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Thread: ASB Attack List Beta: All Versions

  1. #1
    Veteran Trainer
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    Default ASB Attack List Beta: All Versions

    Notice: Ok, there has been a lot of arguments on a couple of attacks that appear differently in the game and the anime (namely double team, thunderwave and safeguard). It's up to the ref to decide which should be used. The anime version of the attacks will be in the RS attack section while the game version will be in the RBY/GSC link

    To find a certain attack in this post without scrolling, press CTRL + F and enter the attack name in


    Attacks

    Aerial Ace - The user's body part (ex: wing) glows and then strikes the opponent, much like a flying version of Iron Tail. Deals light damage

    Air Cutter - A weaker version of Razor Wind, Air Cutter takes much less time to work in exchange for the decrease in power. It's about 2/3 as powerful, but has approximately 2/3 the charge time of Razor Wind.

    Arm Thrust - The user gives several quick open-palm (if applicable) thrusts, which each deal light damage.

    Aromatherapy - The user lets out a strong fragrance which has the same properties as smelling salts. All nearby Pokemon (friendly AND enemies, as well as any wild Pokemon not in balls) who can smell the aroma will be jolted awake from sleep, calmed out of confusion, and given a slight jolt which would slightly ease paralysis. It also gives the effect of Sweet Scent, possibly aiding in the same effect as Attract. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can smell the odor, etc.

    Assist - The user's appendage glows and a random move from another Pokemon on your team is used (ex: Skitty uses Assist and Razor Leaf comes out of the appendage, an attack that belongs to the trainer's Bulbasaur).

    Astonish - 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.

    Blast Burn - The user creates a very large, very hot fireball which is sent towards the victim(s). This attack uses up so much energy that the user needs to take a quick rest after using it, just like Hyper Beam. Also like Hyper Beam, however, the attack could have varying levels of intensity, including a "quick fire" version which doesn't require a break.

    Blaze Kick - The user's leg becomes covered in flames a la Fire Punch, and the user deals a powerful kick which does both fire damage and solid physical damage.

    Block - The user gets in such a position such that the victim's trainer cannot connect a Pokeball's recall beam with the victim. This prevents immediate recall. The move can also be used to seal off exits and other pathways if need be. The move's energy usage and accuracy is dependent on the user, the arena, and any other factors.

    Bounce (XX) - The user uses its own body to bounce or jump as high as possible, and landing on the opponent for good damage, depending on the Pokemon, height of jump, etc.

    Brick Break (FT) - An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals good damage, but even moreso on breakable objects such as panes due to the increase in power thanks to the follow- through.

    Bulk Up (FT) - The user toughens up, focusing energy on physical attack, and is able to take physical punishment slightly better. The increases are less than Curse, but there is not a significant loss of speed.

    Bullet Seed (GR) - 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.

    Camouflage (NO) - 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.

    Charge (EL) - The user charges up their electric energy, which makes the next few electric attacks used by it launch quicker and have a slight boost in power. While Charge itself doesn't use energy, the electric attacks affected by Charge will have a slight increase in energy consumption.

    Calm Mind (PS) - The user meditates, focusing itself on its special attacks, with a focus on special attacks of its main type(s). This gives its special attack power a slight boost, but unlike the game, there is no increase in general special defense. However, with a calm mind in place, the user is less prone to be controlled by telepathy.

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

    Covet (NO) - 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.

    Crush Claw (NO) - The user focuses energy into its claw and slams it hard into the opponent for very good damage. Essentially, it's Mega Punch in claw form.

    Dive (XX) - The user dives deep down, coming back up after several seconds to deliver a solid physical blow.

    Doom Desire (ST) - 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-type, and deals extreme damage.

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

    Dragon Dance (DR) - The user performs a Swords Dance-esque spin, which increases their speed significantly. All movement done after Dragon Dance, like Agility, will consume slightly more energy.

    Double Team (NO) - The user splits in multiple images, almost always surrounding its opponent. It generally causes confusion to its opponent and will stay that way until the user launches into another attack or the user or one of its images is hit by an attack, to which all of the clones will disappear.

    Endeavor (XX) - The user performs a flail like attack, which deals more damage depending on the situation the user is in. If the user is in a tough spot, it will focus its energy greater. A " tough spot" is up to interpretation, but can include anything from a death-defying scenario to facing a fresh opponent while near-KO. Damage is also based on the amount of energy left, and many times, Endeavor will consume all remaining energy, depending on the situation.

    Eruption (FI) – Using a large amount of fire energy, the user focuses and sends out a thick stream of fire and rocks which deals very good damage (depending on energy levels) and can easily burn the victim.

    Extrasensory (PS) - The user shoots out a beam of psychic energy which deals slightly higher than moderate damage, but also attacks one of their senses at random, which can startle, irritate or confuse the victim.

    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.

    Fake Out (NO) - 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 (DK) - The user pretends to cry, which may leave the victim(s) open to being attacked. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

    Featherdance (FL) - The user performs an intricate dance in an attempt to calm the victim, lowering its attack power if successful.

    Flatter (DK) - 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.

    Focus Punch (FT) - 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 (NO) - 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.

    Frenzy Plant (GR) - The user sends vines down through the ground where they spring up and lash at the enemy repeatedly. This attack takes a lot of energy, so the user has to spend the next turn getting that energy back.

    Grasswhistle (GR) - The user gyrates or blows air such that a soothing faint whistle eminates from it. The noise is very soothing, and after a while, all Pokemon who can hear it will start to become drowsy.

    Grudge (GH) - The user, summoning power akin to Destiny Bond, accepts defeat, and gives up all of its ghost energy, absorbing the final attack and fainting. Upon fainting, the energy is immediately transferred to the Pokemon who KO'ed it (If multiple Pokemon KO it at once, both Pokemon are affected half as much). If the move has any kind of energy attached to it (Mentioned as "glow" in this list), that kind of energy is blocked off for up to the rest of the victim's time in battle. The amount of rounds Grudge works is modified by the amount of ghost energy transferred, whether or not the move is of the victim's main type (which would lessen the power of Grudge if it is), time length of rounds, level difference, and power of all Pokemon in question. If the attack Grudged does not have any "energy" involved (such as Body Slam or Tackle), then Grudge fails.

    Hail (IC) - 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.

    Heat Wave (FI) - The user spends a lot of fire energy to shoot out a large blast of superheated air mixed with tiny flames towards its opponent(s). Damage done is in between Flamethrower and Fire Blast, but there isn't nearly as much of a chance for burning than either of those moves.

    Helping Hand (NO) - The user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.

    Howl (NO) - 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). Also, the Howl can intimidate foe(s) much like Scary Face, with the same rules.

    Hydro Cannon (WA) - The user launches a massive blast of high speed water at the enemy that takes a lot of energy to pull off. As such, the user must spend some time afterwards regaining the lost energy.

    Hyper Voice (NO) - A sound-based attack, the user creates a loud, violent boom with its voice, which strikes all opponents in the area for good damage.

    Ice Ball (IC) - The user sends a small ball of ice toward the opponent (think of rollling a bowling ball) which at first does a small amount of damage, but for each consecutive use of the move, the user will create a ball of ice bigger than the previous one, doing more damage than the last (so if the user used Ice Ball five consecutive times in a battle, the fifth one should be around the size of your average sized boulder, but it should still be possible for it to be broken or melted).

    Icicle Spear (IC) - The user sends a few small icicles (Created like Ice Beam) towards the user, which hit for good damage, and have a slight chance of breaking the skin.

    Imprison (PS) – The user consumes significant energy to prevent one opponent from reusing a move it’s used in the last few rounds. This can only happen if the Imprison user used that same move in the last few rounds as well. Imprison can only happen if the attack is one which deals with energy (has some sort of glow). You can’t Imprison a Squirtle to Body Slam, but you can Imprison Skull Bash, due to the normal energy used in the attack. If the attack which is attempted to Imprison is of the victim’s type, the energy required to use Imprison rises significantly, and the attack takes much longer to do.

