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Viewing Single Post From: Offical List Of Attacks
.:Lukas:.


[size=7]Here is the complete List of all Attacks. To find the move you wish for, use CTL + F and search.Also if an Attack has EG next to it means it uses up energy.[/size]


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A

Absorb (:Grass)Low Damage,Special,EG
-- The user makes contact with the user, be it a small tackle or simply touching them to drain some Energy and HP

Acid (:Poison)Good Damage,Physical
-- The user spits out a powerful acid substance that burns the flesh and has a small chance of poison. The acid usually comes from the mouth.

Acid Armour (:Poison) EG
--The user coats it self in a hard acid substance that acts as an armor and sharply raises it's defenses.

Acupressure (:Normal) EG
-- The user concentrates, and puts pressure on two small pressure points on its body, stimulating its nervous system and boosting one of its stats. However, without a significant knowledge of it's body's pressure points, as well as precision, the user has no control over which stats get boosted.

Aerial Ace (:Flying)Good damage,Physical,EG
-- The user disappeares into air and reappeares infront or behind the opponent to deliver a good flying based blow. This attack is very sudden and almost impossible to dodge.

Aeroblast (:Flying) Heavy,Special,EG
-- The user powers up and releases a powerful blast of air and flying energy that inflicts heavy damage on the target.

Agility (:Psychic) EG
-- The user concentrates their energy into their mobility in one of two ways, either a quick burst of speed or a more long-term concentration on speed rather than power.

Air Cutter (:Flying) Great,Special,EG
-- The user sends out many small versions of air slash that will slice up an opponent.

Air Slash (:Flying) Great,Special,EG
-- The user beats its wings rapidly, forming a blade of air that shoots at the target, dealing a decent amount of damage.

Amnesia (:Psychic)
--The user forgets it's basic moves (Global Moves) in return it's special defense sharply raises.

Ancient Power (:Rock) Good,Special,EG
-- The user gathers energy from ancient pokemon and uses it to move the earth itself to deliver a good blow. Theres a small chance that it will retain some of the energy, raising all it's stats by a little.

Aqua Jet (:Water) Low,Physical,EG
-- The user surrounds itself in water then uses it to propel itself at amazing speeds ,much like a torpedo, regardless of speed changes and delivers a powerful blow to the opponent, be it a tackle or a small punch. Deals good damage.

Aqua Ring (:Water) EG
-- The user uses surrounding water to create a ring that gradually heals it and allies. The more water used, the faster the heal.

Aqua Tail (:Water) Great,Physical,EG
-- The user surrounds it's tail with Water and slams the foe with it for great damage. The accuracy depends on the size of the tail.

Arm Thrust (:Fight) good,physical
-- The user delivers a single powerful open-palmed thrust.

Aromatherapy (:Grass)EG
-- The user creates a ball of a special aroma. The ball then expands in all directions healing all pokemon from status ailments.

Assist (VA) EG
-- The user's hands glows and then it uses a random SP Attack from the attacks known by it's team mates.

Assurance (:Dark) Good,Physical
-- The user hits the opponent with a dark powered fist. If he was attacked before the move was performed his rage will assure that the hit is twice as powerful than before.

Astonish (:Ghost) Light,Physical
-- The user darts in, dealing light damage with a tackle-like attack and trying to briefly confuse the opponent, using speed to hit the opponent from an angle where it wasn't expecting.

Attack Order (:Bug) Great,Special,EG
-- The user (always Vespiquen) summons a large number of small, Combee-like insects from the surrounding environment, and manipulates them into attacking the target in unison, with a high chance of critical hit. The small insects are blind and thus are not affected by moves such as Heal Block or Mist. However, even the lightest of damage can kill these insects before they reach their target.

Attract (:Normal)
-- The user tries to sexually attract the foe. If it succeds the foe won't attack most of the time. The mental state of the foe is also taken into account to see if the move works or not.

Aura Sphere (:Fight) Heavy,Special,EG
-- The user creates a ball of fighting energy and fires it at the opponent. The user can control the ball to it's liking but when it gets close to another energy source (Another Pokemon) it will chase it down making this attack hard to dodge.

Aurora Beam (:Ice)Good,Special,EG
-- The user fires a wide, rainbow-coloured beam which expands as it travels. Does good ice-type damage.

