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.:Lukas:.


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Hail (:Ice) -- The user spends good energy sending a mixed beam of ice and water energy to the sky, akin to Sunny Day. The energy chills the moisture in the clouds, and the addition of the water thanks to the beam causes it to fall. Like Rain Dance, one use of this move will simply add moisture and reduce the temperature of the clouds. After 2 uses, small pellets of ice will fall onto the battlefield. The length of the hailstorm will be for the next several rounds, with modifications based on the moisture level of the clouds, temperature, etc. Hail will not create new clouds, and if the area isn't cold enough to maintain the solid phase of the pellets, it will just change to rain.

Hammer Arm (:Fight) -- The user exerts a lot of energy into swinging their arm in a hammer-like motion, and thus may appear to be slower after the move is complete.

Harden (:Normal) -- The user's exterior glows, making it's shell/exoskeleton harder. This increases physical defense, with multiple uses giving less of a boost each time. The boost is both short term (very high, indeed) and long term (fair increase in defense).

Haze (:Ice) -- The user exhales a light purple mist to fill the arena, which eliminates Double Team images as well as lowers visibility.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard.

Head Smash (:Rock) -- The user focues rock energy into his head and headbutts the opponent for great damage.

Heal Bell (:Normal) -- The user creates a golden bell out of pure energy. The bell starts to ring and it heals any status problem to all who hear it.

Heal Block (:Psychic) -- The user creates a eeriee mist across the field that prevents opponents to heal. The mist stays around for 5 rounds and doesn't hinder accuracy because it's clear.

Heal Order (:Bug) -- The user (always Vespiquen) summons a large number of small, Combee-like insects from the environment, and absorbs them into her body, via digestion or their movement into her honeycomb fixture, healing a good portion of her wounds and restoring some energy.

Healing Wish (:Psychic) -- The user sacrifices a desired amount of energy and creates a sphere of light infront of it. It then returns to it's Pokeball for rest. The next Pokemon the trainer sends out will absorb the sphere and have it's HP restored by the same amount of energy used to create the sphere. The sphere can't be stolen by other the Opponent's Pokemon.

Heat Wave (:Fire) -- The user exerts a large amount of heat from it's body which creates a Heat Wave that spreads apart the entire field. This move uses alot of energy but deals heavy damage and can even cause weakened Pokemon to faint or struggle due to the heat.

Helping Hand (:Normal) -- The user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.

Hidden Power (Depends on User) -- The user shoots several coloured waves of energy out of its eyes, which deal very good damage.

Hi Jump Kick (:Fight) -- The user jumps really high into the air, then falls down towards them with a foot extended to deal a hard kick. If it misses, some damage is taken to the leg as it lands with its full weight on the one leg.

Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts minor to heavy damage, depending on the amount of contact and momentum.

Horn Drill (:Normal) -- The user's horn spins like a drill . It then charges at the opponent's direction attempting to hit it. The user moves rather slow and can't see very well as the drill spins but if the opponent is hit with the drill, it leads to an instant KO.

Howl (:Normal) -- The user howls, increasing their confidence in battle. which in turn increases their attack/special attack power, and can also boost the confidence of their partner(s).

Hydro Pump (:Water) -- The user shoots out a powerful spiraling water stream that can decimate an opponent. It usually comes from the mouth but it can also come from the hand and cannons (For Blastoise)

Hyper Beam (:Normal) --The user fires a powerful white beam at the opponent. The power of this attack leaves it very tired and unable to attack for the following round.

Hyper Fang (XX) -- The user bites very hard into the target, doing heavy damage.

Hyper Voice (:Normal) -- A sound-based attack, the user creates a loud, violent boom with its voice, which strikes all opponents in the area for good damage. While this attack is being used other sound based attacks are negated.

Hypnosis (:Psychic) -- The user carefully focuses and releases slow-moving, hypnotic waves that can either put the opponent to sleep or implant false visions in their mind (Trainer's choice). In order for the visions to work or the victim to fall asleep, eye contact is absolutely necessary. A lack of eye contact can result in the attack leaving the victim drowsy or confused.

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Ice Ball (:Ice) -- The user fires an Ice Ball at the opponent, each time it uses this move it's size and power grows.

Ice Beam (:Ice) -- The user fires a beam of ice that moves straight at the opponent. It causes great damage and freezes whatever part it touches. 10% chance of full body freeze

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

Ice Punch (:Ice) -- The user punches the target hard with a fist charged with ice energy, which has a 50% chance of a partial area freeze.