    Ingrain (GR) – 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 (ST) – 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.

    Knock Off (XX) – The user attempts a light, quick strike with a hand or claw in an attempt to knock the opponent down or off the edge of a boundary.

    Leaf Blade (GR) –The user performs a slash attack with leaves attached to their body, which are covered in grass energy, dealing good damage.

    Luster Purge (PS) – A mix of Flash and Psybeam, the user shoots out a very bright beam of Psychic energy which deals good damage, and possibly can effect the opponent(s) sight, especially if the attack hits the eyes.

    Magic Coat (PS) –The user glows like Mirror Coat, and prevents any part of an attack which would paralyze (Like Thunderwave, not like Body Slam), poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Will O’ Wisp or Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect.

    Magical Leaf (GR) – The user sends a grass-type Swift at the opponent, as little leaf-shaped bits of grass energy are used.

    Magnitude (GD) --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.

    Memento (DK) –The user attempts to lower the ability of one of its opponents by fainting, and placing a curse on the victim. The curse lowers the attack and special attack of the user, dropping abilities by anywhere from 10-25%, depending on energy left when the move was used. When the move is completed, the user always faints.

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

    Meteor Mash (ST) –The user’s fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, for very good damage.

    Mist Ball (PS) – 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.

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

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

    Muddy Water (GD/WT) – The user shoots out a very powerful, but dirty, stream of water, which does good damage and might lower the opponent(s) accuracy if it hits in their eyes.

    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 (GR) –The users arm or other appendage glows with energy, as the user smacks it into the opponent for very good damage.

    Odor Sleuth (NO) –The user attempts to sniff out where its opponent is.

    Overheat (FI) – 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.

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

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

    Psycho Boost (PS) -- 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.

    Recycle (NO) –The user attempts to reuse a broken or previously used item which it’s currently holding.

    Refresh (NO) – 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.

    Revenge (XX) –The user’s attack power is based on whether or not they were recently attacked, and if so, how hard. It’s simply a form of Rage that’s based on the last round’s action.

    Rock Blast (RK) – The user shoots out several rocks which deal very good damage.

    Rock Tomb (RK) –The user stomps on the ground, and summons the ground to surround the victim in rocks which emerge from the ground.

    Role Play (PS) – The user consumes significant energy to attempt to mimic something unique about the opposing Pokemon. 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.

    Safeguard (NO) -- The user creates a dome of pure white energy around it, which absorbs any attack, prevents noise or wind from hitting it, and prevents visual attacks such as Flash, Taunt and the like. Unlike Protect, Safeguard is usually set up right before the attack would make contact, but Safeguard can be expanded to whatever size the user wishes, protecting allies at a significant energy cost. As the aura starts within the body, all Pokemon which the user does not want in the Safeguard will be pushed away as if being hit by a moving wall.

    Sand Tomb (GD) – The user consumes a lot of energy to create a very high powered sandstorm from the sand underneath the victim, possibly sinking it in a valley of sand. If the arena is not sand-based, it will just be a very high powered sandstorm which neither trainer can see in, thus not be able to return their Pokemon.

    Secret Power (NO) – The user sends a beam of normal energy which hits for good damage. The energy is laced with a random status effect powder, which has a decent chance of either making the opponent drowsy, poisoning them or confusing them.

    Shadow Punch (GH) – The user’s fist glows with ghost energy as it punches the victim for good damage.

    Shadow Rush (---) – The user becomes surrounded in a darkness that is unlike either Ghost or Dark type energy. Fuelled with frustration the pokemon charges forward attacking with all it's strength. Though physical, the attack will damage any pokemon type with a normal amount of damage. Due to the force of the attack, some recoil damage is taken.

    Sheer Cold (IC) – The user shoots out a very concentrated, very narrow blast of wind which attempts to deal extreme damage, and might render a limb or section of the victim’s body numb. If the victim is hit in a vulnerable area, the move might deal extreme damage.

    Shock Wave (EL) –The user performs an electric Swift attack, as tiny lightning bolts of energy smack the victim(s) for decent damage.

    Signal Beam (BU) –The user shoots out a beam of bug energy which looks like Psybeam and does decent damage.

    Silver Wind (BU) – The user performs a Gust attack which has small waves of bug energy in it, doing good damage.

    Skill Swap (PS) – The user consumes a extreme amount of psychic energy to perform a sort of double Role Play, not only using Role Play on itself, but making the opponent have a characteristic of the user. The characteristic given to the victim is not chosen by the user.

    Sky Uppercut (FT) – The user performs a vicious uppercut punch, jumping while performing it, which sends the victim flying.

    Slack Off (NO) – The user takes a break, attempting to regain energy.

    Smellingsalt (NO) – Hits the Pokemon with a solid punch which knocks the user out of paralysis.

    Snatch (DK) – 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.

    Spit Up (NO) –The user shoots out a beam of energy comprised of the energy taken during Stockpile.

    Stockpile (NO) – The user bites a victim, and uses a very intense Leech-Life-esque attack, draining the victim of energy at a decent rate.

    Superpower (FT) – The user expends significant amounts of energy to perform a Strength-based attack so powerful it leaves the user quite tired afterward.

    Swallow (NO) – The user consumes the energy which was taken through Stockpile.

    Tail Glow (BG) –The user’s tail glows, as they concentrate more on their Special Attack ability, increasing its power.

    Taunt (DK) – 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 (FL) – The user does a goofy dance, which confuses all Pokemon around it who see it.

    Thunder Wave (EL) -- The user sends out numerous tendrils of electricity with which it attempts to bind the opponent. While the opponent is wrapped, they will take minor electric damage, but will only suffer long-term (i.e. after the move is over) paralysis if Thunder Wave is held for a good amount of time. The user of Thunder Wave must concentrate while maintaining the attack, but they can use other attacks concurrently.

    Tickle (NO) –The user tickles the opponent, attempting to lower its attack and defense.

    Torment (DK) – 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.

    Trick (PS) – The user mentally tricks the opponent and attempts to swap items.

    Uproar (NO) – The user lets out a very loud scream which deals a decent amount of damage.

    Volt Tackle (EL) – Sparkling with electricity, the user slams into the opponent, dealing both physical damage as well as electric damage.

    Water Pulse (WA) –The user shoots out a water ball which has supersonic waves in it, which has a decent chance of confusing the victim.

    Water Sport (WA) – The user shoots out water all over the place attempting to weaken fire attacks.

    Water Spout (WA) –The user shoots out a very large, powerful stream of water which is directly related to how much energy it has left. The attack usually uses about 1/3 of the Pokemon’s remaining water energy.

    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.

    Will-O-Wisp (FI) – The user sends very small, very intense bits of flames in an attempt to burn the opponent.

    Wish (NO) – The user, when not Jirachi, “wishes on a star” in an attempt to do better in battle. Gaining confidence, the user’s energy level gets a boost as it goes into a sort of battle trance, as attacks levied against it seem to do less damage. (Think Ultimate Warrior-style)

    Yawn (NO) - The user yawns towards the opponent, which might make it drowsy.
    Last edited by Lady Vulpix; 28th November 2006 at 05:16 PM.
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  2. #2

    Default ASB Attack List Beta: All Versions

    *theifs Iveechan's post*



    Changes

    I've put a proper description in for Mud Slap, albeit the same one as Sand Attack but made the difference of one being wet, and the other dry.

    Clear Skies I've got rid of, and made the description for Sunny Day clearer (such as it's use at Night), same goes for Rain Prayer / Rain Dance (with regards to Electric attacks)



    ---A---

    Absorb: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage. Good accuracy. Low damage.

    Acid: The user sprays a blob of caustic goo at their victim. Good accuracy. Low damage. Low chance of burn.

