Wind field! 1.6 to 3.0 times the damage!"
  • Green Flood (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 on Grass battlefield) - "A super Water and Grass attack! Move is stronger on a Grass field! 1.6 to 3.0 times the damage!"
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Futabasaurus Cannon ("Futaba Cannon") (Scissors, yellow; 10MP; LV55 Rock{?}, LV55 Scissors; x2.5, creates Water battlefield) - "Futabasaurus's[sic] ultimate move! Makes it a Water battlefield! 2.5 times the damage!" Futabasaurus splashes out of a large puddle, then gathers and shoots a jet of water at your foe!
    • This uses its arcade animation.


  • Technical Rain (Paper, blue; 8MP; LV34 Paper, LV37 Scissors; x1.0, +30% Technique for full party) - "Causes a strange rain to fall! Raises Technique 30% for all allies!" Use base Paper attack. Roar amid pink rain and sparkles!
    • This and River of Infinity use the same main pre-use Water Super Move base animation as Magic Shower with different-colored graphics.
  • Bermuda Triangle (Rock, blue; 8MP; LV34 Rock, LV37 Paper; x1.5, foe can't recover MP for next 2 turns or switch for rest of battle{?}{at least target}) - "Blocks MP recovery and switching for two turns! 1.5 times the damage!" A sphere of red water floats above the foe's head, then splashes downwards in a column, crushing them!
    • This uses the same animation as Splash Press and Water Jammer but with different-colored water.
    • By error, its on-screen description when used claims to block HP recovery, though as its menu description correctly states, its actual effect instead blocks MP recovery.
  • River of Infinity ("River Infinity") (Scissors, blue; 8MP; LV34 Scissors, LV37 Rock; x1.0, +15% Attack Power for full party) - "Causes a strange rain to fall! The attack power of all allies rises 15%!" Use base Scissors attack. Roar amid blue rain and sparkles!
    • This and Technical Rain use the same main pre-use Water Super Move base animation as Magic Shower with different-colored graphics.


  • Water Jammer (Rock, blue; 8MP; LV40 Rock, LV40 Paper; x1.5, blocks random foe Move next turn) - "Attacks with a solid water mass! Blocks one of the enemy's moves! 1.5 times the damage!"
    • This uses the same base animation as Splash Press {identical?} and Bermuda Triangle.
  • Magic Shower (Scissors, blue; 8MP; LV40 Scissors, LV42 Rock; x1.0, +10% max HP for full party) - "Causes a healing rain to fall! Restores 10% of HP for all allies!" Use base Scissors attack. Roar amid yellow rain and sparkles! After dealing damage, heal as you stand amid a rainbow hexagonal cone that spins and grows taller.
    • This uses the same pre-use Water Super Move base animation as River of Infinity and Technical Rain with different-colored graphics, then the same rainbow cone as the weaker-effect Recovery Moves.


  • Aqua Vortex (Paper, red; 9MP; LV45 Scissors, LV45 Paper; x1.8, attacks through ties) - "A Water twister blows the enemy away! Can attack even when it's a tie! 1.8 times the damage!" Raise a low vortex cone of water at your feet, then a giant water vortex cone around your foe, spinning them around before a geyser shoots them skyward, dropping to the ground with a splash!
    • This uses a similar animation to its arcade version, though with different graphics and a different ending taken from the Revenge Moves.


  • Shock Wave (Rock, blue; 5MP; select LV28 Rock 1-3 star; x1.3, 50% chance to block random foe Move next turn) - "50% chance of being invoked! Blocks one of the enemy's moves! 1.3 times the damage!" Use base Rock attack. Roar with water swirling at your feet, then a wave of water spins around the foe!
    • This uses its arcade animation.


Lightning[]

  • Thunder Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Lightning battlefield) - "A Lightning spinning attack! Makes it a Lightning battlefield! 1.2 times the damage!" With electricity around you, hit the foe with your tail once, twice, then flying away!
  • Thunder Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Lightning battlefield) - "Attacks enemy with Lightning ram! Makes it a Lightning battlefield! 1.2 times the damage!" With electricity around you, toss your foe into the air, then run up and ram them as the fall!
  • Thunder Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Lightning battlefield) - "Throws enemy with Lightning power! Makes it a Lightning battlefield! 1.2 times the damage!" With electricity around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with sparking electricity.


  • Flash Frill (Rock, yellow; 5MP; LV28 Rock 1-3 star; x1.3, ~75% chance to cause Paralysis) - "Makes a Lightning-clad attack! Sometimes causes Paralysis! 1.3 times the damage!" Jump, create a spiked yellow electric energy wheel around your body, and spin past the foe, knocking them away!
    • This uses the Boomerang Moves' base animation with extra graphics, the same as Wind's Boomerang Blow, but with the camera behind the foe rather than the user.
  • Energy Bolt (Scissors, yellow; 5MP; select LV28 Scissors 1-3 star; x1.3, ~75% chance to cause Paralysis) - "Makes a Lightning-clad attack! Sometimes causes Paralysis! 1.3 times the damage!" Charge forward as you gain an intense electric aura streak around you, and ram your foe!
    • This uses the same base animation as the turn-based power Moves and recoil Strike Moves, but with a yellow instead of white streak.
  • Buzzing Spear (Paper, yellow; 5MP; LV28 Paper 1-3 star; x1.3, ~75% chance to cause Paralysis) - "Makes a Lightning-clad attack! Sometimes causes Paralysis! 1.3 times the damage!" Charge forward with an electric spear on your horns and rams the foe with it like in a joust, knocking them back electrified!
    • This uses the same base animation as the All-Out Moves, but with extra graphics.