Avalanche (:Ice) Good,Physical
-- The user creates a large ice ball above it's head and using it's energy, the large sphere of ice explodes and launches an amount of Ice and Snow to crush the opponent.

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Barrage (:Normal) Light,Special,EG
-- The user shoots dozens of energy blasts at the enemy rapidly.

Barrier (:Psychic)EG
-- The user forms a large protective barrier infront of them, protecting them from most physical attacks

Baton Pass (:Normal) EG
-- First the user creates a Baton of pure energy.
The Pokémon switches with another one of the trainers Pokémon. The new Pokémon that is sent out gains all the buffs and de-buffs that the old Pokémon had, and also gains a temporary attack increase. This is the ONLY way a trainer can switch Pokémon in a Switch=KO battle.

Beat Up (:Dark) Various, EG
-- Using Dark energy, the user summons energy from all healthy (no paralysed, frozen, or KO'ed) allies the trainer has brought to the battle, to create dark images of these Pokémon that hit the opponent once, each for minor damage, then disappear.

Belly Drum (:Normal)
-- The user goes beats his/her belly and goes into a beserk status by sacrifising half of it's HP. The user wont stop attacking and even though it feels pain it won't stop

Bide (:Normal)EG
-- The user takes a defensive stance and a red aura glows around it. It bides attacks for as many turns as it wishes. Each hit expanding it's aura. If it can endure the attacks it then releases the aura in a large explosion that deals twice the amount of damage it took.

Bind (:Normal)Light,Physical
-- The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. Probability of the opponent escaping depends on the conditions of the match. For example, a Pikachu which is tired stands no chance of getting out of a fresh Onix's bind, even after a few rounds. The opponent's and user's move selections during this time are hampered at the ref's discretion.

Bite (:Dark)Good,PHysical
-- The user surrounds it's teeth with a dark aura and bites the opponent for good damage.

Blast Burn (:Fire) Heavy,Special,EG
-- The user creates a powerful orb of fire and fires it at the opponent dealing heavy damage and it has a large chance of burn. The attack tires the user so much that it cannot attack the lext turn.

Blaze Kick (:Fire)Great,Physical,EG
-- The user's leg is covered in flames and it delivers a great flaming kick with a small chance of burn.

Blizzard (:Ice)Heavy,Special,EG
-- The user creates an amazingly powerful burst of wind,snow, and ice that surrounds the foe, freezing most things on touch and dealing heavy damage. Theres a 10% chance of full body freeze.

Block (:Normal) -- The user creates a field across the field that prevents the pokemon from escaping or returning to it's ball.

Body Slam (:Normal) Various,Physical
-- The user runs towards the opponent and throws their full body weight at them. "Paralysis" only occurs if the user weighs significantly more than the opponent, and they are pinned underneath, with a varying chance of escaping. Paralysis can also come from severe damage from the attack, referee's discretion.

Bone Club (:ground) Good,Physical
-- The user (Always Cubone/Marowak) hits the opponent with their bone, that deals some damage.

Bone Rush (:ground)Light,Physical
--user (Always Cubone/Marowak) rushes forth and strikes the opponent with their bone numerous times, each strike causing minor damage.

Bonemerang (:ground)Good,Physical
-- The user (Always Cubone/Marowak) throws their bone, so it acts like a boomerang, that hits the opponent for some damage, then hits again for more damage as the object flies back towards the thrower.

Bounce (:Normal) Great,Physical
-- The user jumps as high as possible then lands on the opponent. The impact could be enough to paralyze the opponent.

Brave Bird (:Flying) Heavy,Physical
-- The user spreads it's wings far apart and flies high up. Then it is surrounded in flying energy and it swoops down,delivering a powerful blow that has such an impact that it deals slight recoil.

Brick Break (:Fight) Great,Physical
-- The user delivers a powerful chop that destroys Light Screens and Reflects and all other barrier type attacks for Great Damage.

Brine (:Water) Good,Special,EG
-- This move works the best if the user is swimming in a body of water of appreciable size (the saltier, the better); however, the user can try to use water from its body to a lesser effect. The user secretes a high amount of salt into the surrounding water, and then sends a small wave of the brine at the target, dealing a decent amount of damage to it. If the target is wounded enough on the outside, the salt will causes the pain to flare up, doubling the damage taken.

Bubble (:Water) Light,Speical,EG
-- The user spits out a stream of bubbles that explode on contact for light damage.