    Acid Armor: The user turns invisible or partially invisible for a short while, allowing them to evade attacks more easily. Excellent accuracy.

    Aeroblast: The user creates a huge blast of air. Incredible damage. Good accuracy. No pokémon in ASB is actually capable of getting this attack.

    Agility: The user starts moving really, really fast, allowing them to dodge attacks more easily. Additionally, they can set up their attacks faster and therefore can aim better, so accuracy goes up along with evasion. Burns fatigue quickly and lasts only a short time. Excellent accuracy.

    Amnesia: The victim forgets whatever attack they’ve just used and can’t use it until Amnesia wears off. The user can only make a victim forget one attack at a time; if they attempt to Amnesia another move the first is remembered again. Good accuracy.

    Ancientpower: The user telekinetically throws rocks. There is a very low chance that the user may be possessed by an ancestral spirit for a short while, which gives the user massive stat boosts due to the cunning of the elder spirit. Good accuracy. Moderate damage.

    Attract: The victim becomes sexually interested in the user. Can only be used on a target that is opposite-gender the user. When interest is piqued, the victim will sometimes choose to ignore orders that sound like they might interfere with the victim’s romantic chances with his or her love interest. Good accuracy.

    Aurora Beam: The user shoots a narrow ray of ice crystals at a victim, causing numbness. Good accuracy. Moderate damage.


    ---B---

    Barrage: The user’s eggs pummel the opponent from a distance and then telekinetically return to their original location. Moderate damage. Good accuracy.

    Barrier: The user produces a transparent (but visible) screen of force. This screen is flat, thin, square, and immobile. It is virtually indestructible, but it does nothing against things that simply go around it. A Barrier can theoreticall be oriented in any direction, but it must be oriented perpendicular to the user’s facing. Boxing something in will take multiple uses. Barriers last a while, but not forever. Excellent accuracy.

    Baton Pass: The user switches out, but does not faint like normal. The user’s trainer sends out another pokémon from their collection, which gets the benefits of all of the user’s stat boosts, positive and negative (basically, anything that goes away with time, referee’s adjudication). The pokémon that is switched out is “locked in” as a battler in this particular battle and must be sent out again before the battle ends. This move cannot be used by the last unfainted pokémon on a team. This is the only legal way (barring special sig moves) to switch out a pokémon midbattle without fainting it. Once Baton Pass is used, the rest of the round is aborted and all ensuing attacks are canceled. The next round continues as normal. Excellent accuracy.

    Beat Up: For each ally still conscious on the bench, the user summons up a shade representing that ally. The shades in question attack in rapid succession, each doing low damage with good accuracy. The attack appears just like a regular attack the template ally would have used, but it functions with a dark elemental instead of its normal element. Shades fade away within a few seconds whether attacked or not, so they have to get in their attack quickly. It is very difficult to defend against this whole attack, since each attack comes at a slightly different time from a slightly different angle. Protective shields raised against one shade may or may not be shattered or bypassed by the cumulative attacks of the other shades, according to the adjudication of the referee. The move itself has good accuracy, but each shade must check accuracy as well.

    Belly Drum: The user slams its fists into its belly, mentally psyching itself up for battle. The user reaches a sort of battle frenzy, totally ignoring all defense in favor of crushing the opponent with highly-buffed attacks. This is the strongest attack buff in the game, but the user cannot even attempt to dodge or reduce damage from enemy attacks. Excellent accuracy.

    Bide: The user stands in place, a faint aura encircling it. All attacks that hit the user will deal damage as normal, but the energy will be absorbed and duplicated. At the end of the Bide, this energy will be directed at any one target as a single massive attack. This attack is always of good accuracy and is of the same type and power of the attacks that charged it up in the first place. If attacks come in of varying types, they may either create an unusual combo (at the discretion of a referee) or simply come in waves, each with a different element and a fractional part of the total damage. Due to the extreme power of the absorbed attacks, any charge that contains more than a couple attacks is likely to shear through defenses with surprising efficacy, although it will become weaker in the process. The duration of the technique cannot be controlled precisely, however; it will last a number of actions up to the referee and then discharge. In general, however, it should last more than one action and less than a full round unless the user attempts to concentrate on an unusually long Bide, in which case they might or might not succeed, depending on whether they can maintain concentration. Excellent accuracy.

    Bind: The user grabs the opponent and holds them still. The opponent remains in place until it can extricate itself from the grapple, which takes some effort. Good accuracy.

    Bite: The user chomps down with a toothy maw onto the victim. Dark energy crackles between these teeth into the victim’s flesh. Low chance of startling opponent the first time or two the energy crackles. Note that this is not exactly equivalent to an improvised bite, which is usually another move. Moderate damage. Good accuracy.

    Blizzard: The user produces a blast of crystalline ice shards that emanate in a wide cone in whichever direction the user is ordered. An enemy that cannot escape in time will be encased in rime, which hinders movement. The attack must charge for a few brief seconds and it takes time for the ice shards to get to where they’re going, so it can be dodged more easily. Excellent damage. Moderate accuracy.

    Body Slam: The user jumps on top of its opponent and bears it to the ground. The target takes damage according to the mass of the user (bigger pokémon have better Body Slams) and may be pinned in place under the bulk of the other unless it can wriggle free (this replaces paralysis, which is just the game’s approximation due to the fact that it can only handle a few status effects). The user will maintain the pin without taking an action as long as it avoids movement unless the victim can work its way free. The more movement the user makes, the easier it is for the victim to wriggle free. Highly variable damage. Good accuracy.

    Bone Club: The user swings its bone club at the opponent, striking hard and fast. Obviously, a pokémon can’t use this move without a bone club whether it knows the move or not. Moderate damage. Good accuracy.

    Bone Rush: The user rushes forward and smacks the opponent with a hefty club. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the bone just keeps coming back for another hit. Obviously, a pokémon can’t use this move without a bone club whether it knows the move or not. Good damage. Good accuracy.

    Bonemerang: The user throws its bone club at a distant opponent. The bone bounces off, but then the user telekinetically calls it back. The club may hit an incautious opponent a second time as it returns, but it almost invariably returns to its owner. Obviously, a pokémon can’t use this move without a bone club whether it knows the move or not. Moderate damage. Good accuracy.

    Bubble: The user spits a mass of watery bubbles out. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health. Trivial damage. Good accuracy.

    Bubblebeam: The user spits a stream of watery bubbles very hard. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health. Moderate damage. Good accuracy.


    ---C---

    Charm: The user appears cute and innocent, and buffs this impression with psionic manipulation. It is difficult to tempt an affected opponent to harm the user, at least as long as the charm lasts. It is typically destroyed by hostile action, although the memory may linger and hinder attacks for longer than that. Good accuracy.

    Clamp: The user locks its shell onto a portion of its opponents body, usually a limb or other handy protrusion, preventing that opponent from getting away. Damage slowly grows as the Clamp is maintained, and there is sometimes also the threat of environmental hazards. Low damage. Good accuracy.

    Clear Skies: 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. It has additional synergystic effects according to the whim of the referee. Good accuracy.

    Comet Punch: The user smacks the opponent with fists. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the fists just keep coming back for another hit. Moderate damage. Good accuracy.

    Confuse Ray: The user fires a ray of whitish glowing light at a target. A pokémon hit by this ray will begin to hallucinate, and may injure themselves in their confusion. Moderate accuracy.

    Confusion: The air ripples in a surreal manner accompanied by waves of unnatural light. The minds of any or all targets in the user’s field of vision are momentarily scrambled and twisted, leaving them disoriented. Moderate damage. Good accuracy.

    Constrict: The user wraps tentacles around the opponent and squeezes. Low damage. Good accuracy.

