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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    ---P---

    Pain Split -NRM- The user picks a target and opens up a faintly visible conduit between the two of them. As long as this conduit remains unbroken, pain will flow from the greatest to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s healthier to regenerate the more damaged. If one pokémon suffers a status effect, the other has a chance of suffering the same status effect due to the phantom pain that is imported from the original. The process of pain transfer is not instantaneous, and even failure tends to burn fatigue greatly. Naturally, rapid regeneration always burns fatigue at an exceptional pace.
    Fatigue: Extremely High
    Damage: Varies
    Accuracy: Excellent. Not a healing move

    Parabolic Charge -ELE- The user recklessly emits a uncontrollable amount of electric energy, ensnaring everyone on the field. It also heals itself roughly half the amount it caused damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Parting Shot -DRK- A few snide remakrs are made to weaken the opponents' resolve before swapping with a party Pokémon.
    Fatigue: Light
    Accuracy: Excellent
    Other: Lowers Atk and SpAtk

    Pay Day -NRM-The user throws coins at the opponent in an attempt to hurt it in some minor way.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Payback -DRK-The pokemon rushes towards the target in a tackling maneuver. But if the opponent had attacked before the user in this turn then this attack is powered up.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Physical

    Peck -FLY- The user suddenly slams its beak into a target, pecking it viciously.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Perish Song -NRM- The user sings a haunting song that if heard by any pokemon, will sap their life from them and cause them to faint a few rounds after hearing it. The effects of the song can be forgotten by baton-passing to another pokemon or if a pokemon uses Protect at the time of use. It can also be drowned out by other high pitched noises.
    Fatigue: Moderate
    Accuracy: Excellent

    Petal Blizzard -GRS- Leaves are whirled around in a cataclysmic fashion, strking everything within range.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Petal Dance -GRS- The user begins to perform an intricate dance, flicking sharp petals and leaves every which way. Targets that wander to close can suffer numerous cuts, each of which is superficial when viewed alone. Together, they are more severe. Continuing a Petal Dance too long may cause dizziness, but as long as it lasts it is not wise to stray too close.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Phantom Force -GHO- The user evaporates to the immaterial, before retuning and dealing a massive blow.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical. Cannot be blocked by any means.

    Pin Missile -BUG- The user shoots a few spike-like things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim.
    Fatigue: Light
    Damage: Light
    Accuracy: Moderate
    Other: Physical

    Play Nice -NRM- The user appeals to the opponents jovial side, and they take a moment to play, weakening the opponents resolve.
    Fatigue: Low
    Accuracy: Excellent
    Other: Lowers Atk

    Play Rough -FAI- The user is a bit rambunctious and plays a bit rough with the opponent, inflicting damage.
    Fatigue: Low
    Damage: Good
    Accuracy: Excellent
    Other: Physical. May lower Atk.

    Pluck -FLY- The user swoops down towards the target and attempts to remove any items currently held by the target. It also does a fair amount of physical damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poison Fang -PSN- The user bites the target with fangs covered in toxic poison which may be transferred into the targets blood stream causing the effects of a toxic poisoning.
    Fatigue: Moderate
    Damage: Moderate/Good
    Accuracy: Excellent
    Other: Physical. Causes Toxic

    Poison Gas -PSN- The user spits a cloud of poisonous gas. This gas will probably poison anything that breathes it in, and pokémon that attempt to attack while breathing it will burn more fatigue than normal due to the fact that they’re getting insufficient oxygen.
    Fatigue: Light
    Damage: Light
    Accuracy: Good

    Poison Jab -PSN- The user attacks the target with a punch form their fists imbued with poison secreted from the body, may cause normal strength poison.
    Fatigue: High
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poison Sting -PSN- The user fires a volley of spike-like things at a target. This volley is poisoned, and anything hit may be injected with this poison.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Poison Tail -PSN- The user strikes the opponent with a tail like protrusion covered in poison may induce poison.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poisonpowder -PSN- The user puffs out a cloud of poison dust. A victim that inhales this dust will likely become poisoned.
    Fatigue: Moderate
    Accuracy: Moderate

    Pound -NRM- The user slams a limb into the target, bludgeoning it.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical


    Powder -BUG- The user laces the opponent with a highly combustable substance. Any fire move will ignite it.
    Fatigue: Moderate
    Accuracy: Excellent

    Powder Snow -ICE- The user blasts an opponent with a small cone of crystalline ice shards. These may cake around the opponent, hindering movement; this attack may freeze the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Power Split -PSY- Using psychic energies, the user finds a way to equalize the prowess of all Pokemon on the field.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Equalizes the Atk and SpA stats of the user and opponent. Note-If there are no stat boost/defecits used, this move fails.

    Power Gem -RCK- The user throws a rock composing of precious gems at the target causing serious damage.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Power Swap -PSY- The user swaps Attack and Special attack modifiers with the opponent.
    Fatigue: Light
    Accuracy: Excellent

    Power Trick -PSY- User uses its psychic powers to swap its own attack and defense stat.
    Fatigue: Light
    Accuracy: Excellent

    Power-Up Punch -FGT- A basic punch that gets stronger with each use.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical. Raises Atk with each hit.

