Most of the moves your guardian can learn new moves because of Augmentation.
You can obtain them in exchange for a certain cost in Trainer Tokens, which will be listed here. Augmentations give different bonus to the moves, such as better power, accuracy, or additionnal effects (often damages over time).
When making changes to this page, please list the augmentations by element, and then by name!
Normal
Name
Power
Accuracy
Speed
Cost
Guardian
Level
Needed
Special
Nibble
7
99%
0
10
1
none
Nibble 2
9
99%
0
20
10
none
Nibble 3
11
99%
0
xx
none
Scratch
7
99%
0
10
1
none
Scratch 2
9
99%
0
xx
5
none
Scratch 3
11
99%
0
xx
none
Swipe
7
99%
5
10
1
none
Swipe 2
8
99%
5
15
5
none
Swipe 3
10
99%
5
xx
33% chance to bleed for 2 turnsThe initial hit has a power of 8. Subsequent hits have a power of 3.
Pounce
7
99%
25
10
1
none
Pounce 2
8
99%
25
15
5
none
Pounce 3
9
99%
25
30
20% chance to stun target for 1 round
Bite
8
99%
0
10
none
Bite 2
9
99%
0
15
none
Bite 3
10
10000%
0
30
Bite 3 cannot miss under normal circumstances
Slash
8
95%
5
10
5
none
Slash 2
10
95%
5
20
none
Slash 3
12
95%
5
xx
none
BackStab
9
95%
15
10
10
none
BackStab 2
10
95%
10
20
Attacks faster than BackStab
BackStab 3
11
95%
20
xx
Attacks faster than BackStab 2
Chomp
10
85%
0
10
10
none
Chomp 2
11
85%
0
20
none
Chomp 3
13
85%
0
xx
none
Pummel
10
95%
5
15
15
Random power between 8 and 17 Pummel 1 will hit at least twice with power 4. It can hit up to three more times with power 3. The average power is 10.
Pummel 2
11
95%
5
25
15
Random power between 8 and 20 Pummel 2 will hit at least twice with power 4. It can hit up to three more times with power 4. The average power is 11.
Pummel 3
13
95%
5
35
25
3 guaranteed hits
Quick Attack
10
95%
100
15
15
Attacks quickly
Quick Attack 2
11
95%
100
25
Attacks quickly
Quick Attack 3
12
95%
100
35
Attacks quickly
Rend
11
85%
5
20
20
100% chance on hit to bleed for 2 roundsThe initial hit has a power of 6. Subsequent hits have a power of 2.5.
Rend 2
12
85%
5
30
Initial hit slightly more powerful than rend 1, bleeds
Rend 3
14
85%
5
xx
100% chance on hit to bleed for 3 roundsThe initial hit has a power of 8. Subsequent hits have a power of 2.5.