    Conversion: The user can emulate any type or combination of types that is close at hand, or emulate the type of any move that the user knows. For instance, a sigless Porygon fighting a Scizor can Convert to bug/steel, normal, psychic, electric, ice, steel, poison, dark, fire, or water, but not any other type or combination of types. This move burns a great deal of energy. Excellent accuracy.

    Conversion2: Basically the same as Conversion. It is very difficult to prevent a Porygon(2) from adapting to whatever environment is available. Excellent accuracy.

    Cotton Spore: Wool or cotton encircles the opponent and wraps it up tightly. It will hinder the victim’s movement until it is cut away, burned away, or the like. Good accuracy.

    Counter: The user shimmers and glows, and physical attacks are redirected back toward their source. Note that the ASB definition of “physical attacks” is not equivalent to the Gameboy definition. Special attacks involve a stream of liquid, gas, or energy, while physical attacks involve contact with a solid object. For instance, Sludge is a spurt of liquid so it is a special attack and therefore un Counterable, but Razor Leaf is a hit from a sharp leaf and therefore physical and Counterable. Indirect attacks such as environmental damage may not be possible to redirect toward their ultimate cause, at the adjudication of the referee. The user of Counter still suffers some damage and fatigue from the strain of redirecting attacks, although typically less than it would have had it not Countered. The redirected attack is of the same element and same power as the original attack, but always has good accuracy and does not take any time to charge. The effects of this attack can be very surprising the first few times in the match, especially if used sparingly, and therefore an incautious opponent may be less likely to dodge. Excellent accuracy.

    Crabhammer: The user smacks the opponent with a hefty pincir. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the pincir just keeps coming back for another hit. Good damage. Good accuracy.

    Cross Chop: The user strikes repeatedly in a vaguely cross-shaped manner, dealing extensive damage as weak points in the target are pummeled repeatedly with expert skill. Excellent damage. Moderate accuracy.

    Crunch: The user chomps down with a toothy maw onto the victim. Dark energy crackles between these teeth into the victim’s flesh. The user then twists its head violently, ripping and tearing flesh as the dark energy crackles. The extent of the injury could potentially make the victim feel light-headed for the duration of the battle, but this side effect is not overwhelming. Good damage. Good accuracy.

    Curse: Note that this is the kind ghosts use. The other kind is “Slow Wave” translated poorly. The user sacrifices half their health to cause ongoing damage to their opponent. The effect is invisible, but as time passes the opponent suffers spontaneous cell death. However, a pokémon maintaining a Curse cannot heal themselves by any means except ending the Curse, which doubles their remaining health and stops the ongoing damage. Good accuracy.

    Cut: The user hacks out with a sharp surface and causes bleeding. Low damage. Good accuracy.


    ---D---

    Defense Curl: The user curls into a ball. As long as it stays curled up (a position in which many attacks are difficult to execute), it suffers less damage from most attacks, since most vital areas are in the center of the ball. Releasing the Curl occurs for free whenever its ordered, but sometimes it happens by accident when an attack hits the user or the user attempts a move that cannot support being curled into a ball. Excellent accuracy.

    Destiny Bond: If any pokémon knocks out a pokémon that is using Destiny Bond, that pokémon also faints. Destiny Bond can only be used in response to an direct attack, and burns a great deal of fatigue, so it shouldn’t be used unless fainting is imminent. Attacks that indirectly harm the user of Destiny Bond can bypass the threat; for instance a collapsing ceiling knocking out a Destiny Bond user will end up trying to faint the ceiling, which is not possible since the ceiling was never conscious in the first place. Given this, Destiny Bond works best as a suprise, so it is not advised that you alert your opponent to your intent. Excellent accuracy.

    Detect: The user uses senses that border on precognition and telepathy to determine many details about the opponent’s next action, including attack method, attack vector, attack target, attack source, etc. This knowledge can be used in whatever way is plausible, but the most common way is to move to a location that is not within the attack vector or attack area. The ability operates slower each time it is used due to mounting fatigue, so if used repeatedly the chance that the user will be able to act on the newfound knowledge in time decreases. Detect also burns an unusual amount of fatigue, so caution is warranted. Excellent but decreasing accuracy.

    Dig: The user digs very quickly into relatively soft materials such as regular dirt. Hard materials such as metal, of course, are too hard to burrow through. The user can duck into such a tunnel with surprising speed, potentially foiling attackers that did not expect such a move. Once underground, the user can move around slowly without coming up to the surface. While underground, the user can either sap out a portion of the arena to create a big hole or burrow up quickly for a surprise attack. Creating a hole under an opponent will cause trivial damage but now the opponent will be stuck in a hole. Surprise attacks are more likely to bypass defense mechanisms. It is very difficult to follow a Digging pokémon, since they move the earth from in front of themselves to the tunnel behind themselves, thus sealing it up as they proceed. A follower, whether hostile or friendly, must stay very close. Two Diggers are unlikely to run into each other by chance, although some pokémon would be able to detect the vibrations associated with Digging. Pokémon that do not know Dig can dig, but they will be much slower at doing so and therefore will not be able to act quickly enough to evade attacks or allow for either basic attack strategy. However, they may be able to dig down to find a Digger, given time. Good accuracy.

    Disable: The victim is limned in a red glow and is unable to move so long as the user of Disable continues concentrating on the psionic grapple. The user cannot do other actions without breaking this concentration, but a sudden attack may be able to catch the suddenly-released victim by surprise. The power fails over time if held too long, regardless of how much the user concentrates. Moderate accuracy.

    Dizzy Punch: The user swings a glowing white fist, charged with chi energy that immediately crackles through whatever the fist hits, causing disorienting confusion for a short while. Moderate damage. Moderate accuracy.

    Double Edge: The user attacks with a series of basic attacks in an incredibly violent frenzy. This does significant damage, but the user may injure itself due to the incautious nature of the frenzy. Excellent damage. Good accuracy.

    Double Kick: The user kicks out with two legs, kicking the target viciously. Moderate damage. Good accuracy.

    Doubleslap: The user slaps a target with open palms. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the slaps just keep coming back for another whack. Low damage. Good accuracy.

    Double Team: Several images (usually 2-5) split off from the original user, each of which appears exactly like the user. Each of these images follows the orders of the original’s trainer, but each does so in slightly a different way so that the genuine article is virtually impossible to determine. They aren’t perfect mirror images; if they’re ordered to attack, for instance, they’ll all aim at the requested target instead of simply firing their attacks in parrallel lines. These images have no substance and are destroyed if jarred in any way, but as long as they last they provide a distraction. Attacks that are aimed at an image instead of the original won’t harm the original, and attempts to dodge the original’s attacks will also have to contend with dodging several illusory attacks—after all, there’s no way to know which ONE attack is real. Excellent accuracy.

    Dragon Rage: The user spits a mass of pinkish-red dragon energy, which is then shaped into a favored shape (usually a tornado or a spheroid) which engulfs the opponent. Most defenses have difficulty blocking this particularly energetic attack. Moderate damage. Good accuracy.

    Dragonbreath: The user spits a stream of pinkish-red dragon energy, which may cause the muscles of the target to lock up in an erratic manner. Moderate damage. Good accuracy.

    Dream Eater: The user reaches out with an ætherial feeding tube into the dreams of a target that is either sleeping or in a healing trance. The forcible removal of these dreams causes massive psychic trauma, but this move alone reinforces sleep enough so that the victim is no more likely to awaken than if they’d never been attacked in the first place. Devoured dreams can be rapidly metabolized for healing, generally for a significant fraction of the damage caused. Excellent damage. Good accuracy.

    Drill Peck: The user pecks an opponent really, really hard. Good damage. Good accuracy.

    Dynamic Punch: The user swings a glowing white fist, charged with chi energy that immediately crackles through whatever the fist hits, causing disorienting confusion for a short while. Good damage. Low accuracy.


