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| Offical List Of Attacks | |
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| Topic Started: Dec 2 2007, 05:36 PM (375 Views) | |
| .:Lukas:. | Dec 2 2007, 05:36 PM Post #1 |
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[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] [size=7]A[/size] 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. [size=7]B[/size] 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. [size=7]C[/size] 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. [size=7]D[/size] 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. [size=7]E[/size] 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. [size=7]F[/size] 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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| .:Lukas:. | Dec 2 2007, 05:45 PM Post #2 |
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[size=7]H[/size] 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. [size=7]I[/size] 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. [size=7]J[/size] 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. [size=7]K[/size] 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. [size=7]L[/size] 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. [size=7]M[/size] 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. [size=7]N[/size] 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. [size=7]O[/size] 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. [size=7]P[/size] 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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| .:Lukas:. | Dec 2 2007, 05:49 PM Post #3 |
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[size=7]Q[/size] Quick Attack (:Normal) -- The user runs towards the opponent with faster- Than-'Agility' speed, then slams into the opponent for fast but light damage. [size=7]R[/size] Rage (:Normal) -- The user deals a powerful blow that grows with each hit. It's powered by rage. Rain Dance (:Water) -- The user calls upon the skies and causes precipitation to fall. A Rain storm begins. In the rain Water Pokemon's attacks become much more powerful. This heavy rain also weakens the power of fire moves and makes Solar-based attacks less effective. Rapid Spin (:Normal) -- The user spins rapidly blowing away any trap type moves and to ram into the opponent to do light damage. Razor Leaf (:Grass) -- The user fires off sharp leaves that cut up the opponent. The leaves can easily be blown away or burnt.Deals good damage Razor Wind (:Flying) -- The user creates a sharp and dense blade of wind that can cut deep into most opponents.Deals great damage Recover (:Psychic) -- The user glows a purple-ish glow that recovers half of it's HP and heals any injuries and can recover lost limbs. Recycle (:Normal) -- The user attempts to reuse a broken or previously used item which it's currently holding. Reflect (:Psychic) -- The user creates a protective dome around itself and allies that will severely weaken physical blows. Refresh (:Normal) -- The user sheds its skin, expending a good deal of energy to rid itself of burn, poison which hasn't seeped in yet and paralysis from Thunderwave, et al. Rest (:Psychic) -- The user falls into a short 2 rounds sleep which completly heals all of it's injuries and restores all of it's hp. It can still be woken up by berries and attacks. Return (XX) -- The user relates to its current happiness state, becoming 'energized' depending on how content it is and how well it's doing in the battle. It then uses this energy to deliver a strong hit, dealing more damage the happier it is. Revenge (:Dark) -- The user's attack power is based on whether or not they were recently attacked, and if so, how hard. Reversal (:Fight) -- When the user is in a tight spot reverse works best. It's a counter attack in which it grabs the foe and throws it onto the ground. The tighter the spot the stronger the move will be. Roar (:Normal) -- The user roars loudly, scaring most opponents (unless they have no reason to fear a roar from the user, such as a large size advantage) and distracting them from the battle. Rock Blast (:Rock) -- The user shoots out several rocks which deal very good damage. Rock Climb (:Normal) -- The user charges at the opponent as with the power to climb steep cliffs. The impact could be enough to confuse the opponent.Causes heavy damage Rock Polish (:Rock) --The user's body shines and it starts to spin around, colliding with any nearby surfaces, each time it hits something it raises it's gleam