diff --git a/src/data/move.ts b/src/data/move.ts index 73a5ca423..32c81f155 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2828,66 +2828,106 @@ export class NaturePowerAttr extends OverrideMoveEffectAttr { case TerrainType.NONE: switch (user.scene.arena.biomeType) { case Biome.TOWN: - case Biome.METROPOLIS: - case Biome.SLUM: moveId = Moves.TRI_ATTACK; break; + case Biome.METROPOLIS: + moveId = Moves.DARK_PULSE; + break; + case Biome.SLUM: + moveId = Moves.SLUDGE_BOMB; + break; case Biome.PLAINS: + moveId = Moves.ROUND; + break; case Biome.GRASS: + moveId = Moves.GRASS_KNOT; + break; case Biome.TALL_GRASS: + moveId = Moves.POLLEN_PUFF; + break; case Biome.MEADOW: + moveId = Moves.GIGA_DRAIN; + break; case Biome.FOREST: + moveId = Moves.BUG_BUZZ; + break; case Biome.JUNGLE: - moveId = Moves.ENERGY_BALL; + moveId = Moves.LEAF_STORM; break; case Biome.SEA: - case Biome.SWAMP: - case Biome.BEACH: - case Biome.LAKE: - case Biome.SEABED: - case Biome.ISLAND: moveId = Moves.HYDRO_PUMP; break; + case Biome.SWAMP: + moveId = Moves.MUD_BOMB; + break; + case Biome.BEACH: + moveId = Moves.SCALD; + break; + case Biome.LAKE: + moveId = Moves.BUBBLE_BEAM; + break; + case Biome.SEABED: + moveId = Moves.BRINE; + break; + case Biome.ISLAND: + moveId = Moves.LEAF_TORNADO; + break; case Biome.MOUNTAIN: moveId = Moves.AIR_SLASH; break; case Biome.BADLANDS: - case Biome.DESERT: - case Biome.WASTELAND: - case Biome.CONSTRUCTION_SITE: moveId = Moves.EARTH_POWER; break; + case Biome.DESERT: + moveId = Moves.SCORCHING_SANDS; + break; + case Biome.WASTELAND: + moveId = Moves.DRAGON_PULSE; + break; + case Biome.CONSTRUCTION_SITE: + moveId = Moves.STEEL_BEAM; + break; case Biome.CAVE: moveId = Moves.POWER_GEM; break; case Biome.ICE_CAVE: - case Biome.SNOWY_FOREST: moveId = Moves.ICE_BEAM; break; + case Biome.SNOWY_FOREST: + moveId = Moves.FROST_BREATH; + break; case Biome.VOLCANO: - moveId = Moves.FLAMETHROWER; + moveId = Moves.LAVA_PLUME; break; case Biome.GRAVEYARD: - case Biome.RUINS: - case Biome.TEMPLE: moveId = Moves.SHADOW_BALL; break; + case Biome.RUINS: + moveId = Moves.ANCIENT_POWER; + break; + case Biome.TEMPLE: + moveId = Moves.EXTRASENSORY; + break; case Biome.DOJO: - moveId = Moves.AURA_SPHERE; + moveId = Moves.FOCUS_BLAST; break; case Biome.FAIRY_CAVE: - moveId = Moves.MOONBLAST; + moveId = Moves.ALLURING_VOICE; break; case Biome.ABYSS: + moveId = Moves.OMINOUS_WIND; + break; case Biome.SPACE: - moveId = Moves.DARK_PULSE; + moveId = Moves.DRACO_METEOR; break; case Biome.FACTORY: - case Biome.LABORATORY: moveId = Moves.FLASH_CANNON; break; + case Biome.LABORATORY: + moveId = Moves.ZAP_CANNON; + break; case Biome.POWER_PLANT: - moveId = Moves.THUNDERBOLT; + moveId = Moves.CHARGE_BEAM; break; case Biome.END: moveId = Moves.ETERNABEAM;