    ---E---

    Earthquake: The user slams a paw or other appendage into the ground, giving the strike a telekinetic boost so that a widening cone of seismic unrest proceeds through the ground ahead. Anything caught in this cone will be slammed about as the earth buckles and jumps. This move may cause certain constructs, such as tunnels, to collapse, in which case environmental damage may be sustained by anything under the falling debris. Conceivably, pokémon could be pinned in place if sufficient debris fell on them. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected. Good damage. Good accuracy.

    Egg Bomb: The user throws an explosive resembling an egg at a given location. All targets in the blast radius suffer damage. Moderate damage. Good accuracy.

    Ember: A wide-angle, short-range spray of fire that may burn. Good accuracy. Low damage.

    Encore: The victim’s trainer’s orders are rewritten so that the last move taken is done again, overwriting whatever was there before. The victim pokémon will be under the mistaken impression that it has successfully carried out its trainer’s orders, so ordering substitutions to bypass Encore is an exercise in futility. For instance, if a Clefable’s attack orders were “Clear Skies, Moonlight until successful, and then Flamethrower if you have time” and the Clear Skies was Encored, the Clefable would Clear Skies twice and then Flamethrower, under the mistaken impression that its second order was successful. However, it is difficult to maintain this illusion if the Encore is overused. Excellent but decreasing accuracy.

    Endure: The user braces itself for incoming attacks. All incoming attacks inflict significantly less damage than normal, and they never successfully reduce the user of Endure to less than 1% health, unless it is already below 1% health. Endure burns no relevant fatigue, but constant abuse from an opponent will break through this defense eventually. Excellent but decreasing accuracy.

    Explosion: The user creates an explosion, centered on itself. Anything in the blast radius will suffer multiple exposures to incredible damage. It is difficult to block the full effect with most defenses, because the shockwaves just keep washing through the blast radius. Unfortunately, the user itself will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts. Multiple waves of incredible damage. Excellent accuracy.

    Extreme Speed: The user channels all of its speed into one brutal series of physical attacks. If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds. Moderate damage. Good accuracy.


    ---F---

    Faint Attack: The user turns invisible and moves silently to attack a target by surprise. Attacks directed at the user are far less likely to succeed, since sight does not help a bit. The move is difficult to defend against due to the fact that the user can take a little extra time to attack from a poorly defended angle when the victim is not expecting it without so much risk of being attacked itself. Low damage. Excellent accuracy.

    False Swipe: The user takes a swipe with an appropriate limb at the opponent but feints the attack. This does not deal real damage, but it costs less fatigue than normal and can intimidate the opponent into submission. Additionally, an opponent that has gotten over the intimidating effects of the move way be less wary of further swipes, assuming them to be false as well. Trivial or no damage. Good accuracy.

    Fire Blast: A powerful blast of fire in the shape of a kanji (a Japanese letter) plows through the arena burning everything it runs into until it hits something it can’t ram out of the way. Takes a while to charge, and therefore can be dodged more easily. Excellent damage. Moderate accuracy.

    Fire Punch: The user’s fist flames as they punch their opponent. Good accuracy. Moderate damage.

    Fire Spin: A tornado of flames rushes toward a particular location in the arena and stays there for a few actions. Anything that tries to pass through the sides of said tornado of flames will take fire damage and may or may not be pushed back by the crackling flames. Low damage. Moderate accuracy.

    Fissure: The user smashes the ground with a telekinetic boost, causing a huge chasm to tear open in the arena. The chasm warps and shifts for a short while as the seismic disturbance continues, and anything too slow to dodge that falls in will get severely injured by the grinding rock. This move develops fairly slowly, so an alert and cautious opponent can usually get to safer territory, but the consequences are dire if the opponent for some reason fails to escape. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected. Incredible damage. Abyssmal accuracy.

    Flail: If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Flail goes up a great deal. If successful, the violent flailing of the user extricates itself from whatever sticky situation it is in, at the expense of the opponent. Flail is very tiring, and it is not always possible to counterattack, since not all attackers will be near enough to be struck by the flailing. Highly variable damage. Variable accuracy.

    Flame Wheel: Flames encircle the user for a moment, burning anything that’s gotten too close. Short range. Moderate damage. Good accuracy.

    Flamethrower: The user blasts a long stream of fire at an opponent. Good damage. Good accuracy.

    Flash: The user emits a dazzling flash of light. Pokémon who accidentally look directly at the flash will suffer temporary eye damage and have difficulty performing vision-dependent moves, leading to a loss of accuracy. Excellent accuracy.

    Fly: The ability to use this move implies mastery of the defensive elements of airborne combat. A pokémon using Fly 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. This evasive benefit goes away when the user ceases to concentrate on defense in this manner (although it may still remain out of range of melee attacks), but the momentum provided by mastery of the air can conceivably be taken advantage of to press an attack, if that attack is benefited by increased inertia. Excellent accuracy.

    Focus Energy: The user concentrates on entering a state of readiness for battle. If it successfully achieves this state, it will be more able to shrug off the affects of glamers (illusory images, invisibility, etc.) and mind affecting manipulations (Attract, confusion, etc.) when these are used, although disorienting affects may ruin the Focus Energy even as they’re eliminated by it. Additionally, the intense concentration on the battle will allow it to hit vital points on the opponent more accurately and to protect its own with greater success. Good accuracy.

    Foresight: A red beam of light is emitted from the user’s eyes, sweeping the arena. All pokémon in the area of effect, including the user itself, are stripped of their abilities of manipulating illusions and phasing, leaving them on equal footing with the user of Foresight. Illusions regardless of power will shatter instantly and cannot be restored for a long time, while ghosts will be locked into the real world, totally visible, vulnerable to virtually any attack. Excellent accuracy, ignores phasing.

    Frustration: The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user is feeling strong negative emotion, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their negative emotions. However, this technique also has a calming effect, since working out your Frustrations through physical exertion leaves you feeling better. The user will be more calm and centered after using Frustration. Low to excellent damage. Good accuracy.

    Fury Attack: The user stabs the opponent with an appropriate sharp body part. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the beak, stinger, or spike just keeps coming back for another stab. Moderate damage. Good accuracy.

    Fury Cutter: The user swipes repeatedly at the victim with sharp claws or whatever analog is appropriate. The user attacks with increasing frenzy, psyching itself up to new height of ferocity. As this attack continues without interruption (more than one action can be paid to use it longer), this greater ferocity allows it to deal increased damage. Low to high damage. Good accuracy.

    Fury Swipes: The user swipes the opponent with its claws. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the claws just keeps coming back for another slash. Moderate damage. Good accuracy.

    Future Sight: The user’s eyes glow as it looks into the future and finds the best possible time to attack. A delayed psionic blast is then set to go off at that time directed at whatever point the victim will be occupying then. The pokémon itself decides exactly when the attack goes off; generally speaking it won’t be when the victim sets up a defense to ward it away and is never after the end of the battle (if there’s no other choice but to go off after the battle, then Future Sight just plain fails). A wise trainer does not try to tell their pokémon when to have Future Sight go off. After all, the pokémon is the one with Future Sight, not the trainer. When the attack finally goes off, the victim will be struck with a tremendous ball of brilliant psychic energy. Good damage. Good accuracy.


    ---G---

    Giga Drain: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage. Good accuracy. Moderate damage.

    Glare: Staring at the opponent with dark eyes so that the two gazes are locked, the user uses a combination of intimidation and psionic power to instill a loss of muscular coordination in the victim. The victim must be able to lock eyes, of course, but this will happen involuntarily unless the trainer wishes to spend actions preventing this. Moderate accuracy.

    Growl: The user intimidates all opponents that can hear with a fierce growling noise. Good accuracy.

    Growth: The user draws energy from the sun, charging up an internal battery so that attacks that draw a great deal of energy charge more quickly and therefore deal more damage for the same expenditure of time. Excellent accuracy.