Bubblebeam (:Water)Great,Special,EG
-- The user sends out a stream of watery bubbles that explode even harder than Bubble. Deals Good Damage.

Bug Bite (:Bug) Great,Physical,EG
-- The user rushes up to the target, biting them for a small amount of bug damage, and disorients the target for enough time so that the user can steal and eat any held berries the target might have.

Bug Buzz (:Bug) Great,Special,EG
-- The user flaps it's wings rapidly making a powerful shockwave full of bug energy. The noise can only be heard by the foe that is being hit and it blocks out all other sounds ,including commands and sound based attacks. This attack might make the foe more suspensible to Special Attacks.

Bulk Up (:Fight)
-- The user focuses energy across his body, raising his attack and defense

Bullet Punch (:Steel)Good,Physical
-- The user runs towards the target with faster than “Agility” speed and throws a light, close-range punch.

Bullet Seed EG (:Grass)Light,Physical
-- The user shoots out 10-12 small, but fast moving seeds at the opponent. Each seed does very minimal damage, but the total damage from the attack can reach mediocre levels.

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Calm Mind (:Psychic) -- The user focuses and clears it's mind raising it's aura and raising it's Sp Attack and Sp Defense.

Camouflage (:Normal) -- The user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

Captivate (:Normal) -- The user tries to impress the target, but will only succeed if the target is of the opposite gender. In impressing the target, the user makes them more susceptible to special attacks.

Charge EG (:Electric) -- The user charges up electric energy making the next attack 1.5 times more powerful.

Charge Beam EG (:Electric) – In a similar act to the move “Charge,” the user concentrates electrical energy within their body. However, instead of holding it in, the energy is fired out in a concentrated beam. This manner of attack allows the user to hold enough of an energy signature within to perform with an increased result if the next attack is a special attack.

Charm (:Normal) -- The user becomes more charming, making the opponent not only more hesitant to attack, but reducing the power of their attacks as well. Rules regarding how long this attack lasts are the same as "Attract."

Chatter (:Normal) -- The user babbles in a high-pitched key that can cause internal disruption for minor damage and (or) confusion.

Clamp (XX) -- The user grabs the target with its jaws or shell, squeezing tightly. Rules applying to how long this attack lasts are the same as "Bind."

Close Combat (:Fight) -- The user throws care, defense, and restraint entirely to the side, instead opting for concentrating on a brutal, close-in beating using every technique they know; the attack is lethal and highly accurate, but the amount of energy expended attacking, and making sure each blow hits, makes them extremely vulnerable to any attack made while they attack. For several minutes afterwards, the user's defense and special defense remain drastically lowered, though they both slowly recover over time.

Comet Punch EG (XX) -- The user throws a lightning-fast barrage of punches at the opponent, each jab hitting for minor damage.

Confuse Ray (:Ghost) -- The user directs a single bright wave of light at the target that affects it mentally, causing it to become confused. The user can send the Ray out in many directions, up to 180 degrees at once, but the power of the confusion will be greatly diminished the larger the area of the Ray. The power of the confusion is also influenced by the distance from the user, referee's discretion.

Confusion EG (:Psychic) -- The user sends a painful image to the foes head with a 30% chance of confusion.

Constrict (XX) -- The same attack as "Bind" except usually used with vines, tentacles, and the like. Rules applying to this move are the same as "Bind."

Conversion (:Normal) --The user's first type becomes identical to the first type of the target, and obtains all weaknesses and resistances of that type.

Conversion2 (:Normal) --The user's first type becomes the most resistant type to the target's first type, and obtains all weaknesses and resistances of that type.

Copycat (:Normal) -- The user copies the last move the target successfully used, although not necessarily at the same power. For instance, a Bonsly couldn't replicate the sheer force of an Earthquake just used by a Camerupt.

Cosmic Power EG (:Psychic) -- Consuming a significant amount of psychic energy, the user summons the heavens to gain a blessing, mysteriously gaining solid increases in their physical defence and ability to resist damage from special attacks.

Cotton Spore (:Grass) -- The user releases a cloud of dust that, when breathed by the opponent, causes the opponent to slow down by triggering allergic reactions, such as itchy eyes and sneezing.

Counter (:Fight) -- The user glows red, and allows the next attack to hit it. However, the attack must either be where the opponent uses a physical attack. If the opponent does hit with a physical attack, the user will retaliate with double the power of the attack.