  • Lightning Strike (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Lightning battlefield) - "Shoots an intense lightning bolt! Makes it a Lightning battlefield! 1.5 times the damage!" Generate a large ball of electricity on your horns as you rear up, then drop down and shoot a beam of lightning at your foe!
  • Thunder Bazooka (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; x1.5, creates Lightning battlefield) - "" Jump up spinning as electricity gathers on you, then shoot forward into your foe!
  • Lightning Spear (Paper, yellow; 6MP; LV31 Paper 4-6 star; x1.5, creates Lightning battlefield) - "Spears the opponent with lightning! Makes it a Lightning battlefield! 1.5 times the damage!" Launch your foe into the air, then impale them on a spear of electricity from your horns as they drop! Toss them away electrified afterwards.
    • These three use their arcade animations, though Thunder Bazooka lacks the boulder.


  • Lightning Sparks (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 on Water battlefield) - "Sparks with Lightning and Water! Move is stronger on a Water field! 1.6 to 3.0 times the damage!"
  • Thunderstorm Bazooka ("T-Storm Bazooka") (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 on Wind battlefield) - "A bolt of Lightning and Wind! Move is stronger on a Wind field! 1.6 to 3.0 times the damage!"
  • Blazing Thrust (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 on Fire battlefield) - "Blades of Lightning and Fire! Move is stronger on a Fire field! 1.6 to 3.0 times the damage!"
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Gatling Sparks (Paper, yellow; 10MP; LV55 Scissors, LV55 Paper; x2.5, creates Lightning battlefield) - "A wave of rapid-fire attacks! Makes it a Lightning battlefield! 2.5 times the damage!" Roar as a bolt of lightning surges a yellow cone at your feet, then charge up to your foe and rapidly shoot a storm of electric darts at them from close range!
    • Despite having an arcade animation, it uses a very different one here, as the other likely hadn't been finalized yet. The run-up animation is the same as the All-Out Moves.


  • Full Charge (Paper, blue; 8MP; LV34 Paper, LV37 Scissors; x1.0, +15% Attack Power for full party) - "Lightning courses throughout the dinosaur's body! The attack power of all allies rises 15%!" Use base Paper attack. Roar as a bolt of lightning surges you with electricity and a yellow cone at your feet!
  • Maximum Voltage (Rock, blue; 8MP; LV34 Rock, LV37 Paper; x1.0, all move slots for full party become Critical Moves for duration of battle starting next turn) - "Your dinosaur gathers Lightning throughout its body and charges all moves to Critical Moves!" Use base Rock attack. Roar with electricity around you!
    • Foe AI that registers the player's Critical Move for attack selection ignores this Move's effect.
    • This uses the same animation and graphics as Road to Victory and part of Giga Generator, but with a different camera angle.
  • Sparking (Scissors, blue; 8MP; LV34 Scissors, LV37 Rock; x1.0, x2 Attack Power on next turn) - "Lightning power suddenly builds! In the next turn, all attack powers will be doubled!" Use base Scissors attack. Roar as a bolt of lightning surges you with electricity coils!
    • The same lightning graphics which charge the user also hurt the foe in Counter Blitz.


  • Road to Victory (Scissors, blue; 8MP; LV40 Rock, LV40 Scissors; x1.0, x2 Critical Move Attack Power for next 3 turns) - "The power of Lightning doubles Critical Moves' attack power for three turns!" Use base Scissors attack. Roar with electricity around you!
  • Giga Generator (Paper, blue; 8MP; LV40 Paper, LV42 Scissors; x1.0, +35% max HP) - "Lightning fills your dinosaur's body and restores HP by 35%!" Use base Paper attack. Roar with electricity around you! After dealing damage, heal as you stand amid a rainbow hexagonal cone that spins and grows very tall, the glowing star at your feet also rising.
    • These two use the same animation and graphics as Maximum Voltage, but with a different camera angle, Giga Generator also having a second part.
    • This uses the same rainbow cone as the stronger-effect Recovery Moves.


  • Counter Blitz (Rock, blue; 9MP; LV45 Rock, LV45 Paper(*unobtainable); x1.6, {?} damage to foe after a loss (but not a tie) for the next 2 turns, even for allies) - "For two turn, counterattacks with Lightning, even after a loss. 1.6 times the damage!" Use base Rock attack. Roar with electricity around you! After taking a hit, a bolt of lightning strikes your foe!
    • The undetermined damage is similar to the hit Dinosaur's Rock Attack Power ignoring Attributes and battlefield, but is not exact.
    • The base roaring animation from the pre-use scene for Lightning Super Moves is reused in Full Charge, Maximum Voltage, Sparking, Road to Victory, Giga Generator, and Counter Blitz, with sometimes different graphics and different camera angles.
    • The same lightning graphics which hurt the foe in Counter Blitz also charge the user in Sparking.