    Power Whip -GRS-The user whips the target with vines or any long limbs attached to its body.
    Fatigue: High
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Present -NRM- The user tosses a wrapped package, which it pulls from its Hammerspace Account. It prompts a given opponent with a telepathic suggestion of curiosity, encouraging that opponent to open the package. If ANY pokémon touches the package, it explodes. This explosion will probably deal between low and excellent plasma damage, occasionally it is a positive energy burst that heals low damage instead.
    Fatigue: Moderate
    Damage: Light-Excellent
    Healing: Light
    Accuracy: Excellent
    Other: Physical

    Protect -NRM- The user shields itself in a translucent sphere of energy which prevents all incoming attacks in one action. Consecutive uses of this attack decrease its efficiency of accuracy.
    Fatigue: Extreme
    Accuracy: Excellent (decreasing)

    Psybeam -PSY- A powerful, narrow beam of psionic energy smashes forward toward a target. This beam bounces off reflective surfaces quite easily, allowing for bank shots in certain conditions. Has a chance to confuse the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Psych Up -NRM- The user imitates the target causing it to gain all of the opponent’s stat modifiers.
    Fatigue: Light
    Accuracy: Excellent
    Other: Snatchable

    Psychic -PSY-The user uses telekinesis to move an object or objects. These objects are identifiable by the fact that they’re moving unnaturally and by the fact that they will be lined in an eerie red glow. This move has an incredibly diverse array of uses, limited mostly by the imagination of the user and the referee. Objects can be thrown; occasionally mimicking the effects of another element if they hit a target that is subject to damage (a boulder can be Psychiced into an opponent, for instance, to produce a faux Rock Throw). The user can allow itself or allies to fly by levitating them, although this takes continued effort in terms of spent actions. Psychic fails quickly if the target resists or struggles, but fails more slowly if the target is docile. However, even the most willing target cannot levitate long with the expenditure of only a single Psychic action, so every so often another action must be invested to maintain this levitation. Solid objects are very easy to manipulate with Psychic, liquids harder, gases nearly impossible, and energy nearly inconceivable.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Psycho Boost -PSY- The user creates a massive vortex of psychic energy towards the target doing massive damage but inevitably lowering the user’s Special Attack.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Special

    Psycho Cut -PSY-The user uses its psychic powers to create a physical puppet like appendage which smacks the target with great fore.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Psycho Shift -PSY- The user passes on its Status effects onto the target by means of a mental link.
    Fatigue: Light
    Accuracy: Moderate

    Psyshock -PSY- The enigmatic powers of this attack are so strong that the foe feels the pain physically, rather than mentally.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special, Attacks opponents Def

    Psystrike -PSY- A powerful slash of energy that cuts through the opponents physical defense capabilities.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special, hurts opponents Def

    Psywave -PSY- Psionic distortions wobble throughout the arena, causing erratic damage to virtually everything around. The user cannot completely control these psionic waves, but it isn’t directly inconvenienced itself. The waves cause pain by fracturing molecular bonds.
    Fatigue: Moderate
    Damage: Light - Excellent
    Accuracy: Excellent
    Other: Special

    Punishment: -DRK- The user employs its dark powers to punish the target for its stat modifications. The more modifications the target has the more powerful this attack is.
    Fatigue: Gets higher depending on the stats but generally Moderate
    Damage: Its base damage is roughly 5%. But:
    +1 stat boost (any stat): 6%
    +2 stat boost (any stat): 8%
    +3 stat boost (any stat): 10%
    +4 stat boost (any stat): 13%
    From +4 stat boosts it will continue to do 13% damage.
    Accuracy: Excellent

    Pursuit -DRK- The user glows black and quickly chases down a target very quickly. It is virtually impossible to escape by fleeing; the dark glow will briefly grant surprising powers of locomotion and resistance. Flying, diving underwater, digging underground, teleportation, returning to a pokéball, Baton passing… None of these help much to evade Pursuit. The user will levitate, swim, burrow, or phase to intercept the fleeing victim and tear into it with a flurry or claws, bites, or whatever is appropriate to the species. Note that Pursuit cannot target something that has already sealed itself off with an impenetrable barrier, such as a successful Protect or six Barriers set up in a cube.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    ---Q---

    Quash: -DRK- The foe is grabbed by the user and is delayed in attacking.
    Fatigue: Light
    Accuracy: Excellent

    Quick Attack -NRM- The user channels all of its speed into a series of physical attacks. If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Quick Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
    Fatigue: High
    Accuracy: Excellent

    Quiver Dance -BUG- Flapping its wings, the user performs a dance fit for a swarm of beautiful butterflies. This gives the user unparalleled balance in many parameters.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises SpA, SpD and Spd

    ---R---

    Rage -NRM- The user’s eyes glow red as it channels its negative feelings into a violent series of whatever physical attacks are appropriate to its form (claws, bites, tentacles, whatever).
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rage Powder -BUG- The user jumps around and gives off a scent that seems to enact the chaos in all foes, coaxing them to attack the user instead of anything else.
    Fatigue: Low
    Accuracy: Excellent