and speed. Rock Smash (:Fight) -- The user focuses energy into his fist and delivers a Rock Crushing blow for good damage. The power is strong enough to mess with the opponent's systems and lower the foe's accuracy. Rock Slide (:Rock) -- The user hits the ground with a bit of rock energy. This will send any loose rocks flying at the opponents. It can used on any surface and it will cause rocks to fly at the opponents.Deals great damage Rock Throw (:Rock) -- The user picks up an object, usually a rock (almost anything can replace a rock), and throws it at the opponent to inflict moderate damage.This attack doesn't always have to involve picking up. The user can send nearby rocks flying at the opponent using their energy.Deals good damage, however this can change depending on the amount of rocks. Rock Tomb (:Rock) -- The user stomps on the ground,summoning rocks that entrap the foe. Deals great damage Rock Wrecker (:Rock) -- The user charges at the opponent to deliver a rock powered tackle that deals slight recoil.Deals Heavy damage Role Play (:Psychic) -- The user consumes significant energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Role Play's ability should be moderate, and shouldn't give the user amazing abilities. Rolling Kick (:Fight) -- The user gets on a handstand and spins around kicking the opponent multiple times. Rollout (:Rock) -- The user curls up in a ball and rolls towards the opponent crushing anything in it's path. Roost (:Flying) -- The user roosts itself and lands on the ground to restore half it's HP. But for one round the user is considered a Ground type. [size=7]S[/size] Sacred Fire (:Fire) -- The user (Always Ho-oh) releases a powerful, high energy flame that inflicts heavy damage on the target. Safeguard (:Normal) -- The user creates a barrier that blocks off all status changing attacks. Sand Tomb (:ground) -- The user creates a intensified sand storm by using alot of energy. This sandstorm traps the opponent making it hard to move and retaliate. Sand-Attack (:ground) -- The user kicks up sand or grit into the target's face, making it harder for them to see and so reduces the target's accuracy. Sandstorm (:Rock) -- The user whips up a sand storm that gradually hurts non ground,rock, or steel types and raises the defenses of ground,rock,steel by 50%. This move reduces accuracy if the opponent is not one of the listed types and it hinders the power of moonlight/Morning Sun and other weather based attacks. Scary Face (:Normal) -- The user makes a face that scares the target off slightly, possibly making them more hesitant to attack. Scratch (:Normal) -- The user scratches the target, dealing some damage. Screech (:Normal) -- The user screeches at a very high pitch, irritating the opponent and making it lose concentration. Secret Power (:Normal) -- The user gather power from the terrain and sends a powerful orb of energy dealing good damage. This comes with a random status effect that is based on the terrain. Seed Bomb (:Grass) -- The user charges energy into a seed and launches it at the foe. The seeds explode when they come in contact to deal great grass damage. Seismic Toss (:Fight) -- The user grabs the opponent, then slams them to the ground hard. The more experienced the user is, the more damage they deal to the opponent. Self Destruct (:Normal) -- The user glows and then blows up. If it is near to the target it inflicts extreme damage. After the attack is finished, the user is knocked out automatically. Shadow Claw (:Ghost) -- Utilizing Ghost energy, any of the user’s claws begin to pulse with this energy and he dashes at the opponent and delivers a powerful slash. Shadow Ball (:Ghost) -- The user creates a ball of pure Ghost energy and fires it at the opponent for great damage. Shadow Punch (:Ghost) -- The user's fist glows with ghost energy as it punches the victim for good damage. Shadow Sneak (:Ghost) -- The user's shadow sneaks under the opponent and delivers a good blow. Sharpen (:Normal) -- The user uses it's energy to sharpen it's attacking power. Sheer Cold (:Ice) -- The user's body is surrounded by ice,snow, and hail and it fires off a powerful horizontal snow storm. This attack requires a huge amount of energy and it's direction can't be changed after it's started but if it hits it will trap the foe in a mass of ice and snow that will instantly OHKO it. Shock Wave (:Electric) -- The user creates a ball of electricty that fires off multiple electric shock waves. Signal Beam (:Bug) -- The user shoots out a beam of bug energy which looks like Psybeam