Covet (:Normal) -- The user attempts to charm the victim, approaching while maintaining an alluring facade. The user then darts in, attempting to steal whatever item the user is holding, and dealing light damage with a tackle-like attack while doing so. Covet works better if the victim is already in a Charm-like state, and will be modified by the current emotions in battle. Items which are the lifeblood of the victim (Marowak bone, etc.) will be much harder to steal than any other item.

Crabhammer (:Water) -- The user smashes either the ground or the water, sending a shockwave of water energy towards the opponent, emanating from the inside of the Pinsir. If the user hits water with it, the attack will be much more powerful, about that of Hydro Pump. The attack can also be used directly on an opponent, which deals solid, physical damage, sending a shockwave of energy into the opponent.

Cross Chop (:Fight) -- Like a 'Mega Punch' version of 'Karate Chop', the user's hand glows white as it delivers a hard chop down onto the opponent for heavy damage. While the attack isn't as accurate as Karate Chop, it deals much more damage. However, there is a chance for recoil if the user is not accustomed to using the side of their hands, or the target is unique (Onix, Jolteon, etc.).

Cross Poison (:Poison) -- The user’s claws, or wings, are fueled with poison energy. With two slashes in the form of an “X”, created in a similar fashion as the move “Cross Chop,” the user hits the enemy for decent damage, with the deep cuts containing a good chance of poisoning them.

Crunch (:Dark) -- The user bites the opponent fiercely, directly injecting Dark energy into their body, even if their outer body is hard. The bite only does minor to moderate damage, but the Dark energy deals a good amount of damage.

Crush Claw EG (:Normal) -- The user focuses energy into its claw and slams it hard into the user for very good damage. Essentially, it's Mega Punch in claw form.

Curse (:Ghost) -- If the user is a Ghost type Pokémon, it uses a good amount of energy to cast a spell on itself and one opponent. If the spell is successful, the ghost loses half of their remaining health in order for the opponent to lose half of the sacrificed health each round. Pokémon who can take more overall damage can obviously withstand the curse longer than others. A ghost using Curse cannot use any methods of healing while Curse is active. After the Curse is placed, the damage done per round will decrease if the user is far from the opponent, although reduction is up to the referee. After the user is KO'ed, the attack will do a lowered amount of damage in the 2 subsequent rounds after the knockout, and then completely fade away. If the user is recalled, the curse stops.

Curse (:Normal) -- If the user is not a Ghost type Pokémon, the user sacrifices speed for power. The user concentrates its energy into its muscles, usually by tightening them up, like flexing. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. The amount of change in stats is up to the referee, although it usually will be about 1/3 increase in defense and attack, with a 1/2 reduction in speed. Multiple curses can be used, but the effects will not be seen nearly as much. The attack wears off after several rounds, or if the user is lulled into a dazed, confused or sleeping state.

Cut (:Normal) -- The user draws a large cut across the target's body. If it is a critical hit, it can deal severe damage that can lead to the target being forced out of the battle for emergency treatment.

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Dark Pulse EG (:Dark) -- The user gathers dark energy into their mouth or hands, and fires off several waves of dark energy in all directions.

Defend Order (:Bug) -- The user (always Vespiquen) summons a large number of small, Combee-like insects from the environment, and manipulates them into a forming a moving wall around her, helping to defend against all attacks. These insects fall at even the lightest of attacks.

Defense Curl (:Normal) -- The user curls up into a defensive position, and most physical hits now do less damage.

Defog (:Flying) -- The user flaps it's wings to blow away any gasses or powders.

Destiny Bond (:Ghost) -- The user ties it's destiny to the foe. For 3 rounds any damage the user recieves will be delt at half force to the opponent.

Detect (:Fight) -- The user focuses all of its energy into concentrating on its opponent for the round. While concentrating, the user can tell which clone is the real one in a Double Team, and can see better in Mists, etc. It's main purpose is usually to avoid attacks, however. If the Pokémon is told to detect one attack, it will be used as a one-move attack. If told to detect more than 1, it will be a 2-move attack. The odds of Detecting an attack/image have the following base stats: 80% for the first attack, 50% for the second attack, and 25% for the third. Each are independent of each other, meaning the user can detect the second attack but not the first. These values are also modified by factors such as energy, Pokémon and attacks, at the referee's discretion.