    Razor Shell -WAT- The user turns its shell into a weapon, It whips around and connects with its foe, leaving their guard slightly broken.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rain Dance -WAT- The user beckons the clouds to cover the sky, and induces them to begin to rain. In the rain, water attacks become easier to use to greater effect and fire moves are dampened by the water. Electricity is more conductive, and chances of electrical attacks of any sort hitting are almost certain.
    Fatigue: Light
    Accuracy: Excellent

    Rapid Spin -NRM- The user spins rapidly while curled into its shell or ball. It is much harder to injure the user when Rapid Spin is in use due to its increased speed and the centrifugal force throwing back many attacks. However, the technique cannot be maintained for long without incrementing fatigue significantly.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Razor Leaf -GRS- The user fires off a low number of very sharp leaves which spin through the air at a high velocity. These will cause lacerations in any victim hit.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Razor Wind -NRM- The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a localized place.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Recover:-NRM- The user suddenly glows as it heals at an incredible pace. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice.
    Fatigue: High
    Healing: High
    Accuracy: Excellent
    Other: Snatchable

    Recycle -NRM- The user regains any items it has lost during the battle.
    Fatigue: Light
    Accuracy: Excellent

    Reflect -PSY- The user erects a flat, transparent mauve barrier in front of itself. The barrier can be used as a protective barrier which is effective at reflecting projectile attacks but does not last long. Or it can be set as a more defensive barrier which will weaken the inertia and therefore strength of all incoming physical attacks for a time.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Reflect Type -NRM- Knowing the opponent's types, the user decides to mimic those exact traits
    Fatigue: Low
    Accuracy: Excellent

    Refresh -NRM- The pokemon uses its power from deep inside itself in order to heal itself from Burn, Paralysis and Poisons.
    Fatigue: Light
    Accuracy: Excellent
    Other: Snatchable

    Relic Song -NRM- The notes of this melody-when sung-have the ability to render the foe defenseless.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Puts foe asleep

    Rest -PSY- The user goes into a deep state of sleep removing any ill status effects and regaining a good portion of their health. While asleep the user is completely venerable to all incoming attacks.
    Fatigue: High
    Healing: Incredible
    Accuracy: Excellent

    Retaliate -NRM- Within battle, the user builds a true camaraderie with its teammates. So, if one faints, it instantly battles with increased fervor to avenge its partner.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical-if teammate faints on turn Vengeance is used, Attack increases.

    Return -NRM- The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user has strong positive feelings, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their positive feelings.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Revenge -FGT- This is a very slow physical attack, if the user is damaged before they finish the attack then Revenge is powered up.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Reversal -FGT- The lower the health of the user the more powerful attack this will be. Also reversely the more health the user has the weaker it will be. This attack will also be powered up in desperate situations regardless of health.
    Fatigue: High
    Damage: Excellent -Incredible
    Accuracy: Excellent
    Other: Physical

    Roar -NRM- The user growls tremendously loudly, intimidating all opponents so severely that they desist whatever they’re doing in order to flee. Also for an extended period of time the affected pokemon while be less likely to attack the pokemon who roared at them.
    Fatigue: Moderate
    Accuracy: Excellent

    Roar of Time –DRG– The user roars magnificently and summons a huge amount of dragon energy to strike the foe. This attack necessitates a period of rest afterwards.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Good
    Other: User must rest afterwards

    Rock Blast -RCK- The user fires a series of rocks at the target, each rock will deal minimal damage but if all hit it is a very devastating attack.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Climb -NRM- The user bounds across rocks with ease before slamming into the opponent which may cause confusion.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Polish -RCK- The user is coated in a metallic substance reducing wind resistance therefore increasing speed.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Rock Slide -RCK- The user picks up several rocks and throws them at a target. Getting hit by a rock will hurt considerably.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Rock Smash -FGT- The user smashes out with a limb at a weak point in the target. A brittle target such as a rock will likely shatter making small daggers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rock Throw -RCK- The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts and will cause damage.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Moderate
    Other: Physical

    Rock Tomb -RCK- The user entombs the target with a barrage of well placed rocks in an attempt to slow them down; this will also reduces opponents speed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Wrecker -RCK- The user fires a large beam which sucks in rocks from the surrounding area which then become part of the beam as it strikes the target.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Role Play -PSY- The user will spend significant energy in order to emulate an attribute unique to that of its opponent. whether it be resistance to a specific type of attack, heightened speed or better attacking prowess. The effects of Role Play are short lived since it takes a lot of energy to act like the opponent for long periods of time.
    Fatigue: High