Bop
11
95%
0
25
25
Decreases special attack by 6
Stomp
11
90%
25
20
20
20% chance on hit to Stun for 1 round
Stomp 2
12
90%
25
35
20% chance on hit to Stun for 1 round
Stomp 3
12
90%
25
xx
25% chance on hit to Stun for 1 round
Crush
11
90%
10
20% chance to stun target for 1 round
Crush 2
12
90%
10
35
20% chance to stun target for 1 round
Crush 3
12
90%
10
xx
25% chance to stun target for 1 round
Reckless Strike
16
99%
10
25
25
50% chance on hit to Stun SELF for 1 round
Smack
13
95%
0
30
30
none
Impale
13
90%
10
30
30
33% chance to stun target for 1 round
Creep
14
95%
0
35
35
Decreases special defense by 6
Flurry
14
85%
5
35
35
2 guaranteed hits, then reduced chance thereafter
Flurry 2
15
90%
5
45
35
Attacks more accurate than Flurry
Flurry 3
17
90%
5
xx
45
3 guaranteed hits
Strike
15
95%
5
40
40
none
Nature
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Vine Whip
8
99%
10
none
Vine Whip 2
9
10000%
20
Vine Whip 2 cannot miss under normal circumstances
Poison Tail
9
95%
10
10
Has a 50% chance to do Nature damage for 1 turn Initial attacks has a power of 8, while the Poison has a power of 2. The average power is 10
Swift Vine
9
95%
10
10
Attacks Quickly
Swift Vine 2
9
99%
25
none
Swift Vine 3
11
99%
35
Has a 50% chance to cause prick for 2 turns Initial attacks has a power of 9, while the 2 pricks have a power of 2. The average power is 11
Bark Skin
0
100%
15
15
Increase Def and S.Def by 6
Bark Skin 2
0
100%
25
Increase Def, S.Def and Speed by 6
Bark Skin 3
0
100%
xx
Increase Def, S.Def by 12 and Speed by 6
Wild Growth
0
100%
15
15
Increases attack and sp. attack by 6
Wild Growth 2
0
100%
25
Increases attack, sp. attack by 6 and accuracy by 6
Wild Growth 3
0
100%
30
Increases attack, sp. attack by 12 and accuracy by 6
Constricting Vine
11
85%
20
20
20% chance on hit to stun for 1 round
Constricting Vine 2
12
90%
35
20% chance on hit to stun for 1 round
Constricting Vine 3
12
95%
40
25% chance on hit to stun for 1 round
Thorn Prick
11
95%
20
20
50% chance on hit to do nature damage for 2 rounds Initial attacks has a power of 9, while the 2 pricks have a power of 2. The average power is 11
Thorn Prick 2
12
95%
30
Initial hit damage is increased Initial attacks has a power of 10, while the 2 pricks have a power of 2. The average power is 12
Thorn Prick 3
14
95%
40
100% on hit to do nature damage for 2 turns Initial attacks has a power of 10, while the 2 pricks have a power of 2
Drain
10
95%
25
20
Heals caster for 25% of damage done
Drain 2
11
95%
40
Heals caster for 25% of damage done
Drain 3
12
95%
50
40
Heals caster for 25% of damage done
Razor Storm
13
95%
30
30
none
Sprout
13
85%
30
30
100% chance on hit to do nature damage for 2 rounds Initial attacks has a power of 9, while the sprouts have a power of 2.
Root
12
95%
35
35
33% chance on hit to stun for one turn
Infest
15
95%
40
40
50% chances to do Nature damage for 2 rounds Initial attacks has a power of 12, while the 2 infestion have a power of 3. The average power is 15.
Fire
Name
Power
Accuracy
Cost
Guardian
Level Needed
Special
Ember
8
99%
10
none
Ember 2
8
10000%
20
10
Ember 2 cannot miss under normal circumstances
Flare
9
99%
10
10
Has a 75% chance to cause burn for 2 turn Initial attacks has a power of 6, while the burns have a power of 2. Average power is 9.
Flame Strike
10
95%
15
15
none
Flame Strike 2
11
95%
25
50% chance to burn for 1 round Initial attacks has a power of 10, while the burn has a power of 2. Average power is 11
Flame Strike 3
12
95%
30
100% chance to burn for 1 round Initial attacks has a power of 10, while the burn has a power of 2. Average power is 12
Smoke Cloud
10
85%
20
20
100% chance on hit to decrease accuracy by 6
Smoke Cloud 2
11
85%
35
100% chance on hit to decrease accuracy by 6
Smoke Cloud 3
12
90%
40
100% chance on hit to decrease accuracy by 6
Piercing Flame
11
95%
25
25
100% chance on hit to reduce special defense by 6
Piercing Flame 2
11
95%
35
100% chance on hit to reduce special defense by 12
Piercing Flame 3
11
95%
45
35
100% chance on hit to reduce special defense by 18
Blazing Speed
0
100%
20
20
Increase speed by 25
Blazing Speed 2
0
100%
30
Increase speed by 25 and increase 'accuracy by 6
Blazing Speed 3
0
100%
xx
Increase speed by 25 and increase 'accuracy by 12
Fire Shield

100%
30
30
Deals damage to opponent every time user is hit
Ignite
13
85%
30
30
Burns for 2 turn The initial hit deals a third of the total damage. Both subsequent hits deal a third as well.