  • Electric Charge (Scissors, blue; 5MP; select LV28 Scissors 1-3 star; x1.3, 50% chance for +30% Attack Power) - "50% chance of being invoked! Attack power rises 30%! 1.3 times the damage!" Use base Scissors attack. Rear as a ball of electricity charges up in your horns.
    • Despite having an arcade animation, it uses the charging part of Lightning Strike's.


Earth[]

  • Earth Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Earth battlefield) - "An Earth spinning attack! Makes it an Earth battlefield! 1.2 times the damage!" With rocks around you, hit the foe with your tail once, twice, then flying away!
  • Earth Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Earth battlefield) - "Attacks enemy with an Earth ram! Makes it an Earth battlefield! 1.2 times the damage!" With rocks around you, toss your foe into the air, then run up and ram them as the fall!
  • Earth Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Earth battlefield) - "Throws enemy with power of Earth! Makes it an Earth battlefield! 1.2 times the damage!" With rocks around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with floating rocks.


  • Blaster Rock (Rock, yellow; 5MP; LV28 Rock 1-3 star; x1.3, ~50% chance to cause Pressure) - "Attacks with the power of Earth! Sometimes causes Pressure! 1.3 times the damage!" Drop a brown rock on the foe!
  • Revenge Stone (Scissors, yellow; 5MP; LV28 Scissors 1-3 star; x1.3, ~50% chance to cause Pressure) - "Attacks with the power of Earth! Sometimes causes Pressure! 1.3 times the damage!" Drop a giant brown rock on the foe!
  • Dark Earth (Paper, yellow; 5MP; select LV28 Paper 1-3 star; x1.3, ~50% chance to cause Pressure) - "Attacks with the power of Earth! Sometimes causes Pressure! 1.3 times the damage!" Drop a giant black rock on the foe!


  • Spike Arrows (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Earth battlefield) - "Attacks with its body’s spikes! Makes it an Earth battlefield! 1.5 times the damage!" A ball of energy appears over your back, then your spikes/plates glow and shoot off a swarm of crystal spines that make your foe a pincushion!
  • Mole Attack (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; x1.5, creates Earth battlefield) - "Thrusts from the ground to attack! Makes it an Earth battlefield! 1.5 times the damage!" Jump spinning with sharp purple energy and burrow into the ground, then burst out and hit your foe away! Land and look into the camera.
  • Earthquake (Paper, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Earth battlefield) - "Creates a chasm and drops enemy in! Makes it an Earth battlefield! 1.5 times the damage!" Rear up then slam down to open a jagged crevice in the landscape to drop your foe in, then it slams shut!
    • These three use their arcade animations, though Spike Arrows' turns the user transparent, possibly to allow the glowing graphics to show better.


  • Electric Spines (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 in Lightning battlefield) - "Strong Earth and Lightning attack! Stronger on a Lightning field! 1.6 to 3.0 times the damage!"
  • Water Mole Attack ("Water Mole") (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 in Water battlefield) - "Earth and Water pressure attack! Move is stronger on a Water field! 1.6 to 3.0 times the damage!"
  • Magma Quake (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 in Fire battlefield) - "Calls forth magma from a fissure! Move is stronger on a Fire field! 1.6 to 3.0 times the damage!"
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Quake Saber (Rock, yellow; 10MP; LV55 Rock, LV55 Paper; x2.5, creates Earth battlefield) - "Chops the enemy with an aura sword! Makes it an Earth battlefield! 2.5 times the damage!" Generate a pink crystal sword on your tail, then slice through your foe with it as you spin!
    • This uses a close semblance of its arcade animation, though without the obstacle behind the foe, and they oddly fall towards the direction they were hit from instead of away.


  • Grand Defense (Scissors, blue; 8MP; LV34 Scissors, LV37 Rock; x1.0, -20% damage for full party) - "Raises the defense of all allies! Damage sustained decreases by 20%!" Use base Scissors attack. Rear and roar amid rising rocks as a purple ring glows at your feet, then blue domes of energy surge out of you!
  • Elevated Defense (Paper, blue; 8MP; LV34 Paper, LV37 Scissors; x1.0, causes Pressure) - "The power of Earth puts the opponent under Pressure, and the damage you sustain drops to half!" Use base Paper attack. Rear and roar amid rising rocks as a purple ring glows at your feet, then blue domes of energy surge out of you!
    • These two have the exact same animations, save for the opening base Scissors/Paper attack.
  • Outbreak (Rock, blue; 8MP; LV34 Rock, LV37 Paper; x1.0, HP can't become 0 next turn) - "The power of Earth protects you from defeat until the next turn!" Use base Rock attack. Rear and roar, then intense red energy surges at your feet as many rocks rise around you!
    • This has the same animation as Critical Guard and part of Sand Power, save the energy color, based on Earth Barrier's DS animation with different graphics.