    Rolling Kick -FGT- The user drops into a sudden roll, coming up and smashing a foot into a target’s vital point. The unorthodox maneuver may result in some degree of surprise the first time or two it is used.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Rollout -RCK- The user curls into a ball and begins to roll quicker and quicker. Each turn spent charging Rollout increases its effects proportionally (up to a limit set by the referee, of course), and unless interrupted the momentum of the user allows it to impressively increase the damage of attacks that can be boosted by momentum (e.g. Tackle, etc.). Additionally, it is much harder to injure the user when Rollout is operating due to its increased speed and the centrifugal force throwing back many attacks. However, if the user can be caused to lose traction or concentration either by accident or due to an opponent’s attack, the user will likely come to a crashing halt. Naturally, Rollout requires total freedom of movement to use, and if a status effect such as paralysis, numbness, or sleep (among others) manages to break through the centrifugal force or is applied before Rollout starts, Rollout will fail immediately.
    Fatigue: Moderate
    Damage: Good – Incredible (depending on consecutive uses)
    Accuracy: Moderate
    Other: Physical

    Roost -FLY- The pokemon flies to a spot somewhere on the field and perches there allowing the user to gain a fair amount of health.
    Fatigue: High
    Healing: Extreme
    Accuracy: Excellent
    Other: Snatchable

    Rototiller -GRD- The soil is aerated and ready for irrigation, to all Grass Pokemon's delight.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises Atk AND SpA of all grass types on the field.

    Round -NRM- With the power of its voice, the user belts out a song that bashes the foe. If used in tandem with others, the power of this song rises...
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special, Rises in power if more than one Pokemon uses it.

    ---S---

    Sacred Fire -FIR- A tremendous blast of fire almost certain to burn opponents severely. It can also be used while frozen.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Special

    Sacred Sword -FGT- Calling upon the blade of mystery, the user slashes its foes down with no regard to their defensive or evasive skills.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical, will ignore defense/evasion modifications.

    Safeguard -NRM-A spinning aurora of lights surrounds the user, and for a while any incoming status effects or confusion attempts that would normally affect the user are generally nullified for a certain amount of time.
    Fatigue: Light
    Accuracy: Excellent
    Other: Special; Snatchable

    Sand Tomb -GRD- The user summons a twister of sand which moves across the field and strike the opponent engulfing them for a certain number of rounds dealing a small amount of damage each round.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical

    Sand Attack -GRD-The user kicks, swats, or otherwise flicks whatever earthy ground covering is available at the opponent. If this dirt gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes.
    Fatigue: Light
    Accuracy: Excellent

    Sandstorm -RCK-The user summons a raging windstorm that picks up any gritty debris available, such as dirt or sand, which scores across all available surfaces. This sandstorm will last for a number of rounds and at the end of each will deal damage to all pokemon who are not of the Steel/Ground/Rock type. Furthermore, it raises the Sp. Def of rock pokemon.
    Fatigue: Moderate
    Accuracy: Excellent

    Scald -WAT- The user brews up a pool of heated water, which is then lashed violently on the opponent. Its so scalding hot that it can cause a burn.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Moderate chance of Burn

    Scary Face -NRM-The user makes a scary face. Pokémon who view this spectacle may become very intimidated; this will also reduce their speed.
    Fatigue: Moderate
    Accuracy: Excellent

    Scratch -NRM- The user swipes with its claws at an opponent, leaving gashes.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Screech -NRM- The user emits a shrill shriek that causes pain in everything that hears it, but no damage. This screech is very good at breaking concentration and drowning out sonic attacks, but it cannot be maintained forever. This will also sharply reduce the opponents Defense.
    Fatigue: Moderate
    Accuracy: Excellent

    Searing Shot -FIR- Using the eternal flame, the user blasts all foes around it in a sweeping swath of flame.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special. Can cause a burn

    Secret Power:-NRM-The side effects of this attack will differ depending on the field’s location, if it’s a grass location they might be put to sleep, in bodies of water Attack may be lowered. On muddy ground Accuracy is at fault, in caves flinching might occur, in icy terrain freezing might occur while every other field they could be paralyzed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Secret Sword -FGT- Utilizing its horns, the user slices across the barriers of specialty, harming the foe physically.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Special, Attacks opponents Def

    Seed Bomb-GRS- The user fires a bomb composed of various plants matter formed within its own body towards the target, this bomb then explodes on contact.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Seed Flare –GRS– The user fires an explosive seed at the foe. This seed-bomb has a high chance of dropping the foe’s resistance to special attacks.
    Fatigue: High
    Damage: High
    Accuracy: Moderate
    Other: May drop the foe’s Special Defense

    Seismic Toss -FGT- The user grabs the victim and spins it around several times before throwing it as far as possible.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physcial

    Selfdestruct -NRM- The user creates an explosion, centered on itself. Anything in the blast radius will suffer double exposure to incredible damage. It is difficult to block the full effect with most defenses, because the second shockwave may wash through the blast radius after the first eliminates those defenses. Unfortunately, the user will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
    Fatigue: Fainting
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical

    Shadow Ball -GHO- The user charges a semisolid orb of null energy and throws it at the opponent. This orb glows dully in an eerie manner, and is colored dependent on the type of the user. Contact with this ball will cause it to explode.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Shadow Claw -GHO-The user’s claw/tentacles/spikes glow with the power of shadow before hitting the target.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Shadow Force –GHO– The user disappears into the shadows for a turn, then strikes when the foe least expects it. This move is unavoidable. Protect and Detect cannot stop this move, although it is worth noting that Normal types still cannot be hit by it.
    Fatigue: Extremely High
    Damage: High
    Accuracy: Perfect
    Other: Unavoidable unless the foe is a Normal-type.