    Guillotine: The user attempts to catch an opponent in the deepest part of its pincers, where the force of the twin levers that make up this pincer is the strongest and therefore the force exerted on the opponent will be greatest. 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. The consequences are dire, however, if the opponent for some reason fails to escape. Incredible damage. Abyssmal accuracy.

    Gust: The user forms a smallish whirlwind, directing it forward before it spins itself apart. This whirlwind is at least unpleasant for all, but it makes flight very difficult and anything light enough to be blown about will be. Low damage. Good accuracy.


    ---H---

    Harden: The user’s outer covering glows bright white and becomes very hard for a few seconds. Any attacks that hit this covering will probably do virtually no damage, although eventually the mounting fatigue of Hardening will cause failures in defense. Excellent but decreasing accuracy.

    Haze: The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile. Excellent accuracy.

    Headbutt: The user slams its forehead into the target, bludgeoning it. Moderate damage. Good accuracy.

    Heal Bell: The user produces a clearly audible chime from a metaphysical bell, and all of the user’s allies are purged of many pains. The chime does not repair basic damage, but it does purge all status effects and virtually all ongoing effects (with the exceptions of particularly bad status effects such as “fainted” and “dead”), even if the ally is currently not in battle (typically due to a Baton Pass). Excellent accuracy.

    Hidden Power: A series of bright flashes are emitted from the user, and these flashes wash over a target opponent. These flashes are laced with a particular element, so the pain that opponent suffers will typically relate to that element. Low damage. Good accuracy. No pokémon in ASB is actually capable of getting this attack, as Hidden Power is currently illegal due to certain balance issues. A general announcement will be made if this changes.

    Hi Jump Kick: The user bounds high into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a particularly brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused. Good damage. Good accuracy.

    Horn Attack: The user stabs an opponent with a horn, dealing more damage if the user has been able to get a solid running charge. Moderate to good damage. Good accuracy.

    Horn Drill: The user thrusts a spinning horn into the opponent, drilling slowly into the target causing incredible pain. This move requires time to place the drill in exactly the correct place and to work its way into the opponent, so an alert and cautious opponent can usually wriggle past the horn before it gets punctured. The consequences are dire, however, if the opponent for some reason fails to escape. Incredible damage. Abyssmal accuracy.

    Hydro Pump: The user blasts out multiple streams of water from its various water-shooting orifices. These may be split among several targets, although damage is then substantially reduced due to the waste associated with moving the stream and the difficulty of aiming at multiple targets effectively. Excellent damage. Moderate accuracy.

    Hyper Beam: A bright yellow orb of brilliant energy slowly grows as the user concentrates. When this orb is fully charged (which takes a while, making it somewhat easier to dodge), it lances out in a withering beam of light toward an opponent, burning it with plasma. This technique burns a great deal of fatigue, and the beam in question is particularly vulnerable to reflection or refraction. Excellent damage. Moderate accuracy.

    Hyper Fang: The user’s incisors glow as it viciously tears into the opponent with incredible ferocity. The bites cause incredible pain and continued bleeding, each of which contributes to a strong intimidating effect on the poor victim. Good damage. Good accuracy.

    Hypnosis: The user stares deeply into the eyes of one victim, slowly lulling the unwary into slumber. The blind cannot be affected by the move, but most other pokémon will be fighting drowsiness or sleep. Note that Confuse Ray is occasionally referred to as “Hypnosis,” but it is a distinct move with different effects. Moderate accuracy.


    ---I---

    Ice Beam: The user smites an opponent with a brilliant white beam of freezing cold. The beam tends to freeze whatever it hits. Good damage. Good accuracy.

    Ice Punch: The user swings a fist that is suddenly chilled beyond it’s natural state. The victim suffers from this cold as well as the impact. Moderate damage. Good accuracy.

    Icy Wind: A blast of extremely cold air sweeps from the user to the opponent, often circling behind obstructions to reach targets. Causes numbness. Moderate damage. Good accuracy.

    Iron Tail: The user lashes out with its heavy tail, slamming it into a handy opponent. As it does so, the tail glints and hardens, protecting itself and offering a sharp edge with which to cut the target. Excellent damage. Moderate accuracy.


    ---J---

    Jump Kick: The user bounds into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused. Moderate damage. Good accuracy.


    ---K---

    Karate Chop: The user whacks one of the target’s weak points hard. Moderate damage. Good accuracy.

    Kinesis: With a series of telekinetic pokes, the user knocks an opponent off balance so that attacks cannot be aimed properly. Given a moment or two, the victim can recover, but until then the distraction will impair the odds of success of any action that victim takes. Good accuracy.


    ---L---

    Leech Life: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage. Good accuracy. Low damage.

    Leech Seed: The user jets a seed toward an opponent. If it hits, the seed will sprout tentacles that suck some energy out of the victim. After a short time, the seed jumps back to the user and is reabsorbed, stolen energy and all. Good accuracy.

    Leer: The user makes a scary face. Pokémon who view this spectacle may be intimidated. Good accuracy.

    Lick: The user reaches out with a tongue and licks the opponent roughly, slobbering a sedative fluid and sapping life energy. A victim is likely to suffer impairment of motor control. Moderate damage. Good accuracy.

    Light Screen: The user sets up a flat, translucent screen that filters out light and energy that tries to pass through it. The screen is very durable, and it absorbs significant amounts of energy that hit it, leaving much less to continue through to wherever it’s going. The screen fades after a short time after the user stops concentrating on it, taking absorbed energy with it, but even if the screen is maintained it is immobile and an attacker can simply move around it after the initial surprise of the defense. Excellent accuracy.

    Lock-On: The user picks a target and maintains a “lock” on that target for a short while. While other attacks the user makes may end up missing, it won’t be fooled by tricky evasive maneuvers, obscurement, or deception when making these attacks. It will always know exactly where the opponent is as long as the Lock On lasts. Excellent accuracy.

    Lovely Kiss: The user kisses a target, slathering them with soporific saliva. This saliva will cause the target to lapse into unconsciousness due to its narcotic properties. Moderate accuracy.

    Low Kick: The user kicks at the lower portion of the opponent, aiming at whatever point is likely to cause damage and pain. Moderate damage. Good accuracy.


    ---M---

    Mach Punch: The user charges forward suddenly, using its speed to punch the opponent as hard as it can (sort of a fighting Quick Attack). If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds. Low damage. Good accuracy.

    Magnitude: The user telekinetically creates an unpredictable seismic disturbance. This disturbance will begin in front of the user and probably go forward, but it spreads and moves without further direction. A lucky opponent may be able to wander into a less-disturbed area, but an unfortunate one might end up where several tremors reinforce each other. Highly erratic damage, and picking targets is difficult. Generally speaking, the more you try to hit the more difficult it is to get the Magnitude to hit what you want. This move can cause constructs such as tunnels to collapse, potentially causing additional damage and conceivably pin an incautious victim in place. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected. Low to excellent damage. Moderate to good accuracy.

    Mean Look: The user makes a scary face, and waves of faint blackness encircle the victim. Pokémon who view this spectacle may be intimidated, and one victim chosen by the user will be trapped in a dark glowing sphere (or semisphere, if the the bottom is hidden in the ground). This sphere will follow the user about, allowing it to move normally, and won’t hinder any projectile, energy, or living thing that tries to pass through, but it totally bars all forms of nonEuclidean movement such as Baton Passing, teleportation, phasing, and recall by trainer. Good accuracy.

    Meditate: The user concentrates, mentally preparing itself for battle and priming its inner chi so that it can attack with greater efficacy. The move has a calming effect and typically raises the attack capabilities of the user. Excellent accuracy.

    Mega Drain: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage. Good accuracy. Low damage.

    Megahorn: The user charges and deals some major damage with a series of horn pokes and horn tosses. Moderate accuracy. Excellent damage.

    Mega Kick: The user’s foot glows white as it slams into an opponent. Good damage. Moderate accuracy.