  • Crystal Crusher (Scissors, red; 9MP; LV45 Rock, LV45 Scissors; x1.8, attacks through ties) - "Attacks with an Earth crystal! Can attack even when it’s a tie! 1.8 times the damage!" Shake as three enormous crystals emerge from the ground and float behind you, then again before they lock into formation around you, then charge forward and ram your foe, shattering the crystals and sending them flying!
    • Despite having an arcade animation, it uses a rough approximation instead, which progresses slower at the start (and appears to utilize Earth Barrier's arcade animation's crouched shaking, which is not used in the Move's DS animation), and has three instead of four crystals of a different shape; this possibly indicated its arcade animation wasn't yet finalized.


  • Critical Guard (Paper, blue; 8MP; LV40 Scissors, LV40 Paper; x1.0, Critical Moves deal no damage to user next turn) - "With the power of Earth, no damage next turn from Critical Moves!" Use base Paper attack. Rear and roar, then intense yellow energy surges at your feet as many rocks rise around you!
  • Sand Power (Rock, blue; 8MP; LV40 Rock, LV42 Paper; x1.0, +35% max HP) - "The power of Earth fills your dinosaur and restores HP by 35%!" Use base Rock attack. Rear and roar, then intense green energy surges at your feet as many rocks rise around you! After dealing damage, heal as you stand amid a rainbow hexagonal cone that spins and grows very tall, the glowing star at your feet also rising.
    • These two have the same main animation as Outbreak, save the energy color, based on Earth Barrier's DS animation with different graphics.
    • This uses the same rainbow cone as the stronger-effect Recovery Moves.


  • Earth Barrier (Paper, blue; 5MP; select LV28 Paper 1-3 star; x1.3, 50% chance for -30% damage taken) - "50% chance of being invoked! Damage sustained drops by 30%! 1.3 times the damage!" Use base Paper attack. Rear and roar, then purple energy surges at your feet as a few rocks rise around you!
    • Despite having an arcade animation, it instead uses a new assemblage reused with different graphics for Outbreak, Critical Guard, and part of Sand Power.


Grass[]

  • Green Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Grass battlefield) - "A Grass spinning attack! Makes it a Grass battlefield! 1.2 times the damage!" With leaves around you, hit the foe with your tail once, twice, then flying away!
  • Green Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Grass battlefield) - "Attacks enemy with a Grass ram! Makes it a Grass battlefield! 1.2 times the damage!" With leaves around you, toss your foe into the air, then run up and ram them as the fall!
  • Green Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Grass battlefield) - "Throws enemy with power of Grass! Makes it a Grass battlefield! 1.2 times the damage!" With leaves around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with floating leaves and a greenish glow.


  • Flower Garden (Scissors, yellow; 7MP; select LV28 Scissors 1-3 star; ~x0.89 (set by level, all modifiers ignored), heals exact damage dealt) - "Attacks with the power of Grass and steals the opponent's HP!" A beam of green and white leaves are sucked from the foe until they collapse!
    • Water's Falling Water uses the same base animation with different colored effects.
    • This unique Move has no cross-Attribute parallels, though takes the role of the third member of the following pair’s usual trio.


  • Leaf Blades (Scissors, yellow; 5MP; select LV28 Scissors 1-3 star; x1.5, {5-10}% chance to cause Sleep) - "Attacks the opponent with leaves! Causes Sleep, but only rarely. 1.5 times the damage!" Send a flurry of sharp leaves at the foe!
  • Leaf Slash (Paper, yellow; 5MP; LV28 Paper 1-3 star; x1.5, {5-10}% chance to cause Sleep) - "" Send a storm of sharp leaves at the foe!
    • These two use the same animation with different amounts of leaves, the same base animation as Egg Revolver.
    • Grass is the only Attribute to only have two of these Moves instead of three.


  • Egg Revolver (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Grass battlefield) - "" An Oviraptor walks up and spits a flurry of eggs that splatter on the foe!
  • Big Foot Assault (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; x1.5, creates Grass battlefield) - "" Roar to call in a Seismosaurus, who shakes the ground before towering behind your foe, then rears up and stomps them into the ground!
  • Metal Wing (Paper, yellow; 6MP; LV31 Paper 4-6 star; x1.5, creates Grass battlefield) - "Pteranodon slashes the opponent! Makes it a Grass battlefield! 1.5 times the damage!" Roar to call in a trio of Pteranodon, who make slicing passes at the foe with their wings, unleashing bursts of leaves!
    • These three use their arcade animations, though Egg Revolver only features one Oviraptor instead of three and the user is not standing behind it.