    Shadow Punch -GHO- This is a devastating shadow imbued punch which will always hit the target regardless of evasion modifiers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Physical

    Shadow Sneak -GHO- This attack is a very fast physical strike which takes priority over most attacks.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sharpen -NRM- The user reshapes a fraction of its body mass. The chosen shape can be virtually any basic geometric pattern, and common choices are sharp points and edges in order to get a combat edge due to the extra damage a sharp surface would cause. In other words it will slightly raise the user’s attack.
    Fatigue: Light
    Accuracy: Excellent
    Other: Physical. Snatchable

    Sheer Cold -ICE- The user sends out a devastating blizzard of snow and ice which attacks the target causing extreme amount of damage.
    Fatigue: Extreme
    Damage: Extreme
    Accuracy: Abysmal
    Other: Physical

    Shell Smash -NRM- The focus of the Pokemon is so sharp, that the shell shatters! In response, the Pokemon is more alert for battle
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable. Lowers Def & SpD, Sharply raise Atk, Def and Spd

    Shift Gear -STL- The user shifts its competitive spirit into high gear, and readies itself for a more intense battle.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Raises Attack, Sharply raises Spd

    Shock Wave -ELE-The user releases an electric strike which zips across the field and strikes the target regardless of Evasion modifiers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Special

    Signal Beam -BUG- The user sends a beam of light which flies through the air and flashes on the target skin cause a slight burning effect. This flash of light may confuse the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Silver Wind -BUG- A great wind of buggy goodness sweeps across the field and damages the target also may increase all stats of the user.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special May raise all stats

    Simple Beam -NRM- Throwing logic to the wind, the user fires a bolt of energy that slams into the opponent, puzzling their thoughts.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Changes the opponents ability to Simple.

    Sing -NRM- The user sings an enchanting lullaby that will lull unwary opponents (and allies) to sleep. The audience, referee, and trainers are protected from the effect, but any pokémon on the field of battle will have to concentrate hard to keep fighting.
    Fatigue: Light
    Accuracy: Good

    Sketch -NRM- Smeargle can sketch any item that can feasibly be used to enact a move. The Smeargle’s art can provide whatever focus (club for Bone Club, for instance) or body shape (wing for Wing Attack, for instance) is necessary to perform the move, and ALL moves are susceptible to being Sketched. If said move (or creativity of owner of said Smeargle) is lax, Smeargle can immediately draw an opponent's move and utilize it-as that would be its inspiration for a picture. Smeargle can only Sketch moves that have been used in battle by other Pokemon if it does not create a medium to utilize other moves.
    See the following examples.
    Ex: Smeargle sketched a Swiss Army Knife. Smeargle can now use any move that involves slashing or cutting in his following actions.
    Ex: Corsola uses Rock Slide. Smeargle can sketch Rock Slide (because he can see his inspiration heading at him), and then use it as his next action.
    Sketch always takes up a moveslot-no exceptions.
    Fatigue: Depends on the power of the move
    Accuracy: Excellent

    Skill Swap -PSY- The user switches an attribute with its opponent, in a dual Role-Play setting. This expands a great deal of energy, so the effect is not long lasting.
    Fatigue: High
    Accuracy: Moderate

    Skull Bash -NRM- The user ducks down and charges the opponent with a white-glowing forehead. Attacks that are aimed directly at the incoming user of Skull Bash are slightly more likely to bounce off, since the white barrier that the move produces to deal additional damage has solid substance that protects the user’s head.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Sky Attack -FLY- This attack denotes grand mastery of airborne combat, and is an exceedingly difficult maneuver even for those few species who know the move. A pokémon using Sky Attack is unusually difficult to hit with many attacks, as it is focusing on changing direction and speed in a wholly unpredictable manner, thus making it difficult to target. Melee attacks by earthbound attackers are absolutely hopeless, and ranged attacks by earthbound attackers or attacks by other flyers suffer significant accuracy impairment. When the user completes the attack, it smites the target with the violent force provided by its incredible momentum.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Sky Drop -FLY- In a sweeping motion, the opponent Pokemon is sent skyward in one action by the user, and on the second action, falls to the ground, receiving painful damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sky Uppercut -FGT- A punch based attack which can hit pokemon even during Bounce or Fly.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Slack Off: -NRM- The user takes a bit of a rest lying on the ground while simultaneously regaining health. Multiple use of this attack will inevitably require more and more energy before becoming impossible.
    Fatigue: High
    Healing: Incredible
    Accuracy: Excellent
    Other: Snatchable

    Slam -NRM- The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Slash -NRM- The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sleep Powder -GRS- The user puffs out a cloud of purple dust. A victim that smells this dust may fall asleep.
    Fatigue: Moderate
    Accuracy: Moderate