Dig (:ground) -- The user digs underground and attacks the opponent from underneath shortly after. As the digger digs, the tunnel simply collapses, leaving nary a trace. If the user is not accustomed to being underground, then they must constantly move, as the ground will collapse on them if they stay still for too long, and certain Pokémon can't handle that.

Disable EG (:Normal) -- The user sends a small shock-type attack that disables a Pokemon's body part sealing any attacks that use that body part.. The disabled body part depends on the area the attack hit. (So if an arm is hit, you can't perform Fire punch etc.)

Discharge EG (:Electric) -- The user discharges a large amount of electric-energy on a 3 meter radius. It shocks anything it comes in contact with dealing good damage and a small chance at paralysis.

Dive (:Water) -- The user dives into the water or dives from the air while taking the foe with it slamming both of them into the ground.

Dizzy Punch EG (:fighting) -- The user hits target with a heavy punch that has a 20% chance of confusing the target.

Doom Desire EG (:Steel) -- The user (always Jirachi) calls on a steel-version Future Sight which can come down from the heavens in anywhere from 1 to 3 rounds. Halfway before the attack comes, snowflakes of energy come raining down gently which calm the victim. The beam of energy which rains down is Steel- Tpe, and deals extreme damage.

Double-Edge (XX) -- The user slams into the opponent hard, in a fashion to maximize the damage dealt, but also in a rather painful way to use, taking some recoil damage.

Double Hit (:Normal) -- The user strikes the target twice with a fist, wing, claw, head (in Weezing’s case), etc.

Double Kick (:Fight) --The user delivers two powerful consecutive kicks one after the other.

Double Team (:Normal) -- The user creates multiple illusions to trick the opponent.

Doubleslap (XX) -- The user hits the opponent in a fury of slaps, each hit for minor damage.

Draco Meteor EG (:Dragon) – The use roars into the sky calling forth a giant metor that slams into the ground for heavy damage. The meteor moves very slow and shatters when it hits the ground leaving metoer pieces.

Dragon Claw EG (:Dragon) -- The user focuses Dragon energy into their claws and then swipes at the target, dealing very good damage.

Dragon Dance (:Dragon) -- The user performs an ancient dance that powers up it's speed and attack.

Dragon Pulse EG(:Dragon) -- The user roars, creating a fast-moving shockwave that is then fired at the target with excellent accuracy for good damage.

Dragon Rage EG (:Dragon) -- The user surrounds itself in dragon energy then he conjures up it's rage and rams into the opponent.

Dragon Rush EG (:Dragon) -- The user summons Dragon energy in itself and quickly tackles the opponent. Upon impact, the energy passes into the opponents body for decent damage.

Dragonbreath EG (DG) -- The user breathes out a greenish-blue mist-flame onto the opponent, possibly burning (10%), or more likely, paralysing (30%).

Drain Punch EG (:Fight) --The user focuses energy into it's fist and delivers a good punch to the opponent ,draining half of the damage done.

Dream Eater EG (:Psychic) -- The user drains the target's thoughts whilst asleep, causing the target to lose some health and a significant amount of energy, and uses it to replenish some of the user's health and energy. If the target has thoughts going through its mind that the user of Dream Eater would find unpleasant, this can have an adverse effect, and result in a loss of energy, though health would still be restored.

Drill Peck EG (:Flying) -- The user spins rapidly as it dives to peck at the opponent, like a flying drill, for heavy piercing damage.

Dynamicpunch EG(:Fight) --The user charges for a punch. After a while then delivers a powerful punch that is easy to see coming but always confuses the opponent and deals good damage.

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Earth Power EG (:Grass) --Summoning the power of the earth the user bring up pieces of the terrain and slam them onto the opponent. Depending on the terrain the type might change.

Earthquake EG (:ground) -- The user either jumps or pounds the ground, sending shockwaves through the ground to possibly multiple opponents. The type of ground involved determines the effectiveness of this attack, as sand, snow, mud, etc. could possibly hinder or even prevent this attack from working.

Egg Bomb (XX) -- The user fires out 10-12 large egg-like objects that explode upon contact with the target to deal high damage.

Embargo (:Dark) -- The user makes a dark prison around the foe's held items and makes it unusable.

Ember EG (:Fire) -- The user fires a small fire ball that will expand on contact. Low damage, 20% Burn.

