Dinosaur King
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Dinosaur King

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!" Creep up, then swing around and knock your foe over with your 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!" Charge and hit your foe, sending them sliding back and collapsing!
  • Throw (Paper, red; 1MP; begin with 9 copies; x1.0) - "The basic Paper move! Your dinosaur throws the opponent!" Toss your foe up and over backwards!
    • 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!" Hit your foe with your tail once, twice, then flying away!
  • Tackle (Scissors, red; 1MP; LV2 Europe; x1.1) - "Your dinosaur hits the opponent with a spectacular body slam! 1.1 times the damage!" Toss your foe into the air, then run up and ram them as they fall!
  • Swing (Paper, red; 1MP; LV2 Europe; x1.1) - "Your dinosaur picks up the opponent and throws it! 1.1 times the damage!" Bite your foe's tail and swing them around before tossing them away!
    • 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!" Hit your foe with your tail once, twice, then flying through a boulder!
  • 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!" Toss your foe into the air, then run up and ram them as they fall, sending them through a boulder!
  • Dino Swing (Paper, red; 2MP; LV4 Europe; x1.2) - "Your dinosaur picks up the opponent and hurls it away! 1.2 times the damage!" Bite your foe's tail and swing them around before tossing them through a boulder!
    • 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!" Hit your foe with your tail once, twice, then flying and lodging them into a giant boulder!
  • 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!" Toss your foe into the air, then run up and ram them as they fall, lodging them into a giant boulder!
  • 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!" Bite your foe's tail and swing them around before tossing and lodging them into a giant boulder!
    • 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; remove 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 foe!
  • Life Slash (Scissors, red; 3MP; LV11 Asia; remove 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 foe!
  • Life Drain (Paper, red; 3MP; LV12 Europe; remove 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 foe!
    • 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 your foe 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 foe! 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 your foe 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 your foe 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 your foe 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 your foe with a neck bite!
  • Jumping Headbutt (Paper, yellow; 5MP; LV19 N. America; x1.4, current foe Attack -10% (x0.9)) - "Stegoceras makes a headbutt! Lowers the enemy's attack power! 1.4 times the damage!" Stegoceras knocks your foe over with its head, spins them around, then leaps and divebombs them with its head!
  • Skydive (Rock, yellow; 5MP; LV26 N. America; x1.4, current foe Attack -10% (x0.9)) - "Quetzalcoatlus attacks the enemy! Lowers the enemy's attack power! 1.4 times the damage!" Quetzalcoatlus flies up, bites and lifts your foe 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 your foe—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% (x1.1) 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% (x1.15) 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% (x1.2) 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% (x0.9) 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% (x0.85) 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% (x0.8) 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 but stays low.
  • 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, the glowing star at your feet also rising.
  • 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 very high.
    • The animation effects of the three Moves are similar but unique based on their relative intensities.
    • 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. Without Cryolophosaurus, the rainbow cone effects are also used as generic healing animations in various Super Moves.


  • 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 spins and grows taller but stays low.
  • 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 but stays low.
    • 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, the glowing star at your feet also rising.
    • 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 very high.
    • 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. Tie Recovery and Special Recovery's losing effects match Rejuvenation, while its tying effects match Light Recovery and its winning effects match Intense 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, {(presumably) does not carry to next foe if it defeats current foe?}) - "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, does not carry to next foe if it defeats current foe) - "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 new random foe move each of next two turns, {unknown if it carries to next foe if it defeats current foe (?)}) - "For two turns, Velociraptor blocks one of the opponent's moves!"
    • Velociraptor rams, then stomps three times on your foe! Only the final 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, carries to next foe) - "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 (still used this turn), carries to allies, MP still refills as normal) - "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, {(presumably) carries to allies?}) - "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 at certain levels when doubled.
    • Troodon rams, then stomps three times on your foe! Only the final 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% (x0.9) 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% (x0.8) 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% (x0.7) 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% (x1.1) 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% (x1.2) 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% (x1.3) 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 if user loses next turn, not for ties or allies) - "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) around you; upon a loss, Pawpawsaurus wags its tail, then takes your place in the foe's Move animation, resulting in no damage for you!
    • 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, but Battlefields will still be summoned.
    • 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 from you, then blue/purple smoke drains from your foe behind a 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 from you, then blue/purple smoke drains from your foe behind a 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.