    Sleep Talk -NRM- This move can only be used while the user is sleeping or tranced. Sleep Talk will cause the user to emulate any move in the user’s moveset and use it as if it was actually awake. Targets are as random as the move used, and the referee should be careful not to referee Sleep Talk to either combatant’s excessive advantage. A random number generator helps a great deal in keeping this fair; the Sleep Talker should neither get all the best moves at exactly the right times nor get exclusively useless moves that don’t do any good at all.
    Fatigue: High
    Damage: Varies
    Accuracy: Excellent

    Sludge -PSN- The user spits out a stream of darkish liquid a short distance, which usually collects in a pool unless it hits an opponent. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Sludge Bomb -PSN- The user spits out a glob of darkish liquid. This glob is viscous and hangs together well enough to be spat a fairly long way, where it proceeds to splatter. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Sludge Wave -PSN- With a generous dosage of Sludge in its grasp, the user flings this around in a wave, splattering on all in the area.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. Can cause Psn

    Smack Down -RCK- The user flings stones in the air, higher than the flying Pokemon its aiming at. These stones fall back down, creating a rock avalanche that slam the offending Pokemon to the ground.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Smelling Salt -NRM- A normal physical style attack which is powered up against paralyzed targets but this attack will also cure them.
    Type: Normal
    Fatigue: Moderate
    Damage: Good-Incredible
    Accuracy: Excellent
    Other: Physical

    Smog -PSN- The user spits a cloud of opaque gas. Pokémon that attempt to attack while breathing it will burn more fatigue than normal due to the fact that they’re getting insufficient oxygen, and furthermore they won’t be able to see as long as it lasts, this may also poison them.
    Fatigue: Moderate
    Damage: Light
    Accuracy: Moderate
    Other: Special

    Smokescreen -NRM-The user spits out a cloud of obscuring smoke, through which it is very difficult to see. The smoke drifts off fairly quickly, depending on ventilation, but while it lasts the pokémon within will have great trouble seeing and smelling their way around, over all lowers targets Accuracy.
    Fatigue: Light
    Accuracy: Excellent

    Snarl -DRK- The Pokemon goes on a vocal rampage. The sound is so annoying that it reduces the ability of the receiver to attack with energy.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Special, lowers SpA

    Snatch -DRK- The user gets ready to pounce on the next opportunity it gets in order to steal the beneficial effects of the targets next move.
    Fatigue: Moderate
    Accuracy: Excellent

    Snore -NRM- This move can only be used while sleeping or tranced. The user lets out a subsonic moan, which reaches the natural frequency of parts of any onlookers’ bodies, causing modest sonic damage. Only pokémon within a near radius (typically melee range) actually suffer damage, but even distant pokémon will feel pain or discomfort.
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    Soak -WAT- A deluge of water covers the offending Pokemon, to the point where their type may as well just be water!
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Changes the opponents type to Water.

    Softboiled -NRM- The user allows an ally to take a bite of egg (one action for each of the pair), or takes a bite of egg itself (one action for the user). This egg is laced with a healing unguent that causes the eater’s wounds heal extremely rapidly. Using this move will tend to increment fatigue at a very high rate, and no user is likely to be able to use this move more than once or twice without collapsing from exhaustion.
    Fatigue: High-Extreme
    Accuracy: Excellent
    Other: Snatchable

    Solarbeam -GRS- Drawing in energy from the sun, the user fires a beam of luminous energy at an opponent. The user has the option of spending extra actions charging this beam, with the benefit of dealing approximately proportional damage. Charges much faster with an unobstructed source of powerful light (or if given the same time period it will charge a beam of higher energy content), and much slower or not at all if there is little light available.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special

    Sonicboom -NRM- The user releases a shock wave of sound which damages any target that hears it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Spark -ELE- The user emits a sudden lump of electrical power which arcs toward an opponent. When it hits, the target will be shocked severely and may lose muscle control.
    Type: Electric
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Spatial Rend –DRG– The user commands the space around the foe to shred, causing the foe immense pain. This attack can hit weak spots easily.
    Fatigue: High
    Damage: High
    Accuracy: Good

    Spider Web -BUG- The user rapidly weaves a net, which must be anchored to a couple different locations. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance. A Spider Web is much more intricate than the similar String Shot, so techniques more complex than “spray silk at the enemy” can be employed, limited only by the imagination of the trainer and the referee.
    Fatigue: Light
    Accuracy: Excellent

    Spike Cannon -NRM- The user fires a series of spikes which hit an opponent. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because one spike may damage the defense, letting the next few in without hindrance.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Spikes -GRD- The user sets some very sharp spikes into some hard surface close at hand. Anything that steps on or rams into these spikes will probably get punctured by them. One action of Spiking will permit a small area to be transformed into a major hazard, but multiple Spikes could make the entire arena hazardous if used strategically. The user and allies are not immune to the Spikes, but hopefully their trainers are smart enough not to Spike areas and objects they need to use.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent

    Spiky Shield -GRS- The user creates a woodland shield that blocks an incoming attack and damages any who tries to attack.
    Fatigue: Moderate
    Accuracy: Excellent