Explode
14
95%
35
35
Attack causes damage to attacker
Cauterize

100%
40
40
Remove all negative status effect. Usable when stunned
Firestorm
16
90%
40
40
none
Water
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Spout
8
99%
10
none
Spout 2
8
10000%
20
Spout 2 can not miss under normal circumstances
Water Blast
9
95%
10
10
none
Water Blast 2
10
95%
25
none
Water Blast 3
11
95%
xx
20% chance on hit to stun for 1 round
Puddle
10
95%
15
15
66% chances on hit to cause water damage for 2 round Initial attacks has a power of 7, while the splashes have a power of 2. Average power is 10.
Puddle 2
12
95%
30
100% chances on hit to cause water damage for 2 rounds Initial attacks has a power of 8, while the splashes have a power of 2. Average power is 12.
Puddle 3
14
95%
40
100% chances on hit to cause water damage for 3 rounds Initial attacks has a power of 8, while the splashes have a power of 2. Average power is 14.
Drip
10
95%
20
20
100% chances on hit to decrease S.Def by 6
Drip 2
10
95%
30
100% chances on hit to decrease S.Def by 12
Drip 3
10
95%
40
100% chances on hit to decrease S.Def by 18
Mist
10
95%
20
20
Heals the opponent if it's a water elemental
Mist 2
11
95%
30
Heals the opponent if it's a water elemental
Mist 3
13
95%
xx
Heals the opponent if it's a water elemental
Water Shield

100%
30
30
Heals for 10 hp every time guardian is hit
Water Cannon
12
95%
25
25
none
Water Cannon 2
13
95%
40
none
Water Cannon 3
14
95%
45
20% chance on hit to stun for 1 round
Deluge
13
95%
30
30
none
Osmosis
15
90%
35
35
none
Dunk tank
15
95%
40
40
100% chance on hit to cause water damage for 2 rounds Initial attacks has a power of 11, while the splashes have a power of 2.
Rock
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Pebble
8
99%
10
none
Pebble 2
8
10000%
20
Pebble 2 can not miss under normal circumstances
Boulder Toss
9
95%
10
none
Boulder Toss 2
9
95%
20
Attacks Quickly
Boulder Toss 3
10
95%
25
Attacks Quickly
Earthen fury
11
90%
10
none
Earthen fury 2
12
90%
30
none
Earthen fury 3
13
90%
xx
20% chance on hit to stun for 1 round
Rockerang
11
95%
10
none
Rockerang 2
11
99%
30
none
Rockerang 3
11
10000%
xx
Rockerang 3 can not miss under normal circumstances
Harden
0
100%
10
Increase attack and defense by 6
Harden 2
0
100%
25
Increase attack, defense and special attack by 6
Harden 3
0
100%
35
Increase attack, defense and special attack by 12
Sand Storm
11
85%
25
Reduces accuracy by 6 on hit
Sand Storm 2
13
85%
35
50% chance to take aditional Rock damage for 2 rounds Keeps the  6 Accuracy on hit. Initial attacks have a power of 11, while the dusts have a power of 2. Average power is 13.
Sand Storm 3
14
85%
40
75% chance to take aditional Rock damage for 2 rounds Keeps the  6 Accuracy on hit. Initial attacks have a power of 11, while the dusts have a power of 2. Average power is 13.
Petrify
3
50%
25
100% chance on hit to stun for 2 rounds
Petrify 2
3
80%
40
Higher accuracy, but only stuns for 1 round
Stone Hammer
12
95%
10
none
Stone Hammer 2
13
95%
30
none
Stone Hammer 3
14
95%
40
20% chance on hit to stun for 1 round
Spike
14
90%
30
none
Crystal Storm
14
95%
35
35
50% chances on hit to cause bleeding for 2 rounds Initial attack has a power of 12, while the bleeds have a power of 2. Average power is 14.