Encore (:Normal) -- The user claps his hands and tries to force the opponent to repeat the last move it did. Theres a 60% chance of it working each round but it can only work for 5 rounds altogheter.

Endeavor (XX) -- The user summons all the pain and injuries he recieved recently and uses it to power up a powerful tackle-like attack that will make the opponent's HP the same as the users. This means the lower your HP is,the better this move works.

Endure (:Normal) -- The user gets in a defensive position and uses it's energy to endure the next attack. This makes sure he's left with at least 1 HP. Chances of working decrease per usage.

Energy Ball EG (:Grass) -- The user expels a charge of solar energy that is naturally gathered by the body towards the opponent for good damage. If the attack hits perfectly, it can damage the target’s defenses slightly.

Eruption (:Fire) EG -- The user fires off a large explosion at the cost of alot of energy. This move works better the more HP you have.

Explosion (:Normal) --The user sacrifices his HP and Energy to create a large contained explosion capable of decimating Pokemon that are at 100%. The damage the user and the foe takes depends on how much Energy your willing to sacrifise to power-up the explosion.

Extrasensory (:Psychic) EG --The user focuses a psychic field around the opponent and uses high pressure to try to crush the opponent mentally. Good Damage.

Extremespeed (XX) EG -- The user consumes a significant amount of energy to move as quickly as it possibly can, striking the opponent for very good physical damage, which is boosted thanks to the increased momentum. Extremespeed is faster and more powerful than Quick Attack, but uses a lot more energy.

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Facade (XX) -- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses.

Faint Attack (XX) -- The user uses Dark energy to become invisible, for about a half of a second. He then warps to the opponent and does a quick dark-powered swipe.

Fake Out (:Normal) -- The user darts in as quickly as possible and gets in a light hit, which can startle the opponent. The hit, unlike Astonish, is a straight on attack, not from the side, which makes repeated usage nigh impossible.

Fake Tears (:Dark) -- The user cries fake tears to distract the opponent and hinder their attacking power. The effectiveness depends on the foes current mental state.

False Swipe (XX) -- The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent. This can be used to intimidate or to force the opponent to use a defensive tactic.

Featherdance (:Flying) -- The user spreads feathers around the stage. The feathers contain energy segments that lower your opponent's attacking power as they fly by.

Feint (:Normal) -- The user goes in for a light attack of any sort. If Protect/Detect is on he will pause just as it takes effect and quickly jump to the other side of the opponent and hit him from behind.

Fire Blast EG (:Fire) -- The user charges fire energy and fires a powerful fire ball that moves pretty slow making it pretty easy to dodge. Be aware, when the ball comes in contact with anything it will explode in a large star shape, the flames have high chances of causing burn.

Fire Fang EG (:Fire) -- Several teeth of the user begin to charge with fire energy, and are used to bite the opponent with light force. There is a small chance of partial area burn or quick loss of muscular movement where the biting occurred. After the use of Fire Fang, the user’s mouth needs a few seconds to lose all of the energy it harnessed and reset to its normal condition.

Fire Punch EG (:Fire) -- The user punches the target hard with a fist charged with fire energy, which has a 10% chance of burning the punched area.

Fire Spin EG (:Fire) -- The user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, trapping the opponent inside for anywhere from 5 to 30 seconds, depending on the severity of the hit and the amount of flame used into the tornado. Damage done while inside is light, with the most damage coming from the opponent trying to escape.

Fissure EG (:ground) -- The user charges a huge amount of energy and slams the ground sending a shockwave through the ground. Then the earth cracks and splits trapping the foe inside causing devestating injuries that cause One Hit KO's. The shockwave is pretty slow so it's easy to dodge, but everyonce in a while this attack can sneak up one you.

Flail (XX) -- Using the damage it has taken so far as a measure of its desperation, the user flings forward and slams into the opponent, dealing more damage the user itself has taken. At maximum power, this attack deals damage equal to 3 Body Slams. If the user has less than 50% health, this attack begins to lose its success rate, lowering to as low as 50% when the user approaches 100% damage (User's damage -- 50% = X, 100% -- X = success chance). Should 'Flail' hit but fail due to a lowered success rate, the damage done becomes equivalent to a 'Headbutt' attack.

Flame Wheel EG (:Fire) -- The user surrounds itself in spiraling flames and charges at the opponent dealing a powerful tackle with a low chance of burn.