    Spit Up -NRM- The user uses its stock piled energy to inflict damage to its target by firing the energy in the form of a beam. Can’t be used without at least 1 stockpile.
    Fatigue: High
    Damage: Good-Incredible
    Accuracy: Excellent

    Spite -GHO- The victim of this technique will suffer increased fatigue. Often, this is linked to one particular move, and use of that move will be intensively difficult and result in far more fatigue than normal. If fatigue is tracked explicitly, Spite also takes off a significant percentage of the victim’s remaining fatigue (the less fatigue the victim has remaining, the less Spite takes off).
    Fatigue: Moderate
    Accuracy: Excellent

    Splash -NRM- Also known as Flop, this move does little of value. It does not require water, as the poorly translated English name suggests, as it is just the process of flopping weakly and uselessly around. While it is conceivable that it could be used for comboing, slightly reducing damage, or assisting movement, there is virtually always something better to use.
    Type: Normal
    Fatigue: Light
    Accuracy: Excellent
    Other: SUPAPAWA

    Spore -GRS- The user puffs out a cloud of dust. Any victim that smells this dust will likely fall asleep.
    Fatigue: Moderate
    Accuracy: Moderate

    Stealth Rock -RCK- Places concealed rocks around the field so when ever a new enemy pokemon comes into the fight they rocks slam into that pokemon.
    Fatigue: Moderate
    Damage: Moderate (each time a new enemy enters)
    Accuracy: Excellent

    Steamroller -BUG- The user curls into a ball and begins to roll quicker and quicker. They speed off and slam into the foe with strong gyroscopic force.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Steel Wing -STL- In this moderately risky endeavour, the user twists in flight in order to slice an opponent with a wing, then quickly returning to flight before falling. As it does so, the wings glint and harden, protecting themselves and offering a sharp edge with which to cut the target, this may raise the user’s defense.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sticky Web -BUG- A web is created on the opposing field, that inhibits movement from anyone that steps on it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent

    Stockpile -NRM- The user stockpiles energy within its own body ready to use another time, it will also increase its Defense and Special Defense slightly.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Stomp -NRM- The user tries to catch an opponent beneath a foot, crushing them under its weight, if possible. Stomp deals more damage if the attacker is larger than the victim.
    Type: Normal
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Stone Edge -RCK- The user’s body gleams over with a steely shine and then barrages themselves into the target.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Stored Power -PSY- Using all the available prowess attained thus far, the user focuses this attack with all that power.
    Fatigue: Moderate
    Damage: Varies
    Accuracy: Excellent
    Other: Special

    Storm Throw -FGT- Focusing its energies, the user of this move hits its foe with a single critical blow.
    Fatigue: Low
    Damage: Good
    Accuracy: Excellent
    Other: Physical, always a crit hit.

    Strength -NRM- The user uses its strength to pick something up and throw it. It isn’t a very good throw, but it can do the job. If an opponent is either hit by a large, hard, thrown object or thrown into a large, hard, stationary object, it may suffer damage.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    String Shot -BUG- The user can spray a strand of silk at an enemy, hopefully wrapping it up or sticking it in place. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance.
    Fatigue: Light
    Accuracy: Excellent

    Struggle -N/A- The user struggles frantically. It may be able to extricate itself from the opponent’s grip, but if damage is desired there’s usually something better to use.
    Fatigue: Moderate
    Damage: Light (Light Recoil)
    Accuracy: Excellent
    Other: Physical

    Struggle Bug -BUG- Striking back at the opponent, this attack has the Pokemon focus on hindering its opponent's strikes.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical. Can lower SpA

    Stun Spore -GRS- The user puffs out a cloud of blue dust. A victim that smells this dust will suffer paralysis as muscles lock up and refuse to move.
    Fatigue: Moderate
    Accuracy: Moderate

    Submission -FGT-The user flails viciously, hitting the target repeatedly with an assortment of smashes to various weak points. It is difficult to block the full effect with most defenses, because the fists just keep coming back for another hit. However, the user cannot defend itself properly while devoting so much concentration to maintaining this brutal frenzy.
    Fatigue: High
    Damage: Excellent (Light recoil)
    Accuracy: Moderate
    Other: Physical

    Substitute:-NRM-The user fashions a body double out of materials from its Malletspace Account and animates it with its own life force. This body double will suffer the brunt of any attacks an opponent makes until it falls apart, since Substitute also allows the user to mentally implant a misperception in all opponents that the Substitute is the actual pokémon it was built by. The opposing trainer cannot successfully order their pokémon to hit the “real” pokémon because their pokémon has a mental block against realizing that Substitute has been used. While the user of Substitute is not immune to harm, affected pokémon can only harm the user by sheer accident, since they cannot deliberately aim at it. However, non-intelligent sources of damage, such as arena damage and effects that cover the entire arena will hit both the user and the Substitute at full damage if the user and Sub wander into the affected area. Making a Substitute is even worse than normal, for instance, if the arena is being flooded with lava and everything is getting burned. The Substitute takes full damage from the lava and the creator takes full damage as well. When made, the Substitute can be charged with a varying amount of life energy from the creator. However, in the heat of battle the user will NOT be able to understand precise numerical requests, so realistic trainers should keep their requests phrased appropriately vaguely, such as “big Sub,” “regular Sub,” “as small a Sub as you can make,” or the like. The amount of energy actually put into the Sub is partially random, as is the amount of health the Substitute actually has. These values will be close to each other, but the actual health may be slightly higher or slower than the energy put in, depending on various random factors up to the ruling of the referee.
    Additional parameters for Substitute can be found here.
    Fatigue: Moderate
    Dmg: Split into Subsititute
    Accuracy: Excellent
    Other: Snatchable

