Level skills
Tinkore moves and skills
This is a defense-led catalog with forced repetition, one-turn protection, healing, speed reduction, and Steel attacks that improve over time.
| Level | Move | Type | Effect | Power | Uses |
|---|
| Lv.1 | Iron Fortress | Normal | Increases Def and SpD by 5. | — | 10 |
| Lv.1 | Tackle | Normal | Deals Physical damage to one target. | 40 | 30 |
| Lv.10 | Magnetic Field | Steel | Deals Physical damage to the target, and lowers the target's Spe by 1 stage. | 50 | 20 |
| Lv.20 | Encore | Normal | Forces the target to repeat its last used skill on its next turn. | — | 5 |
| Lv.40 | Steel Resonance | Steel | Deals Special damage to the target; Steel-type skills gain +10 Skill Power for this battle. | 55 | 15 |
| Lv.50 | Wild Ram | Normal | Deals Physical damage to one target. | 75 | 15 |
| Lv.60 | Protect | Normal | Grants +1 Priority and becomes immune to damage this turn. | — | 3 |
| Lv.70 | Gear Grind | Steel | Deals Physical damage to the target. | 80 | 15 |
| Lv.90 | Energy Absorb | Normal | Restores 20% of max HP and 1 Ultimate Energy. | — | 5 |
| Lv.100 | Kinetic Impact | Steel | Deals Physical damage to the target. | 100 | 10 |
| Lv.120 | Charged Strike | Normal | Gains +50 fixed damage for 2 turns. | — | 10 |
| Lv.140 | Thermal Ray | Steel | Deals Special damage to the target; For each Steel-type skill used previously, this attack's damage is increased by 20. | 105 | 5 |
Magnetic Field lowers Spe by one stage. Steel Resonance permanently adds 10 power to Steel skills for the battle, Protect blocks damage for its turn, and Thermal Ray adds 20 damage for each previously used Steel skill.