Flamethrower EG (:Fire) -- The user fires out a long, straight beam of fire that hits the target for great damage. It has a 10% of giving the target a burn.

Flare Blitz EG (:Fire) – The user’s body is literally consumed by an overwhelming flame, as the user charges at the opponent, ramming them with significant force. This flame is powerful enough that the user will take damage from it until it dissipates.

Flash (:Normal) -- The opponent flares brightly in a burst of light that heads in all directions. The light is extremely bright, and temporarily blinds the opponent, and possibly permanently if the user has sensitive/enhanced eyesight. The target can remain temporarily blinded for up to five turns. In addition, dark arenas can be lit up with this move for this turn and the next, after which it returns to darkness.

Flash Cannon EG(:Steel) -- The user gathers steel energy to create a perfect sphere and launches it at the opponent. When the sphere comes in contact with something it does great damage but also splits into several smaller spheres that do light damage on contact.

Flatter (:Dark) -- The user attempts to flatter the opponent(s), which initially startles them, leaving them slightly confused, but will also boost their confidence in their own attacks, usually the last 1 or 2 the victim performed before the Flatter. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Fling (:Dark) -- The user throws its held item at the opponent, with the damage that is dealt varying based on the item. The stronger the thrower, the more damage the attack will cause.

Fly (:Flying) -- The user flies up at a fast rate, dodging any attacks that may come and swoops down to smash the opponent below. The higher the flight, the faster the fall and the more damage the attack. The Pokemon is also surrounded by a massive gust while in this attack, powerful enough to lift humans and small pokemon allowing air combact while riding it. The wind will stay up as long as it's flapping it's wings.

Focus Blast (:Fight) EG-- The user focuses as hard as they can, turning that very focus into raw power which then is sent as a single blast towards the target, dealing a heavy amount of damage, and making the target even more susceptible to subsequent special attacks.

Focus Energy(:Fight)-- Focuses they're mind to raise the chances of a critical attack.

Focus Punch (:Fight) EG -- The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack. Energy and damage are equivalent to Hyper Beam, with damage also being modified by the user of the move. The charge time, as well, is like Hyper Beam, with a full charge doing the lethal damage, but consuming a very significant amount of time and energy.

Follow Me (:Normal) -- The user taunts the opponent(s), coaxing them to attack the user instead of anything else. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Force Palm (:Fight) -- The user performs an open handed palm strike that ,with enough force, can paralize the opponent.

Foresight (:Normal) -- The user shoots out a red beam from its eyes, filling the arena with the light, which fades immediately. Double Team, Invisibility, etc. will prove to be worthless, and the user of Substitute will be shown, among other effects. Ghosts will be physical for the duration of Foresight. The effects of Foresight last for 7-10 rounds, regardless of whether the user is switched or KO'd.

Frustration (:Normal) -- The user releases any frustration it has accumulated this match, through misses, damage, or general annoyance, in a savage beat down on the opponent for fairly high damage.

Fury Attack (:Normal) -- The user rushes the opponent and throws an assault of punches, kicks, and general attacks at the opponent in rapid fashion, each hit for minor damage.

Fury Cutter (:Bug) -- The user strikes the opponent in a fury of slashes, each hit becoming more powerful than the previous, as the user devotes itself to a battle frenzy. If a hit misses, the users hits become weak again. Can inflict increasingly large cut wounds.

Fury Swipes (:Normal) -- The user swipes at the opponent numerous times, usually with claws or something sharp. Each swipe can inflict minor bleeding wounds.

Future Sight (:Psychic) -- The user summons an attack that will arrive anywhere from 1 to 3 rounds later, depending on how long the rounds last time-wise. The attack comes from behind making it hard to predict.

G

Gastro Acid (:Poison) -- The user vomits up a sticky, acidic substance all over the target. This attack grounds Levitating Pokémon, makes “Intimidating” Pokémon lose their effect over others, and negates most abilities that have not been in use yet (such as Sand Stream already being in effect). Besides covering the target in the goo to negate its ability, Gastro Acid has no other effect. Gastro Acid doesn’t, however, affect the following abilities: Anticipation, Battle Armor, Forewarn, Huge Power, Immunity, Insomnia, Normalize, Oblivious, Own Tempo
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Offical List Of Attacks · Aruma Database
The Pokémon Republic
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