    Sucker Punch:-DRK-This move is a very fast high damaging punch move, but it will work only if the target intends on damaging them this turn. Otherwise, the move fails.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Sunny Day-FIR- The user directs clouds away from the sun, leaving it totally unblocked. In the heat, fire attacks are moderately buffed and water attacks are moderately hindered. When used at Night, causes the same effect, but uncovers the moon. Fire attacks are still boosted unless altercations are agreed upon by battlers. It has additional synergistic effects according to the whim of the referee.
    Fatigue: Moderate
    Accuracy: Excellent. Melts frozen Pkmn

    Super Fang:-NRM-The user’s incisors glow white and it tears into the opponent. The sight of a strong opponent merely incites the user to new heights of fury, allowing it to deal greater damage. Consequently, this attack can deal variable damage, the highest registers on a completely healthy opponent.
    Fatigue: High
    Damage: Good-Incredible
    Accuracy: Moderate
    Other: Physical

    Superpower-FGT- The user summons a huge amount of energy from within and then is used in a physical attack dealing massive damage but also lowering Attack and Defense of the user.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical

    Supersonic -NRM- The user hums, irritating everything that hears it. The sound tends to scramble the thoughts of those who hear it, making it difficult to concentrate or even walk straight. The effects are temporary, of course, but they fade slower than the sound itself.
    Fatigue: Moderate
    Accuracy: Good

    Surf: -WAT- The user can telekinetically control water by concentrating. This control is limited to directing large pseudopods, but can be applied to many tasks, basically anything you could expect a large pseudopod to do. Two of the most popular tasks are whacking the opponent (for good damage that is partially due to the water and partially due to the impact) and acting as a mobile platform. Keeping the water in place (say, as a platform) takes less concentration than moving it in the first place, but even then it must be refreshed with another expenditure of an action on occasion. This move does not function without a large quantity of water.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Swagger-NRM- The user physically and verbally taunts opponents, provoking them into a vicious rage. While berserked in this manner, an affected opponent may sometimes ignore its trainer’s orders and tear into the Swaggerer with a barrage of basic melee attacks (meaning Frustration). The victim is unusually difficult to calm, made much worse if the user continues to throw in a taunt occasionally.
    Fatigue: Moderate
    Accuracy: Moderate

    Swallow-NRM-The user swallows their stockpiled energy restoring a fair amount of health, the more times this move is used the more energy it consumes. Can’t be performed without at least 1 stockpile.
    Fatigue: High
    Healing: Good-Incredible
    Accuracy: Excellent
    Other: Snatchable

    Sweet Kiss -NRM- The user kisses a victim, slathering it with hallucinogenic saliva. An affected opponent will have difficulty sorting out reality from illusion and may injure itself in its confusion.
    Fatigue: Moderate
    Accuracy: Moderate

    Sweet Scent:-NRM-The user releases a sweetish aroma laced with narcotics. Anything smelling this odor will calm down suddenly, which can help to overcome mind-affecting effects such as confusion and anger. Additionally, as long as the scent remains in the air (depends on ventilation, but generally not long) affected pokémon will have to concentrate to be able to continue vigorous action.
    Fatigue: Light
    Accuracy: Moderate

    Swift -NRM- The user jets a stream of five-pointed stars of light, which can be moved about the arena until they run out. It is difficult to block the full effect with most defenses, because there’s always another incoming star. If one victim falls, it is easy enough to move the stream onto the next, although a few stars will be lost in the transition.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Special

    Switcheroo -DRK- The user uses the power of darkness to zip in and out switching the items both him and the target currently posses.
    Fatigue: Moderate
    Accuracy: Excellent

    Swords Dance-NRM- The user spins in a circle while falling into a zen-like trance, reaching a firm battle mind for the battle ahead. While it spins, it produces a spinning vortex of air that has a tendency to ward away attacks that are subject to being blown about. Once it finishes the dance, the user will have greatly focused chi energy and therefore be able to attack precisely and rapidly without error.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Synchronoise -PSY- Linking up via a mental construct, the user releases an electromental command that causes pain in all pokemon that share its type.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special

    Synthesis -GRS-Drawing in energy from the sun, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw sunlight to useful energy at such a rapid pace is very tiring. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice (depending on how vigorously they’re behaving as far as their other attacks go) without collapsing from exhaustion.
    Fatigue: High (increases)
    Healing: High
    Accuracy: Excellent
    Other: Snatchable
    Last edited by DarkestLight; 27th October 2013 at 11:59 AM. Reason: Edited: Added XY Attacks

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