Ice Shard (:Ice) -- The user throws multiple shards of very sharp ice with great speed and accuracy.

Icicle Spear (:Ice) -- The user creates around 6 spears of ice and throws them at the opponent for good damage.

Icy Wind (:Ice) -- The user sends a freezing gust of wind at the opponent that can numb his body and hinder speed.

Imprison (:Psychic) -- The user places a lock on the opponent which makes it so it can't use moves the user knows. (Global Attacks don't count)

Ingrain (:Grass) -- The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.

Iron Defense (:Steel) -- The user performs an attack similar to Harden, except it´s more powerful, lasts longer and lowers mobility much more. Of course, the attack uses more energy than Harden.

Iron Head (:Steel) -- The user surrounds it's head with a steel energy and headbutts the opponent for great damage.

Iron Tail (:Steel) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent for good damage. Damage and accuracy is also dependent on the user´s tail.

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Jump Kick (:Fight) -- The user jumps into the air in front of the target, then kicks it in the higher regions of the body, the full weight of its body put into the kick. If it misses, the momentum of the kick can flip the user partially, resulting in not landing on good balance or not on its feet at all, and taking some damage.

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Karate Chop (XX) -- The user chops at the target, aiming for a weak spot or pressure point that would cause a critical hit.

Kinesis (:Psychic) -- The user creates a psychic field around itself that will make it harder for the opponent to see the user. Stronger versions of this attack actually redirect attacks.

Knock Off (XX) -- The user attempts a light, quick strike in an attempt to knock an item away or off an enemy.

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Last Resort (:Normal) -- When all other options have been attempted, the Pokémon can gather a significant portion of their energy into a single attack, charging at their opponent in an all-or-nothing physical assault (Last Resort is not affected by the use Global Attacks).

Lava Plume (:Fire) -- The user spews an extremely deadly and very hot lava substance onto the opponent with a better-than average chance of causing a partial-area or full-body burn. Lava Plume can affect several targets at the same time if they stand in similar vicinity.

Leaf Blade (:Grass) -- The user performs a slash attack powered by grass energy.

Leech Life (:Bug) -- The user bites the target and holds on, dealing some damage and then draining energy straight from the victim's body. The energy is then used to restore some health and energy.

Leech Seed (:Grass) --The user fires off a seed that turns into a vine-like net that drains hp from the target the user.

Leaf Storm (:Grass) -- Using tremendous energy, the user summons a storm of leaves from either its environment or from inside itself to attack the enemy with great force. Because of the sheer power it takes, the user may be tired after the attack and thus might have a weaker offense. These leaves travel too quickly to be blown away, but are still susceptible to fire.

Leer (:Normal) -- The user glares at the opponent attempting to scare it and lower its defenses.

Lick (:Ghost) -- The user licks the target with its tongue, to cause light ghost damage. It also has a 30% chance of paralysing the target.

Light Screen (:Psychic) --The user creates a clear wall made of psychic energy that weakens and sometimes completly blocks Special Attacks. However physical attacks can easily break the Screen.

Lock-On (:Normal) -- The user locks onto an opponent making the next attack an almost sure hit.

Lovely Kiss (:Normal) -- The user kisses the target or sends a few heart shaped pieces of energy, which has a 75% chance of lulling it into a daze.

Low Kick (:Fight) -- The user kicks at the opponent in its lower areas, usually the legs, damaging it and possibly making movement more difficult. The heavier the foe, the more damage.

Lucky Chant (:Normal) -- The user recites a chant, lasting a few seconds in length, which creates small, invisible fields of energy that cover the more sensitive regions of the body (such as the eyes) makinig it impossible to deliver a critical hit.

Luster Purge (:Psychic) -- The user fires off a sphere of psychic energy that expands in a flash once it hits the opponent to deal great damage and maybe even lowering it's special defenses and hurting it's eyes temporally.

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Mach Punch (:Fight) -- The user delivers a quick punch in a technique similar to 'Quick Attack', for a quick, although weak shot of damage.

Magic Coat (:Psychic) -- The user creates a mystical aura that prevents status ailments such as poison and burn. This aura lasts for about 6 rounds.

Magical Leaf (:Grass) -- The user sends out highly energized leafs that pursue the target even after being knocked down and they can't be burned. Deals good damage.

Magma Storm (:Fire) -- The user sends out a large amount of magma into a spiraling stream that may trap the foe and deliver heavy damage. The spiraling is unpredictable thus making it inaccurate.

Magnet Bomb (:Steel) -- Ther user combines elctric and steel energy to fire off a power magnetic blast that explodes and magnifies all steel. It causes good damage.Since it draws enermies towards it, steel or not, it is undodgable in most cases.

Magnet Rise (:Electric) -- Using a good amount of energy, the user than lifts itself with magnetic force. This changes it's ability to levitate.

Magnitude (:ground) -- A variation of Earthquake, it involves less shaking and more splitting of the ground. Not very effective in areas with solid ground, such as indoors or on concrete and such, as the ground splitting is much harder to accomplish.

Mean Look (:Normal) -- The user looks deep into the opponents eyes and,using energy, taps into the opponents mind to frighten it to the point where it cannot escape.

Meditate (:Psychic) -- The user concentrates and focuses its energy more effectively, boosting its attack power.

Mega Drain (:Grass) -- The user concentrates, and drains a small amount of energy directly from the opponent at a fast rate, using the energy to restore a small portion of its own energy and recover health slightly.

Me First (:Normal) --The user attempts to force the opponent to go last.

Mega Kick (XX) -- The user's foot glows white with energy, and deals a high impact kick that sends smaller opponents flying.

Mega Punch (XX) -- The user's fist glows white with energy, and deals a high impact punch that sends smaller opponents flying.

Megahorn (:Bug) -- The user smashes a horn glowing with bug energy, into the target, dealing very heavy damage.

Memento (:Dark) -- The user sacrifises all it's HP in return to put a curse on the opponent that lowers all of its stats by 1 stage.

Metal Burst (:Steel) -- The user lets out a painful steel based burst of energy in a dome fashion that does good damage to anyone who hears it.

Metal Claw (:Steel) -- The user's claw is surrounded in a Steel shell which he then uses to slash at the opponent.

Metal Sound (:Steel) -- The user makes a loud ping noise, which could drive all nearby Pokémon to cover their ears or possibly make them more susceptible to attacks.

Meteor Mash (:Steel) --Ther user's fist or claw is surrounded by a steel energy cover. The user then jumps up and punches in a downward motion as it's falling. Though the attack can be used on the ground, but its less effective for the prize of slightly better accuracy

Metronome (:Normal) -- For several seconds, the user twitches a pair of digits, usually fingers, back and forth in unison. Then, these digits glint with white light, and strange things happen with no explanation. The user will use a completely random attack, there are no limits at all.

Milk Drink (:Normal) -- The user uses its milk to replenish its energy and some health. Alternatively, it can give back energy and some health to another Pokémon in the squad, but cannot revive an already fainted Pokémon.

Mimic (:Normal) -- The user copies the opponent's last used move for the remainder of the battle.

Mind Reader (:Normal) -- The user reads the mind of its opponent, following its every movement. This allows it to dodge the following attacks with ease but also raises its accuracy making the next few attacks almost dead on. Uses alot of energy.

Minimize (:Normal) -- The user shrinks in size, and its attack and defence powers decrease. The user's evade increases, but the speed and special powers remain constant. The move uses significant energy, and lasts about 4-5 rounds.

Miracle Eye (:Psychic) -- Using a special type of psychic energy, the user dispels all illusions, allowing it to see its opponent clearly. In addition, it suppresses any resistances to the effects of standard psychic energy.

Mirror Coat (:Psychic) -- The user creates a mirror with psychic energy that will reflect special attacks back at it at double damage. The user still takes damage from these attacks however.

Mirror Move (:Flying) -- The user remembers the attack that was last used against it, and then uses it back against the opponent, within usage limits similar to Mimic.

Mirror Shot (:Steel) -- The user takes some part of its steel body to reflect sunlight or some other source of energy into the target to cause damage to its body. If the beam hits the targets eyes, accuracy loss may also ensue. During a period of little to no sunlight or other energy source, the attack loses power and affectability.

Mist (:Ice) -- The user exhales a freezing cold cloud of light blue fog , severely reducing visibility and also deals light ice damage if it hits the opponent.

Mist Ball (:Psychic) -- The user sends a ball of Psychic energy at the opponent, dealing good damage and possibly lowering their ability to concentrate on high-powered attacks for a short time.

Moonlight (:Normal) -- The user calls upon moonlight to recharge itself. Using a lot of energy, the user takes in the nightlight, and is now given a good chunk of health back in return. This move can :NormalT be used if the moon is not out, and this attack's effectiveness is reduced or prevented if natural light is limited or not availiable in the arena.

Morning Sun (:Normal) -- The user calls upon the light of the sun to recharge itself. Using a lot of energy, the user takes in the sunlight, and is now given a good chunk of health back in return. This move can :NormalT be used if the sun is not out, and this attack's effectiveness is reduced or prevented if natural light is limited or not available in the arena.

Mud Bomb (:ground) -- The user fires a large ball of mud that explodes on contact, which a pretty high chance to hit the opponenent's eyes, thus lowering accuracy.

Mud Shot (:ground) -- The user shoots a large ball of mud from its mouth at the opponent, dealing very good damage.

Mud Sport (:ground) -- The user tries to kick up a lot of mud in an attempt to weaken the accuracy and ability of all Pokémon to use or take damage from electric attacks.

Mud-Slap (:ground) -- The user throws mud, or whatever available debris is around, at the target's eyes, trying to prevent them from seeing properly. This attack does little damage, and lowers the target's accuracy until the mud comes off.

Muddy Water (:ground/:Water) -- The user whips up a great wave of powerful, but dirty, water to attack the opponent. Might reduce accuracy.

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Nasty Plot (:Dark) -- The user concentrates, focusing its mind on some evil, mischievous, or downright dirty scheme. In doing so, it gets a sharp increase in special attack power, especially in its main types, as well as the Dark type.

Natural Gift (Varies) -- The user absorbs power from the berry it's holding and then using that new found power it slams into the opponent.

Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, but it must be in the user's moveset. If the arena is a sandy one, perhaps Sandstorm; in a mountain area, Rock Slide, etc.

Needle Arm (:Grass) -- The users arm or other appendage glows with energy, as the user smacks it into the opponent for very good damage.

Nightmare (:Ghost) --The user traps the foe into a nightmare in which they will take some good damage each round. THis move can only be used on sleeping foes. On foes that were already to sleep since the start of the battle it wakes them up quicker, but they still take damage.

Night Shade (:Ghost) -- The user emits a dark shade across the arena that will damage the foe mentally.

Night Slash (:Dark) -- Concentrating, the user extends a small aura of darkness around itself, before rushing into the target for a slashing attack, with a high chance of critical hit.

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Octazooka (:Water) -- The user (Always Octillery) fires off a high powered water attack from its mouth which is lined with octupus ink. If the ink-filled water hits its the opponents eyes, it could severely hinder the opponent's vision.

Odor Sleuth (:Normal) -- The user attempts to sniff out where its opponent is.

Ominous Wind (:Ghost) – The user breathes out a strong wind laced with Ghost energy for decent damage. Every so often the power that the user summons will accidentally make him stronger as well.

Outrage (:Dragon) -- The user goes into a frenzy in which it attacks with physical and special attacks. The frenzy doesn't last long but it's very powerful. However it leaves the user confused.

Overheat (:Fire) -- The user shoots out a very heavy stream of flame which does a great deal of damage, but leaves the user very tired afterwards and lower on fire energy for a significant amount of time.

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Pain Split (:Normal) -- This move is alot like destiny bond. The user will link it's pain with the foe. When the user is KO'ed the oppoenent will recieve half the damage of the last hit used to KO it.

Pay Day (XX) -- The user creates coins that fly at the opponent, similar to 'Swift', yet the coins remain in the arena and can be used for other things later in the battle.

Payback (:Dark) -- The user focuses it's mind on getting vengeance for whatever the target last did in battle, even if the last thing it did was get called out. Its mind focused, the user rushes in for a physical strike. The attack is stronger if the thought of vengeance is still strong in the user’s mind as compared to when the user is less upset.

Peck (XX) -- The user uses an appendage, usually the beak or horn, to peck the target. This attack does reasonably light damage.

Perish Song (:Normal) -- The user sings an eeriee song that dooms any Pokemon that hears it. In 3 turns in which the song was sung all pokemon will faint. The effect cancels if you or the opponent switch their pokemon.

Petal Dance (:Grass) -- The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent. The attack is basically a higher powered Razor Leaf, but thanks to the dancing and moving involved, the user will be disoriented after the move is over.

Pin Missile (:Bug) -- The user fires a barrage of small spikes from its body, which can easily pierce even thick skin, yet rarely do more than just pierce the exterior for minor damage.