Avalanche
16
90%
40
40
none
Air
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Breeze
9
99%
10
none
Tornado
10
95%
10
none
Storm
11
85%
15
50% chance on hit to reduce accuracy by 6
Cyclone
12
90%
20
10% chance on hit to stun opponent for one turn
Gust
12
95%
20
none
Updraft
13
95%
25
none
Wind Dodge
0
100%
15
Increases defense by 12 and special defense by 6
Wind Trap
0
100%
25
Decreases all attack and defense stats by 6
Zephyr
14
95%
30
50% on hit to do Air damage for 1 additional round
First hit has a power of 12. The wind blades each have a power of power 2. Average power is 14
Wind Axe
14
96%
30
none
Wind Blast
15
90%
15
100% on hit to decrease attack by 6
This move should probably cost more
Air Blade
16
96%
40
none
Poison
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Vile Swipe
8
99%
10
100% chance to cause damage for 2 rounds
Poison Stab
9
95%
10
Fizzling Cloud
10
95%
10
100% chance to cause damage for 2 rounds The initial hit deals a third of the total damage. Both subsequent hits deal a third as well.
Poison Darts
11
95%
15
2 guaranteed hits, then reduced chance thereafter
Leach Cloud
11
75%
15
Heal for 33% of the damage done
Poison Zap
12
95%
20
Corrosive Mist
13
90%
25
Decrease defence and sp defence by 6
Snake Bite
13
85%
25
25% chance to stun target for 1 round
Poison Veins
16
90%
30
Increases enemy's attack and sp attack by 6
Spore
14
95%
30
100% chance to cause damage for 2 rounds The initial hit has a power of 10. The subsequent hits have a power of 2.
Deathly Needle
15
90%
35
2 guaranteed hits, then reduced chance thereafter
Buffs and Debuffs
Name
Power
Accuracy
Cost
Guardian Level Needed
Special
Aim
6
100%
10
5
Increases accuracy by 6
Distract
6
100%
10
5
Decreases special attack by 6
Distract 2
12
100%
25
15
Decreases special attack by 12
Distract 3
18
100%
35
Decreases special attack by 18
Dust Cloud
6
100%
10
5
Decreases accuracy by 6
Hamstring
6
100%
10
5
Decreases speed by 6
Hunker Down
6
100%
10
5
Increases defense by 6
Hunker Down 2
12
100%
25
15
Increases defense by 12
Hunker Down 3
18
100%
35
Increases defense by 18
Meditate
6
100%
10
5
Increases special attack by 6
Meditate 2
12
100%
25
15
Increases special attack by 12
Meditate 3
18
100%
35
Increases special attack by 18
Prepare
6
100%
10
5
Increases special defense by 6
Prepare 2
12
100%
25
15
Increases special defense by 12
Prepare 3
18
100%
35
Increases special defense by 18
Stretch
6
100%
10
5
Increases speed by 6
Sunder
6
100%
10
5
Decreases defense by 6
Toughen
6
100%
20
10
Increases attack and defense by 6
Toughen 2
12
100%
30
20
Increases attack and defense by 12
Toughen 3
18
100%
40
30
Increases attack and defense by 18
Weaken
6
100%
10
5
Decreases attack by 6
Weaken 2
12
100%
25
15
Decreases attack by 12
Weaken 3
18
100%
35
Decreases attack by 18
Wither
6
100%
10
5
Decreases special defense by 6
Work Up
6
100%
10
5
Increases attack by 6
Work Up 2
12
100%
25
15
Increases attack by 12
Work Up 3
18
100%
35
Increases attack by 18
Special Thanks to Gemil for his help!
And Special Thanks to Toto1111 from Kongregate for his help! by Gervax
Community content is available under CCBYSA
unless otherwise noted.