  • Egg Machine Gun (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 on Earth battlefield) - "Grass and Earth rapid-fire attack! Stronger on an Earth field! 1.6 to 3.0 times the damage!"
  • Titan Foot Assault ("Titan Foot") (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 on Lightning battlefield) - "Grass & Lightning stomping attack! Stronger on a Lightning field! 1.6 to 3.0 times the damage!"
  • Diamond Wing (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 on Water battlefield) - "A super Pteranodon slicing attack! Move is stronger on a Water field! 1.6 to 3.0 times the damage!" Roar to call in a trio of Pteranodon, who make slicing passes at the foe with their wings, unleashing bursts of water!
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Super Impact (Paper, yellow; 10MP; LV55 Scissors, LV55 Paper; x2.5, creates Grass battlefield) - "Borrows the power of Supersaurus! Makes it a Grass battlefield! 2.5 times the damage!" Supersaurus walks in; hop on its neck to be flung spinning into the air, then shoot down headfirst and smash your foe into the ground!
    • This uses its arcade animation.


  • Heal Team (Scissors, blue; 8MP; LV34 Scissors, LV37 Rock; x1.0, +10% max HP to each party member) - "With the power of Grass, restores 10% of all allies' HP!" Use base Scissors attack. Rear and roar, then stomp the ground amid a surge of yellow and red energy and leaves! After dealing damage, heal as you stand amid a rainbow hexagonal cone that spins and grows taller.
    • This uses the middle part of Nature's Blessing's DS animation with recolored effects, as do Eternal Herb and Parasite Tree.
    • This uses the same rainbow cone as the weaker-effect Recovery Moves.
  • Chaos Green (Paper, yellow; 8MP; LV34 Paper, LV37 Scissors; x1.0, causes random status that will last indefinitely (Sleep can still be ended as usual)) - "Drags the enemy into a giant hole! Gives the enemy a status ailment, too!" Rear and roar, then a circle of vines shoot up around the foe and drag them into a forming crater!
  • Eternal Herb (Rock, blue; 8MP; LV34 Rock, LV37 Paper; x1.0, for {the rest of the battle?} you can revive once with {10%?} max HP if defeated by a loss, but not by a tie) - "With the power of Grass, can come back to life after a defeat!" Use base Rock attack. Rear and roar, then stomp the ground amid a surge of blue energy and leaves! If defeated later, three Pteranodon steadily circle lower and shower you with yellow dust to revive you! Rear and roar afterwards.


  • Parasite Tree (Scissors, blue; 8MP; LV40 Rock, LV40 Scissors; x1.0, transfer 5% of foe's max HP to active Dinosaur for 3 turns) - "The power of Grass reduces the opponent's HP by 5% for 3 turns." Use base Scissors attack. Rear and roar, then stomp the ground amid a surge of yellow energy and leaves! Your foe sways as a cloud of blue smoke trails off it.
    • This and Eternal Herb use the middle part of Nature's Blessing's DS animation with recolored effects, as does Heal Team.
    • This uses the same damaging smoke as the Life Moves.
  • Angel Breath (Paper, blue; 8MP; LV40 Paper, LV42 Scissors; x1.0, 30% chance to revive defeated ally instead of attacking) - "30% chance of being invoked! Brings one of your dinosaurs back to life!" Rear and roar amid swirling leaves! Use base Paper attack if not triggered.


  • Emerald Garden (Scissors, yellow; 9MP; LV45 Rock, LV45 Scissors; {despite description, stole far less than 30% HP}) - "Steal HP with the power of Grass! Steal 30% of your opponents[sic] HP." Form a ball of green energy in your mouth, then shoot it at your foe, where it buries underneath them and grows a circle of vines that snare them amid multicolored leaf clouds! After the vines retract, the leaves flow into you, then stomp the ground under a green energy dome!
    • Despite having an arcade animation, it uses a close semblance of slightly different movements, and especially different graphics, either because its arcade animation wasn't finalized yet or to simplify the effects for the weaker rendering power of the DS.
    • This uses the same vines as Chaos Green.


  • Nature's Blessing ("Nature Bliss") (Rock, {blue?}; 5MP; {LV28 Rock 1-3 star}; x1.?, {50% for} +50% max HP) - "" Use base Rock attack. Roar amid a flash of yellow energy and glitter, then stomp the ground amid a surge of green energy and leaves! After dealing damage, heal as you stand amid a rainbow hexagonal cone that spins and grows very tall, the glowing star at your feet also rising.
    • This uses its arcade animation between a new charging pose and the standard healing sequence from the stronger-effect Recovery Moves; its second part is recolored for Eternal Herb.


Wind[]

  • Wind Tail (Rock, yellow; 4MP; LV20 Rock, LV24 Paper; x1.2, creates Wind battlefield) - "A Wind spinning attack! Makes it a Wind battlefield! 1.2 times the damage!" With wind around you, hit the foe with your tail once, twice, then flying away!
  • Wind Tackle (Scissors, yellow; 4MP; LV20 Scissors, LV24 Rock; x1.2, creates Wind battlefield) - "Attacks enemy with a Wind ram! Makes it a Wind battlefield! 1.2 times the damage!" With wind around you, toss your foe into the air, then run up and ram them as the fall!
  • Wind Swing (Paper, yellow; 4MP; LV20 Paper, LV24 Scissors; x1.2, creates Wind battlefield) - "Throws the enemy with power of Wind! Makes it a Wind battlefield! 1.2 times the damage!" With wind around you, bite your foe's tail and swing them around before tossing them away!
    • Tail Attack/Tackle/Swing made elemental with a column of floating wind streaks.