and does decent damage. Silver Wind (:Bug) -- The user performs a Gust attack which has small waves of bug energy in it, doing good damage. Sing (:Normal) -- The user sings a soothing tune that sends the target to sleep. It takes a while for Pokémon to fall asleep, however, about 10 seconds of uninterrupted singing will do that. Sing CAN affect all Pokémon in the area, meaning Friendly Pokémon are also affected. Stealth Rock (:Rock) -- The user surrounds the foe with sharp flying rocks. As the opponents team move around the field the small rocks might knock into them and cut them. Sketch (:Normal) -- The user copies the last attack that was made against it, and knows it permanently. May only be used once per match. Owner must inform officials of this change. Theres a 10 Attack maximum. If you use it again the officials will randomly change a move. Skill Swap (:Psychic) -- The user consumes a large amount of energy that it uses to actually transfer the opponent's abilities and switch them with the one it's currently holding! Skull Bash (:Normal) -- The user launches itself head-first at the target in a flying headbutt, set to do heavy damage. The user is protected from recoil by a white glow covering its head, which adds damage to the attack as well. Sky Attack (:Flying) -- The user fflies into the sky stalking it's prey for a weak point then dives down at full speed and attacks it. Sky Uppercut (:Fight) -- The user performs a vicious uppercut punch, jumping while performing it, which sends the victim flying. Slack Off (:Normal) -- The user takes a break, attempting to regain energy. Slam (:Normal) -- The user quickly picks up the opponent and slams it to the ground (exactly how, to be ordered by the user), dealing decent damage depending on the situation. Variations on this move are endless, and may include a variety of grappling throws and wrestling techniques. Slash (XX) -- The user scratches at the target with its claws, and has a very high probability of getting a critical hit. Sleep Powder (:Grass) -- The user releases a fine powder, which if inhaled, causes the target to go to sleep. Sleep Talk (:Normal) -- The user, if it is asleep, which it must be for this attack to work, uses a random technique that it knows in the direction that it is facing. Sludge (:Poison) -- The user fires a large mass of sludge at its target that splatters on contact. The sludge has a high chance for poison on contact. Sludge Bomb (:Poison) -- The user sends out a powerful bubble of of poison that explodes on contact. Smellingsalt (:Normal) -- Hits the Pokémon with a solid punch which knocks the user out of paralysis. Smog (:Poison) -- The user exhales a thick cloud of vision-reducing smoke at the opponent, which not only is possibly poisonous if inhaled, but also rather explosive if ignited. Smokescreen (:Poison) -- The user exhales a light smoke that fills the arena to greatly inhibit sight. The smoke is mostly harmless, and does little other than reduce visibility to about two or three feet. Unlike Smog, it is not combustible. Snatch (:Dark) -- The user places a curse on the opponent which prevents them from using any recovery moves or status boosting attacks on themselves for the next few rounds. If the victim does use one, then the Snatch-er gains the benefits. Snore (:Normal) -- While asleep, the user snores very loud so that it creates a shockwave of sound, capable of delivering minor damage. Softboiled (:Normal) -- The user eats an egg of pure energy that restores 1/2 of it's HP. uses alot of HP. Solar Beam (:Grass) -- The user collects pure energy from the sun for 1 round. Then it fires it in the form of a straight beam for heavy damage. Sonic Boom (:Normal) -- The user creates a small shockwave that moves rather slow but always deals 20% damage. Spark (:Electric) -- The user surrounds itself in electricity and tackles the opponent. Spider Web (:Bug) -- The user shoots out a web which covers the target, greatly hindering its movement. Spike Cannon (XX) -- The user launches 15-20 small spikes at the target, delivering very light damage with each hit. Spikes (:ground) -- The user spins around, spreading small spikes all over the arena, localized wherever the user wants. Spikes can be aimed as a direct attack, as well, although accuracy suffers like any projectile attack. Should any Pokémon step on these during the match, they will deliver moderate damage to the victim and possibly make movement painful for a number of rounds. Spit Up (:Normal) -- The user shoots out a beam of energy comprised of the energy