    Mega Punch: The user’s fist glows white as it slams into an opponent. Good damage. Moderate accuracy.

    Metal Claw: The user swings out a claw, which crackles and hardens into metallic sharpness as white energy conducts through the metal coating from the body of the user to the body of the hapless target. Good damage. Good accuracy.

    Metronome: 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. Sometimes, these things seem to mimic a regular move, even if the move doesn’t make sense, but other times there is simply a dramatic effect, such as a random object blowing up. The move never directly harms the user, although secondary effects could end up doing so by accident. However, the effect is not necessarily even slightly beneficial, either. The use of a random number generator in reffing this move is strongly advised. Highly variable damage. Highly variable accuracy.

    Milk Drink: The user allows an ally to take a drink of milk (one action for each of the pair), or takes a drink of milk itself (one action for the Miltank in question). This milk is laced with a healing unguent that is normally not secreted during the milking process, and the drinker’s wounds heal extremely rapidly. This process of healing burns a great deal of fatigue, since the ATP supplies furnishing the energy that is used to do so are not easily replaced in combat. However, since the milk itself provides some ATP, merely drinking the milk results in a lower net loss of fatigue than similar healing powers such as Recover. The remainder of the loss is applied to the Miltank that produced the Milk Drink, since it has to rebuild its supply. 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. Excellent healing. Excellent accuracy.

    Mimic: The user gains the ability to emulate a move it is currently seeing being used. It can use this move immediately, but the memory span of Mimic is very short and it will have to Mimic again if it wants to use the move later. The appearance of the Mimic directly relates to the appearance of the Mimicked move. Moves that have a focus, such as Cubone’s Bone Club, can’t be Mimicked unless the user can obtain a reasonably similar device that can serve the same purpose. However, all other moves can be Mimicked without difficulty, even special moves like Sig Moves and Gym Leader TMs, and even if a line of text in the move states that it cannot be Mimicked. Excellent accuracy.

    Mind Reader: The user engages in some short-duration precognition and mental espionage. The duration is very short, but it is long enough to complete another attack. While the duration lasts, the user will know everything the target knows about defensive measures such as planned dodges and illusions and deceits, and therefore will not be fooled by them unless the target is fooled as well (which is very unlikely if the attack is aimed at the target, as the target probably knows where it is and what it plans to do). However, this move is unlikely to give more than modest warning of intended counterattacks, since the odds of the move being executed during the duration of Mind Reader are very low. The user may determine which attack the target plans to use next, but it won’t be able to determine exactly how the attack is going to be aimed and what would be the best direction in which to dodge. Excellent accuracy.

    Minimize: The user contracts in a nonEuclidean manner, their mass being squeezed into a smaller area with neither an increase in density nor a decrease in weight. The suddenly small pokémon is a more difficult target for pinpoint attacks, but attacks that involve grappling give an advantage to the larger pokémon, as usual. Excellent accuracy.

    Mirror Coat: The user shimmers and glows, and special attacks are bounced back toward their source. Note that the ASB definition of “special attacks” is not equivalent to the Gameboy definition. Special attacks involve a stream of liquid, gas, or energy, while physical attacks involve contact with a solid object. For instance, Sludge is a spurt of liquid so it is a special attack and therefore Mirror Coat-able, but Razor Leaf is a hit from a sharp leaf and therefore physical and un-Mirror Coat able. Indirect attacks such as environmental damage may not be possible to redirect toward their ultimate cause, at the adjudication of the referee. The user of Mirror Coat still suffers some damage and fatigue from the strain of redirecting attacks, although typically less than it would have had it not Mirror Coated. The redirected attack is of the same element and same power as the original attack, but always has good accuracy and does not take any time to charge. The effects of this attack can be very surprising the first few times in the match, especially if used sparingly, and therefore an incautious opponent may be less likely to dodge. Excellent accuracy.

    Mirror Move: As long as the move in question is at least vaguely plausible, the user exactly copies a move that the user has just seen (this action or the previous action), except directed at a new target or targets. This new move has all the effects the template move would have had, had the user of Mirror Move simply used that move instead. The template move must have a visible and recognizable activation to be copied, and moves that require something the user of Mirror Move does not have cannot be copied. However, Mirror Move may substitute a similar technique at the discretion of the ref. (e.g. Bone Club can’t be Mirror Moved if the user has no bone club, but if the user has managed to obtain a branch or the like Mirror Move might allow the performance of a generic clubbing) Excellent accuracy.

    Mist: The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile. Excellent accuracy.

    Moonlight: Drawing in energy from the moon, 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 moonlight 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. Excellent healing. Excellent accuracy.

    Morning Sun: 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. Excellent healing. Excellent accuracy.

    Mud Slap: The user kicks, swats, or otherwise flicks whatever muddy ground covering is available at the opponent. If this mud gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes or the dirt is somehow flushed out by other means. Most small debris works just fine for this purpose, whether it’s sand, mud, topsoil, pebbles, dirt, or whatever. This is similar to Sand Attack, but a wet varient. Trivial damage. Good accuracy.


    ---N---

    Night Shade: The user jets a beam of inky darkness at an opponent. Said opponent will feel their life slowly sapped away by the tide of negative energy. Exposure to negative energy results in spontaneous cell death, so the damage will not be visible but it will be very much felt. Good damage. Good accuracy.

    Nightmare: Nightmare can only be used on an opponent that is sleeping or tranced, and lasts only until they awaken. The nightmares that ensue then override any ensuing benefit of the sleep, and the victim’s health will suffer significantly over time. Only a fool eats these dreams. Excellent accuracy.


    ---O---

    Octazooka: The user spits a blast of inky water. If this ink gets in the target’s eyes, it makes the target have difficulty seeing without seeing ink. Moderate damage. Good accuracy.

    Outrage: The user shimmers with incredible energy as a crackling aurora of energy surrounds it. With incredible ferocity, it tears into a given opponent, drawing energy from this aurora to more effectively wreak havoc. The longer this move is maintained, the more damage it deals, but it also eventually stresses the user, causing the user to act erratically and with poor judgment. Good damage. Good accuracy.


    ---P---

    Pain Split: 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 concentration to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s more healthy to regenerate the more damaged, and special pain effects will operate equally on both pokémon at lesser efficacy. 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. Good accuracy.

    Pay Day: The user throws coins that it has collected and encourages the audience to throw coins as well. In an official match, these coins are collected after the match and returned to their owners by means of fingerprint analysis and careful examination of the battle visual recording. Low damage. Good accuracy.

    Peck: The user suddenly slams its beak into a target, pecking it viciously. Low damage. Good accuracy.

    Perish Song: 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 turns 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.

    Petal Dance: 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. Good damage. Good accuracy.

    Pin Missile: The user shoots a few spike-like poky things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim. The needles can be removed with the application of some effort. Good accuracy. Low damage.

    Poison Gas: 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. Trivial damage. Good accuracy.

    Poison Sting: The user fires a volley of spike-like poky things at a target. This volley is poisoned, and anything hit may be injected with this poison. Good accuracy. Moderate damage.

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

    Pound: The user slams a limb into the target, bludgeoning it. Low damage. Good accuracy.

    Powder Snow: The user blasts an opponent with a small cone of crystalline ice shards. These may cake around the opponent, hindering movement. Low damage. Good accuracy.

    Present: The user tosses a wrapped package, which it pulls from its Malletspace 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. The damage or healing is dealt to all pokémon within the blast radius, but the worst (or best) of it is visited on the pokémon that touched the package. If the package is not touched, it gradually leaks its energy so that it deals or heals less damage until it finally does nothing. Low to excellent damage OR low healing. Good accuracy.