  • Boomerang Blow (Rock, yellow; 5MP; LV28 Rock 1-3 star; x1.3, ~75% chance to cause Confusion) - "Attacks with the power of Wind! Sometimes causes Confusion! 1.3 times the damage!" Jump, create a spiked white wind energy wheel around your body, and spin past the foe, knocking them away!
    • This uses the Boomerang Moves' base animation with extra graphics, the same as Lightning's Flash Frill.
  • Wind Crusher (Scissors, yellow; 5MP; select LV28 Scissors 1-3 star; x1.3, ~75% chance to cause Confusion) - "Attacks with the power of Wind! Sometimes causes Confusion! 1.3 times the damage!" Prepare while surrounded by wind, then shoot through your foe!
  • Split Attack (Paper, yellow; 5MP; LV28 Paper 1-3 star; x1.3, ~75% chance to cause Confusion) - "Attacks with the power of Wind! Sometimes causes Confusion! 1.3 times the damage!" Divide into three copies, who all dash through the foe together before rejoining, three times in a row!
    • These two use the same animation and graphics as the Piercing Moves, save the wind effects in Wind Crusher and the three copies in Split Attack.


  • Razor Wind (Rock, yellow; 6MP; LV31 Rock 4-6 star; x1.5, creates Wind battlefield) - "Shoot spikes of Wind at the opponent! Makes it a Wind battlefield! 1.5 times the damage!" Create a tornado in front of you, then whip your tail through it three times to send wind blades that slice your foe!
    • Unlike its arcade animation, the foe doesn't react fully until the final hit, and there is no screen shearing effect from the impacts.
  • Ninja Attack (Scissors, yellow; 6MP; LV31 Scissors 4-6 star; x1.5, creates Wind battlefield) - "Splits up and attacks! Makes it a Wind battlefield! 1.5 times the damage!" Quickly streak between six positions around the foe, then windy copies of you shoot in from three of those directions to hit the foe with wind cones before you ram through them, leaving a streak on the ground!
    • Unlike its arcade animation, the user doesn't leave visible copies standing around the foe, though the same positions make the attacks using flat silhouettes within the wind cones.
  • Tornado Toss (Paper, yellow; 6MP; LV31 Paper 4-6 star; x1.5, creates Wind battlefield) - "Attacks opponent with a tornado! Makes it a Wind battlefield! 1.5 times the damage!" Race around your foe to generate a tornado that sweeps them into the sky! Pant to recover until they drop onto their head.
    • These three primarily use their arcade animations, though with more pronouncedly simpler graphics than Moves of this profile from other Attributes.


  • Lightning Razor Wind ("Ltng Razor Wind") (Rock, red; 7MP; LV48 Rock, LV52 Paper; x1.6 / x3.0 on Lightning battlefield) - "Launches Wind & Lightning tornado! Stronger on a Lightning field! 1.6 to 3.0 times the damage!"
  • Botanical Ninja Attack ("Botanical Ninja") (Scissors, red; 7MP; LV48 Scissors, LV52 Rock; x1.6 / x3.0 on Grass battlefield) - "Traps & slices enemy with Grass! Move is stronger on a Grass field! 1.6 to 3.0 times the damage!"
  • Tornado Bash (Paper, red; 7MP; LV48 Paper, LV52 Scissors; x1.6 / x3.0 on Earth battlefield) - "Blows away then smashes the enemy! Move is stronger on Earth field! 1.6 to 3.0 times the damage!"
    • These three play their base Moves' animations when not triggered, and the same animations with altered graphics when triggered.


  • Mayfly (Paper, yellow; 10MP; LV55 Scissors, LV55 Paper; x2.5, creates Wind battlefield) - "Defeats the enemy in an instant! Makes it a Wind battlefield! 2.5 times the damage!" Prepare, then shoot forward at the foe and vanish, windy images circling them, before the images make four quick strikes from three directions that leave streaks along the ground, you reforming from the final one behind them as they collapse!
    • Despite having an arcade animation, it instead takes its start from the Piercing Moves, then its hits and graphics from Ninja Attack's DS animation; this may indicate its arcade animation wasn't yet finalized.