taken during Stockpile. Spite (:Ghost) -- The user consumes significant energy putting a sort of "Curse" on the opponent. After the user finishes Spiting the opponent, the victim will feel like they performed the last move they pulled off more than once. Splash (XX) -- The user flops around randomly, doing next to nothing. It is possible it could deal some minor damage if it hits the opponent, but is likely to take just as much damage in recoil. If in a liquid, the liquid can be splashed around, possibly on the target. Spore (:Grass) -- User releases a small, very localized mist that heads for the target. When inhaled, the target falls asleep. Steel Wing (:Steel) -- A wing of the user becomes covered in a metallic silver-colored hard shell like 'Harden', which it then uses to smash into the opponent for fairly heavy damage. It also has a chance of lowering the victim's defense. Stockpile (:Normal) -- The user bites a victim, and uses a very intense Leech-Life-esque attack, draining the victim of energy at a decent rate. Stomp (XX) -- The user jumps on the opponent, smashing hard with its feet. Damage is higher if the opponent is already knocked down, and also deals more damage the heavier the opponent is. Stone Edge (:Rock) --The user surrounds it's body with floating sharp rocks that levitate by the use of energy. It then rams into the foe causing great damage. Strength (XX) -- The user conjures up an amazing amount of strenght and attacks the opponent. String Shot (:Bug) -- The user sprays out a fine, sticky string that hinders the target's movement and so slows it down. Struggle (XX) -- If the user has completely run out of attack energy, it can struggle, where the user tries to inflict as much damage as possible to the target, without caring about getting its movements timed right. It does quite some damage, but 1/4 of the damage done to the target is given back to the user as recoil. Stun Spore (:Grass) -- The user releases a cloud of spores that paralyzes the opponent if inhaled. If the spore simply comes into contact with the opponent but is not breathed in, it has a 33% chance of paralyzing if it isn't shaken or washed off fairly quickly. Submission (XX) -- A move with a lot of possible applications, the variety of a Submission attack is hindered only by the imagination of the trainer. The user grabs its opponent, and can perform any reasonable hold or throw. Substitute (:Normal) -- The user creates a single clone that can do all the attacks the user can. The user must sacrifise 1/4 of it's HP. The Substitute will have that much HP (25%) Sucker Punch (:Dark) -- The user focuses dark energy into it's fist and strikes the opponent right as it's about to attack. Sunny Day (:Fire) -- The user sends a small beam of energy skyward, causing all clouds to clear out and sunlight to shine brightly. The sun lasts for the rest of the battle unless overridden, and during this time, a number of things change. The temperature of the arena will increase by a few degrees due to the sunlight. Fire moves will gain a slight boost thanks to the hotter temperature. Water Pokémon might not feel totally comfortable, but shouldn't suffer at all. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. 'Solar Beams charge time is reduced to a mere 2-3 seconds, and the effects of 'Moonlight', 'Morning Sun' and 'Synthesis' are doubled. Sunny Day, if used when 'Rain Dance' is in effect, cancels it and returns the weather to normal. See 'Sandstorm' for its effect in regards to it. Finally, any grass Pokémon on the field gain some energy and health so long as the sun keeps shining. Since this is weather, Sunny Day is only effective outdoors or where the sky is exposed. It can be used at day or night as well. If used at night, all it does is part the clouds, and doesn't have all of the added benefits besides affecting Moonlight. Super Fang (XX) -- The user bites the opponent for very good damage. Superpower (:Fight) -- The user expends significant amounts of energy to perform a Strength-based attack so powerful it leaves the user quite tired afterward. Supersonic (:Normal) -- The user emits a high-pitched stream of noise that has a very high chance of confusion, and can cause pain to those with sensitive hearing. This move can also be used as echolocation. Surf (:Water) -- The user rides a powerful wave into the opponent. This move uses outside of battle can quickly take you across the largest bodies of water. Swagger (:Normal) -- The user releases a bad odor that confuses the opponent but enrages it. Swallow (:Normal) -- The