    Protect: The user shields itself in a translucent sphere of energy, which is near-impenetrable. However, the more abuse this shield takes, the harder it is to maintain, so overuse can result in the shield failing at inopportune times. The ability operates slower each time it is used due to mounting fatigue, so if used repeatedly the chance that the user will be able to erect the shield in time, muchless maintain its integrity, falls dramatically. Protect also burns an unusual amount of fatigue, so caution is warranted. Excellent but decreasing accuracy.

    Psybeam: 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. Moderate damage. Good accuracy.

    Psychic: 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 limned 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. Common uses include some of the following: Direct damage to an opponent is possible by moving parts of their body in one direction and other parts in another, typically causing good damage. For instance, the walls of an esophagus can be pushed inward, constricting the victim’s air passage, or the victim can be stretched as if in an invisible torture rack. 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 Psychicked 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. Highly variable damage. Good accuracy.

    Psych Up: The user pumps itself up for battle, and with a telepathic probe into the opponent’s mind copies the opponent’s mental state. If the target is in a battle frenzy, suffering intimidation, or is mentally focused, now the user will be too. If the target is Attracted, the user will either be Attracted to the target (if the target was Attracted to the user) or will be Attracted to the same pokémon as the target (if the target was Attracted to a different pokémon). Excellent accuracy.

    Psywave: 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. There is little point in attempting to evade these waves because the user isn’t really aiming them in the first place. They just proceed, and either you’re in their way or you aren’t. Trivial to low damage. Good accuracy.

    Pursuit: 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. As long as the dark glow persists (typically until the target is caught), the user will be highly resistant to environmental effects, so even hiding in lava or in an airless void (to name a couple examples) is not proof against Pursuit (although the user must figure out a way to cope with the environment after reaching the target, and options may not be forthcoming). Transportive abilities, particularly Baton Passing and Teleportation, leave the user particularly vulnerable to the dark energy that allows Pursuit, forcing them to take excellent damage and perhaps interrupting their retreat. 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. Low damage. Excellent accuracy.


    ---Q---

    Quick Attack: 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. Low damage. Good accuracy.

  3. #3
    Veteran Trainer
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    Default ASB Attack List Beta: All Versions

    *also thiefs Becca's post*

    ---R---

    Rain Dance: 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. The rain will tend to wash away small, loose objects, and in most cases will drain from the battlefield approximately as quickly as it falls. The rain causes other synergistic effects at the whim of the referee. Good accuracy.

    Rage: 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). The attack is similar to Frustration in this respect, but unlike Frustration the negative feelings are maintained. However, it does less damage given a constant degree of negative feeling. Low to good damage. Good accuracy.

    Rapid Spin: 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. While spinning, the user typically plows into the opponent, doing modest damage. Low damage. Good accuracy.

    Razor Leaf: 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. Good damage. Good accuracy.

    Razor Wind: The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a very localized place, sometimes actually breaking the skin instead of merely bruising it. The wind spreads out in a triangular shape in front of the user, typically parrallel to the ground, although a flying or floating user can change the orientation of its body to fire off the blast at a different angle. Good damage. Good accuracy.

    Recover: The user suddenly glows at it begins to heal 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 (depending on how vigorously they’re behaving as far as their other attacks go) without collapsing from exhaustion. Fatigue cannot be easily restored regardless of circumstances, as there is no convenient source in basically any battle to replace ATP burned to accelerate healing. Excellent healing. Excellent accuracy.

    Reflect: The user erects a flat, transparent mauve barrier close to itself. This barrier has two separate effects. First off, the surface is very reflective and can turn back beams quite effectively. While it can break if attackers abuse the barrier excessively, it is an exceedingly cost-effective way of ablating the effects of beam attacks. In all cases, a portion of the beam will be reflected toward other targets, and in some cases these targets may be relevant targets, such as the original attacker, bystanders, or key parts of the arena. The reflected portion of the beam hits relevant targets only at the adjudication of the referee, naturally, and is always of weaker power than the original beam due to the leak of refraction. The second effect of the barrier is to significantly dampen inertia. Propelled objects without a power source, such as a thrown rock, will fall to the ground almost immediately upon breaching the barrier as their momentum is taken away and air friction and gravity take over. Melee attacks that are still propelled by the muscles of the attacker may continue on, but the loss of inertia in the middle of a swing severely inhibits the final power of the attack, since only so much can be restored after passing through the barrier. Reflect fades shortly after the user stops concentrating on maintaining it (concentration spends actions), but it is immobile regardless of this concentration so an intelligent attacker will simply walk around it after the initial surprise is over. Excellent accuracy.

    Rest: The user deliberately goes into a supernatural healing trance, purging away injuries and maladictions at an incredible, unnatural rate. This trance is very deep and virtually unbreakable, and the user is wholly defenseless so long as it lasts. The longer it lasts, however, the greater the healing it allows for. While trancing, the user cannot even attempt to evade attacks, so there is little or nothing preventing an opponent or opponents from simply leveling all artillery at the sleeper and minimizing the end benefit of the trance. Attacks that are normally too inaccurate to bother with become quite plausible. Excellent accuracy.

    Return: 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. However, this technique also has a calming effect, since the Returns of positive feelings are being expended. The user will shift toward a more calm and centered emotional state after using Return. Low to excellent damage. Good accuracy.

    Reversal: If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Reversal goes up a great deal. If successful, the brunt of whatever attack the opponent used is reversed in such a way that the original attacker suffers far worse than the Reversal-using victim. Reversal is very tiring, and it is not always possible to counterattack, since not all attacks lend themselves to being reversed. Highly variable damage. Variable accuracy.

    Roar: The user growls tremendously loudly, intimidating all opponents so severely that they desist whatever they’re doing in order to flee (they will not leave the arena unless the rules of that particular battle allow it, however). Once they get as far as possible from the user of Roar, they may resume attacking, but they will not move closer to the source of the Roar until they recover from their intimidation, and therefore will probably not be able to use melee attacks. Moderate accuracy.

    Rock Slide: The user picks up several rocks and throws them at a target. Getting hit by a rock hurts. Good damage. Moderate accuracy.

    Rock Smash: The user smashes out with a limb at a weak point in the target. A brittle target such as a rock will likely shatter. Low damage. Good accuracy.

    Rock Throw: The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts. Moderate damage. Good accuracy.

    Rolling Kick: 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. Moderate damage. Good accuracy.

    Rollout: 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. Good accuracy.


    ---S---

    Sacred Fire: A tremendous blast of fire almost certain to burn opponents severely. Incredible damage. Good accuracy. No pokémon in ASB can actually get this attack.

    Safeguard: A spinning aurora of lights surround the user, and for a while any status effects that would normally affect the user are generally nullified by this sparkling luminescence, unless the user is hit unusually badly (a Chikorita falling into lava, for instance, will suffer significant damage and a burn and possibly even death, and Safeguard won’t do squat to prevent getting burn status). The effects of the Safeguard eventually wane, but can be reapplied without difficulty. It is possible to set up Safeguard in response to an opponent’s orders, but since Safeguard takes more time to finish than other defensive techniques it may or may not be successful, especially if a substitution is ordered to delay the Safeguard until an actual incoming status effect is seen. Excellent accuracy.

    Sand Attack: 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 or the dirt is somehow flushed out by other means. Most small debris works just fine for this purpose, whether it’s sand, mud, topsoil, pebbles, dirt, or whatever. This is similar to Mud Slap, but a dry varient. Trivial damage. Good accuracy.

    Sandstorm: The user summons a raging windstorm that picks up any gritty debris available, such as dirt or sand, which scores across all available surfaces. The sand moves quite quickly, and therefore causes bruising and occasionally bleeding on any unarmored victim in the storm area. It is temporary, but while it lasts it is very hard for any pokémon within to see, hear, smell, or concentrate. Good accuracy.

    Scary Face: The user makes a scary face. Pokémon who view this spectacle may become very intimidated. Good accuracy.

    Scratch: The user swipes with its claws at an opponent, leaving gashes. Low damage. