Environmental Attack Effects
Attacks and Moves aren’t just techniques to injure living targets. They’ll often have effects on the target’s possessions or may be useful for manipulating the environment.
For example, a powerful Water or Electric Type attack could soak a Trainer’s electronics or short-circuit them if they aren’t properly protected. For most common devices like cell phones, they might be rendered inoperable until repaired or at least until the end of the Scene, but when it comes to specialty items such as Capture Stylers, Snag Machines, and Class-related items, special shielding or waterproofing may allow them to be used again in as quickly as three rounds.
A Blizzard Move that freezes a Trainer may ice their Potions and render them useless until thawed, or a Flamethrower might burn up Herbs and Apricorns a Trainer carelessly left in their pockets before wandering into battle.
GMs should take note not to overuse this idea to punish Trainers. Generally, Trainers should be assumed to have a holster or small pack that can hold a small handful of consumables like Potions which is protected from most external harm. Nonetheless, it’s a good idea for Trainers to set down their backpacks full of valuables before they get into a fight to avoid having anything destroyed as collateral damage.
Attacks and Moves don’t have to target Pokémon or Trainers either. A Trainer might order their Charizard to use a Flamethrower attack in the woods to start a forest fire, a Conkeldurr might bash down a door with a Superpower, or a Pikachu may zap a server cluster with a Thunder Shock to destroy it.
These effects don’t have to be intentional either. A GM should take into account the logical effects of Moves on the environment, even if a player has forgotten when they order Torkoal to use Overheat in a paper factory.