user consumes the energy which was taken through Stockpile, and or is capable of swallowing this normally not edible, such as small rocks. Uses more energy depending on the size of the objects. Sweet Kiss (:Normal) -- The user kisses the target or sends a few heart shaped pieces of energy, which has a 75% chance of confusing the victim. Sweet Scent (:Normal) -- The user secretes a strong scent that infatuates the target, possibly even inducing hallucinations, and overall resulting in it being slower to move away from attacks being directed at it. Swift (:Normal) -- The user fires a straight stream of many small solid stars at the target. The stars deflect away and disappear on contact with anything. Each hit is only minor damage, but considering the quantity and rapid fire rate of the stars, the damage can add up. Switcheroo (:Dark) -- The user gets close to the target and distracts them, allowing it to quickly switch its held item with the targets. Swords Dance (:Normal) -- The user does an acient dance that sharply raises it's attack. Synthesis (:Grass) -- The user, using the sun's rays and an enhanced version of a basic function in all plant life, has some of their health and energy restored. This attack works best during daylight battles, where a hefty amount of the user's health and some energy is restored. As long as there is natural light around, this attack can work, with the power of the attack depending on the amount of light. [size=7]T[/size] Tackle (XX) -- The user runs straight towards opponent and knocks into them to deal damage dependent on the situation. Tail Glow (:Bug) -- The user's tail glows, as they concentrate more on their Special Attack ability, increasing its power. Tail Whip (XX) -- The user goes up to the target and whips the target with an appendage, usually the tail, doing more damage as the size of the tail increases. Tailwind (:Flying) -- The user beats it's wings quickly creating a powerful wind that will make your entire team move faster for 5 rounds. Take Down (XX) -- The user tackles the opponent hard and drives them to the ground, delivering high damage and taking some recoil damage. Taunt (:Dark) -- The user simply taunts its victim(s), making it only use attacks against it, not recovery or status effect inducing moves that don't take HP away. Teeter Dance (:Flying) -- The user does a goofy dance, which confuses all Pokémon around it who see it. Teleport (:Psychic) -- The user uses energy to teleport short distances. Can teleport other things it touches as well. The farther the teleport the more energy taken. Thief (:Dark) -- The user dashes at the opponent and uses quick movements to steal an item. Thrash (XX) -- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close. Thunder (:Electric) -- The user fires a massive burst of electricity skyward, which then returns straight down directly onto the opponent. This attack has a high chance (30%) of paralyzing the target. Thunderbolt (:Electric) -- The user quickly charges a strong burst of electricity, which it then fires off directly at the opponent for fairly high damage. Thunderbolt also has a 10% chance of inducing paralysis. Thunder Fang (:Electric) -- Several teeth of the user begin to charge with electric energy, and are used to bite the opponent with light force. There is a small chance of partial area paralysis or quick loss of muscular movement where the biting occurred. After the use of Thunder Fang, the user’s mouth needs a few seconds to lose all of the energy it harnessed and reset to its normal condition. Thunderpunch (:Electric) -- The user punches the target hard with a fist charged with electric energy, which has a 10% chance of paralyzing the opponent. Thundershock (:Electric) -- The user charges off a small burst of electricity, in numerous small tendrils that spread out in the direction fired. High accuracy, but low power. Also has a 10% chance of inducing paralysis. Thunder Wave (:Electric) -- The user sends out a small burst of electricity in a beam like manner. It's a weak jolt that effects the nevous system causing full body paralysis. Tickle (:Normal) -- The user tickles the opponent, attempting to lower its attack and defense. Torment (:Dark) -- The user curses the victim, forcing it not to attempt the same move twice in a row for the remaining time that it's out. Toxic (:Poison) -- The user injects a toxin into the victim in the most appropriate method fashionable. Pokémon with large fangs (Golbat) will bite the opponent; Pokémon with sharp tails (Pikachu) will inject the poison