Pluck (:Flying) -- The user rams into the target, dealing decent damage and also getting the two near enough for the user to steal the target’s berry, using its nimble beak/mouth. Upon stealing the berry, it is eaten, and the target is left with a nasty bite/peck to further the damage dealt.

Poison Fang (:Poison) -- The users fangs glow with poison energy as it bites the opponent, with a decent chance of poisoning the victim.

Poison Gas (:Poison) -- The user spits a cloud of weak, light, poisonous gas. This gas will probably poison anything that breathes it in, and Pokémon that attempt to attack while breathing it will use more energy than normal due to the fact that they're getting insufficient oxygen. This attack is not flammable.

Poison Jab (:Poison) -- The user uses a pointy part or a fist, anything that can jab the opponent and surrounds it with poison energy. Then the user jabs the opponent with said part causing a small chance of poison.

Poison Sting (:Poison) -- The user fires a massive amount of pin-like projectiles from its mouth or quills, and can poison if enough hit.

Poison Tail (:Poison) -- The users tail glows with poison energy as it smacks the victim for good damage.

Poison Powder (:Poison) -- The user releases a cloud of poisonous dust that poisons when inhaled. If the powder stays on the opponent's skin for too long, there's a slight chance of the user becoming poisoned from it.

Pound (XX) -- The user punches the opponent, causing some damage.

Powder Snow (:Ice) -- The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does little damage, but extremely chills the opponent and has a 10% of partial freezing.

Power Gem (:Rock) -- The user creates multiple energy shards with the properties of rocks. Then he launches them at the opponent. Great Damage.

Power Swap (:Psychic) -- The user focuses, and uses psychic energy to manipulate any alterations either combatant has made for offensive purposes, be they attack stances, mind-sets, or simple growth, and switches such alterations between itself and one opponent.

Power Trick (:Psychic) -- The user concentrates, using its psychic energy to manipulate its own mind-set and physical state, simultaneously turning that which was used defensively to offense, and that which was used offensively to defense.

Power Whip (:Grass) -- The user utilizes vines to whip its opponent in a very rapid and extremely hurtful manner. In the case of Lickitung and Lickilicky, however, they use their tongue, instead, to whip the opponent in an equally powerful manner.

Present (:Normal) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from light, near harmless damage, to an almost assured KO, and may even restore some health to the opponent.

Protect (:Normal) -- The user creates a protective field that blocks out all attacks for a round. the chance of it working gets lower and lower and it takes quite a bit of energy.

Psybeam (:Psychic) -- The user shoots out a lightning-like psychic beam to strike the opponent. With enough force the psychic force will get into it's head and confuse it

Psycho Cut (:Psychic) -- The user manipulates it's psychic energy into the form of a blade, or to sharpen an existing blade. It then rushes in for a precision strike with a high chance of a critical hit.

Psycho Shift (:Psychic) -- The user uses its psychic energy to manipulate its ailments, whether it is poison, paralysis, or something else, removing them from its body, and transferring them to its opponent. Psycho Shift, when used by a weaker Pokémon, will not always fully remove the effects of the status condition from itself, and thus the full effect of the condition might not always be transferred.

Psych Up (:Normal) --The user copies the foes stat raises.

Psychic (:Psychic) -- The user uses it's psychic abilities to pick up objects and slam them into the opponent, or pick up the opponent itself and slam it into other things. The user can also attempt to crush the opponent's mind. This attack deals heavy damage and has a good chance at confusion but it's also very energy consuming.

Psycho Boost (:Psychic) -- The user shoots out a very concentrated beam of psychic energy which does a great deal of damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time.

Psywave (:Psychic) -- The user emits powerful waves of mental energy in the direction of the target that take the form of a number of rings, about the size of the user and then becoming progressively smaller. The number of rings generated varies randomly between 3 and 7, though if the user is concentrating on the attack hard, it will often generate a number of rings in the larger end. When these rings come into contact with something, opponent or otherwise, a fair amount of physical damage is delivered, and if the object is capable (has a mind), it causes mental disorientation and pain, often leaving them unable to think clearly for a short time after.

Pursuit (:Dark) -- The user goes into a possessed-like state in which it follows the opponent to the ends of the earth, literally. It moves at amazing speeds until it hits with a dark-powered attack.Even if the opponent attempts to return to it's ball the user will intercept and slam it causing twice the damage.
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Offical List Of Attacks · Aruma Database
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