  • Tie Wind (Paper, blue; 8MP; LV34 Paper, LV37 Scissors; x1.6, +30% tie damage given) - "With the power of Wind, damage done to enemy in a tie rises 30%! 1.6 times the damage!" Use base Paper attack. Rear and roar, then stand surrounded by rising wind!
    • This uses the pre-use Wind Super Move base animation, then the idle stance; other than opening attack and text, it is identical to Power Storm.
  • Super Cyclone (Rock, blue; 8MP; LV34 Rock, LV37 Paper; x1.5, 50% chance to trigger, can attack on any tie for next 2 turns) - "50% chance of being invoked! For 2 turns, can attack after a tie! 1.5 times the damage!" Use base Rock attack. Rear and roar amid swirling wind disks as an intense light blue glow pulses at your feet!
    • This shares its light blue pulsing graphics with Mysterious Air.
  • Power Storm (Scissors, blue; 8MP; LV34 Scissors, LV37 Rock; x1.6, +30% Attack Power after a tie {duration?}) - "With the power of Wind, attack power rise 30% when it's a tie! 1.6 times the damage!" Use base Scissors attack. Rear and roar, then stand surrounded by rising wind!
    • This uses the pre-use Wind Super Move base animation, then the idle stance; other than opening attack and text, it is identical to Tie Wind.


  • Doppelganger (Rock, blue; 8MP; LV40 Rock, LV40 Paper; x1.6, {low ?%} chance for attacking foe to miss during next 3 turns) - "For 3 turns, has a slight chance of evading the enemy's attack! 1.6 times the damage!" Race at the foe, then jump and whack them back with your tail! If attacked later, fade transparent amid a burst of dust!
    • This uses the same fade and dust effects as Dino Illusion's DS animation.
  • Mysterious Air (Scissors, blue; 8MP; LV40 Scissors, LV42 Rock; x1.5, random effect from extensive list (varying intensities of healing, boosting Attack Power, reducing damage taken)) - "Overflows with Wind power! This move produces a strange effect… 1.5 times the damage!" Use base Scissors attack. Rise and roar, then stand with an intense light blue glow pulsing at your feet as a white light ball over you releases red, yellow, and blue shockwaves! After dealing damage, if the healing effect was selected, regain HP as Cryolophosaurus runs around you with a rainbow hexagonal cone at your feet that spins and either grows taller, or grows very tall, the glowing star at your feet also rising.
    • Possible outcomes: Cryolophosaurus heals you 10%/20%/30% max HP (healing effects are blocked if the battle ends from the damage dealt), increases Attack Power 10%/15%/20%/30%, damage received from the enemy decreases by 10%/15%/20%.
    • This shares its light blue pulsing graphics with Super Cyclone. Its healing animations are lifted from the various Recovery Moves based on intensity; other effects are instead applied during the light blue glow.


  • Dino Illusion (Rock, blue; 9MP; LV45 Rock, LV45 Paper; x1.8, {?%} chance for attacking foe to miss during next 3 turns) - "For 3 turns, has a chance of evading the enemy's attack! 1.8 times the damage!" Use base Rock attack. Rear and roar, then stand as you fade transparent amid a burst of dust! If attacked later, fade transparent amid a burst of dust!
    • Despite having an arcade animation, it uses a cobbling of repeated DS animations, likely as its arcade animation wasn't finalized yet. This uses the same fade and dust effects as Doppelganger.


  • Cyclone (Scissors, blue; 5MP; select LV28 Scissors 1-3 star; x1.3, 50% chance to trigger, can attack if next turn is a tie) - "50% chance of being invoked! For 1 turn, can attack even on a tie! 1.3 times the damage!" Use base Scissors attack. Rear and roar, then stand amid a swirling of dusty wind!
    • Despite having a similar arcade animation, this repeats the basic DS animations of the pre-use Wind Super Move scene's roar and a camera spinning around the idle stance; this pairing is also repeated in Tie Wind, Power Storm, Mysterious Air, and Dino Illusion, the first animation also being used by Super Cyclone.


Fusion Move Cards[]

See also: Move Cards/Fusion

Within the lists above, each Super Move Element features a trio of 7MP Fusion Moves, one for each Sign, which act as amped versions of the Element's trio of x1.5-power 6MP Moves in specific other-Element Battlefields, but as copies of those Moves (without their effects) in other conditions. Each Element combines with the one it is stronger than, the one opposite it in the effectiveness ring, and the one between those two.

All Fusion Moves possess the same profile, with only Elements and Signs differing:

  • {Name sharing at least one word with the original Move} ({Sign}, red; 7MP; LV48 {same Sign}, LV52 {stronger Sign}; x1.6 / x3.0 in {Element} battlefield) - They play the corresponding 6MP Move's animation when outside the specified battlefield, and the Fusion Move animation when in it.

Alpha Move Cards[]

Alpha Moves are machines invented by the Alpha Gang, and converted into Move Cards by Dr. Z that he gave to his 6 most loyal minions to equip their dinosaurs. Alpha Move Cards can be used by Dinosaurs of any Attribute, but they can only be created by Alpha Dinosaurs and Super Alpha Dinosaurs, which the player can gather during the postgame when they beat the Alpha Gang bosses for the 3rd time (Alpha Dinos) and 4th time (Super Alpha Dinos) each. Despite not being Attribute-dependent, they are called "Alpha Super Moves" in the DinoShot's View Move Cards menu, though are just "Alpha Moves" in the Set Moves menu.