with its tail; Other Pokémon will simply spew the poison from their mouths. The referee should use common sense and the aforementioned examples in determining how Toxic is used, as well as the effect it would have on the opponent, if any. The toxin deals minimal, if any damage, for the first several rounds, but as the rounds pass, the damage roughly doubles each round. Damage may also be modified by the amount of toxin soaked in/injected and the size of the victim. Toxic Spikes (:Poison) – The user lays purple spikes across the field. The spikes are badly poisoned and if a opponent steps on it it will be poisoned instantly.The move it moves around the more spikes it touches. The more spikes it touches the worse the poisoning gets. Transform (:Normal) -Causes the user to change into the target Pokémon or any object it can see. The user has less energy of each type to use, as changing takes a lot of energy away. If the user changes again, it will have even less energy of each type to use. If the user runs completely out of energy or health, it will revert back to its original form. Tri Attack (:Normal) -- The user fires a spiring beam that is powered by Electricity,Ice, and Fire. It has a 10% chance of dealing either status effect. Trick (:Psychic) -- The user mentally tricks the opponent and attempts to swap items. Trick Room (:Psychic) -- The user uses alot of psychic energy to alter the space around it into a dimension where speed is reversed. Slow attacks and pokemon become fast, fast Pokemon and attacks become horridly slow. Triple Kick (:Fight) -- The user delivers three fast kicks, each increasing in power if the previous kick has hit. Trump Card (:Normal) -- The user draws out a card made of pure energy.It focuses power depending on it's remaining stamina then throws the card at the opponent. If it hits the card will shatter and do damage according to the User's HP. 70-100% Light Damage 50-70% Middling damage 30-50% Mid-high damage 20-30% High damage 10-20% Extra high damage, minimal recoil 5-10% Extremely high damage, but major recoil 1-5% Instant kill on both user and target Twineedle (:Poison) -- The user goes into a stabbing frenzy, delivering very quick alternating stabs with two pointed appendages. Each hit only does light damage, and there is overall a 20% chance of poisoning, regardless of how many hits find their mark (provided at least one hits). Twister (XX) -- The user creates a powerful wind cyclone by flapping his wings or creating one with it's energy. The Twister travels across the stage, lifting anything in it's path and combining the attack with elements on the ground. i.e. if there was water around, it would be a water attack etc. Heavy damage. [size=7]U[/size] Uproar (:Normal) -- The user lets out a very loud scream which deals a decent amount of damage. This will usually wake up any Pokemon who hears it but will also make it so the user stay vitalized and can't be put to sleep. U-turn (:Bug) --The user rushes into the opponent and does a bug energy powered tackle and then does a U-turn back to it's Pokeball causing the trainer to make a forced switch. [size=7]U[/size] Vacuum Wave (:Fight) -- The user creates a vacuum like air current that reels the opponent in then delivers a powerful blow. There is basically no chance to dodge this attack as the speed and suction of the attack can suck you in from any direction. Vicegrip (:Water) -- The user clamps an appendage, usually a claw or shell, down hard on the opponent, delivering high concentrated damage to a small area. Vine Whip (:Grass) -- The user uses its vines to lash at the opponent, delivering extreme stinging pain but only moderate damage. Vine Whip can also be used to grab onto opponents or objects within reason. Vital Throw (:Fight) -- The user gets in a stance that allows him to efficiently grab an attacking opponent and throw it in any direction. This move requires the opponent to attack to work it's best, if the opponent does attack first then the user can get a good enough hold for the attack. Volt Tackle (:Electric) -- The user surrounds it self in electricity and rams into the opponent, the impact causes a little recoil damage to the user. Heavy damage. [size=7]W[/size] Wake-up Slap (:Fight) -- The user delivers a powerful slap to the face. This attack wakes up a sleeping pokemon but also makes them take double damage due to the shock of the attack. Water Gun (:Water) -- The user fires a high-pressure stream of water, usually from its mouth, at the target, hitting for okay damage. Water Pulse (:Water) -- The user shoots out a water gun which has supersonic waves in it, which has a decent chance of confusing the victim. Water Sport (:Water) -- The user shoots out water all over the place attempting to weaken fire attacks.This attack can also be used for other uses. Water Spout (:Water) -- The user shoots out a very large, powerful stream of water which is directly related to how much energy it has left. Waterfall (:Water) -- The user surrounds it's entire body with a field of Water and then it will rush forwards for a few yards and rise straight up, sending anyone who gets hit up with him and slamming into anyone who might come in contact with it. Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim. In the sun, the energy ball is very hot, made of fire energy; in rain, it's water, etc. Whirlpool (<!--emo&:Water--><img src='http://209.85.62.26/12299/146/emo/water.gif' border='0' style='vertical-align:middle' alt= |
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| .:Willer:. | Dec 8 2007, 01:06 AM Post #4 |
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Administrator
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Giga Drain (:Grass)Great,Special,EG -- The user concentrates, and drains a large amount of energy directly from the opponent at a moderate rate, using the energy to restore a good portion of its own energy and recover health slightly. The amount of energy and health drained is proportional to the distance from the victim. Giga Impact (:Normal)Heavy,Physical -- The user charges at the opponent with every ounce of strenght it can muster and bashes into it for heavy damage. This attack is very tireing making the user unable to move the next turn. Glare (:Normal) -- The user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds. Grass Knot (:Grass)Various,SPecial,EG -- Ther user uses energy to summon vines,grass, herbs , anything thats in the area to tie and trap the opponent, tripping it. The heavier the foe the stronger the damage. Grasswhistle (:Grass) -- The user blows air such that a soothing faint whistle eminates from it. The noise is very soothing, and after a while, all Pokémon who can hear it will start to become drowsy. Gravity (:Psychic)EG -- The user intensifies gravity slamming foes into the ground and bringing air borne foes down to the ground making it so it is possible to take ground hits. It deals light damage on ground foes and good damage on flying foes. The gravity lasts for 4 rounds. Growl (:Normal) -- The user growls loudly at the target, scaring it slightly causing it to lose some attack power. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.) then the attack doesn't work. Growth (:Normal)Eg -- The user draws energy from the sun, charging up it's energy so that special attacks charge more quickly and therefore deal slightly more damage for the same amount of time.It also makes the user grow larger Grudge (:Ghost)EG -- The user places a curse on the foe. This curse takes effect after the user is knocked out, it takes away 1/4 of it's current HP. Guard Swap (:Psychic) EG -- The user concentrates, and uses psychic energy to manipulate any alterations either combatant has made for defensive purposes, be them actual barriers that were erected, a tensing of the muscles, or a protective stance, switching them between itself and one opponent. Gunk Shot (:Poison) Great,Physical,EG -- The user forces a poisonous solidified goo from its mouth and shoots it at the target. When hit with the substance, the target not only takes a decent damage from the shot’s solidified texture, but it may be poisoned severely as well. The substance is very hard to escape from. Guillotine (:Normal) OHKO,Physical -- The user attempts to trap the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent. This move requires great care to place the opponent in the correct spot, and since the user can't close its pincer to hold the opponent in place until the opponent is in the correct spot, an alert and cautious opponent can usually wriggle its way out of the grip before the pincer closes. Gust (:Flying) Light,Special -- The user flaps its wings, creating gusts of wind which hit the opponent for decent damage. Gyro Ball (:Steel) Various,Physical,EG -- The user creates a ball of pure steel energy that spins at the speed of the user itself. The faster the user the faster the spin. The slower the user the slower the spin. Slower is better because it traps the opponent inside the ball longer thus dealing more damage. |
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10:29 AM Nov 25