  • Gravity Machine: Attack the opponent with gravity converted into a weapon! May cause pressure.
  • Confusion Machine: Attack the opponent with loud sound waves! May cause confusion.
  • Poison Machine: Attack the opponent with a gush of toxic fluid! May cause poisoning.
  • Sleep Machine: Attack the opponent with sound waves! May cause sleep.
  • Paralysis Machine: Attack with a electric jolt! May cause paralysis.
  • Tie Bomb: Set a bomb that explodes when a tie occurs, leaving both sides with only 1 HP left!


  • Thermal Generator: Absorb Fire super moves.
  • Hydraulic Generator: Absorb Water super moves.
  • Electric Generator: Absorb Lightning super moves.
  • Gravitational Generator: Absorb Earth super moves.
  • Bio Generator: Absorb Grass super moves.
  • Wind-Power Generator: Absorb Wind super moves.


Secret Move Cards[]

Secret Dinosaurs (called "Mystery" in the DS) other than Eoraptor Lunensis each have a trio of personal Secret Super Move Cards that only they can learn or use. These Moves aren't resisted by any Element. They share power modifiers and have no special effects, in fact differing only by Sign and animation, even between Dinosaurs. They have a low power by default, but each Secret Dinosaur's trio has a specific requirement to be used at full power, playing their Sign's base attack (Tail, Ram, Throw) when not properly triggered, and their arcade animations (often with simpler graphics) when properly triggered, with differences noted below. Megalosaurus' Moves likely have the most differences because their animations were not in the English arcade game, perhaps not being finalized until after the DS game's release.

  • Megalosaurus: Can only be used at full power if you lose at Rock, Paper, and Scissors at least once in the battle.
    • Zero G Throw (Rock, (?); 5MP; LV99 Megalosaurus; x1.2 / x1.8 under specified circumstances) - "" Rocks float around the user, and the foe is thrown into the ground twice instead of the ground, a boulder, and then being dropped.
    • Gigantic Fall (Scissors, (?); 5MP; LV94 Megalosaurus; x1.2 / x1.8 under specified circumstances) - "" Three chunks of a large rock are slammed on the foe instead of a giant slab of land, the foe's crush animation is from Big Foot Assault instead, and the rocks are not lifted away again.
    • Psychic Bind (Paper, (?); 5MP; LV89 Megalosaurus; x1.2 / x1.8 under specified circumstances) - "" Different but similar animations play out the same events; after the bites, the foe is shown still trapped by psychic rings instead of the user standing over them.


  • Therizinosaurus: Can only be used at full power if you win at Rock, Paper, and Scissors at least once in the battle.
    • Claw Blade (Rock, (?); 5MP; LV_ Therizinosaurus; x1.2 / x1.8 under specified circumstances) - ""
    • Gyro Claw (Scissors, (?); 5MP; LV_ Therizinosaurus; x1.2 / x1.8 under specified circumstances) - ""
    • Claw Impaler (Paper, (?); 5MP; LV_ Therizinosaurus; x1.2 / x1.8 under specified circumstances) - ""


  • Pachycephalosaurus: Cannot be used at full power until after the 3rd turn of battle.
    • Flying Headbutt (Rock, (?); 5MP; LV_ Pachycephalosaurus; x1.2 / x1.8 under specified circumstances) - "" There are no lights on the corkscrew up.
    • Laser Ray (Scissors, (?); 5MP; LV_ Pachycephalosaurus; x1.2 / x1.8 under specified circumstances) - ""
    • Diving Strike (Paper, (?); 5MP; LV_ Pachycephalosaurus; x1.2 / x1.8 under specified circumstances) - ""


  • Deinonychus: 30% chance to be used at full power each turn.
    • Meteor Strike (Rock, (?); 5MP; LV_ Deinonychus; x1.2 / x1.8 under specified circumstances) - "" The Deinonychus in the attack aren't clearly visible, and force up (or deposit) shards of rock behind the foe after hitting.
    • Crossing Attack (Scissors, (?); 5MP; LV_ Deinonychus; x1.2 / x1.8 under specified circumstances) - ""
    • Spinning Attack (Paper, (?); 5MP; LV_ Deinonychus; x1.2 / x1.8 under specified circumstances) - "" The lead Deinonychus joins two pack members in the attack instead of sending three to attack for it.


Trivia[]

  • Many DS game Moves are based on the animations for Tail Smash (Rock), Kamikaze Tackle (Scissors), and Dino Swing (Paper), which are the 200-, 200-, and 800-Technique recommended Moves of those Signs from the arcade's set of 9 which recommend minimum Technique. Oddly, the other 6 have little if any role, none named: Diving Press and Stomping Hammer's animations appear briefly in other Moves. Neck Crusher is the 200-Technique Move for Paper had the pattern been followed more strictly, but was possibly skipped for being too similar by sharing Kamikaze Tackle's tossing of the foe into the air at the start.
  • Desperate Strike shares its name with a TCG Normal Move, however that version features Stun Dash artwork while the DS's version doesn't feature Segnosaurus; more similar would be the TCG's Desperate Dash card.
Advertisement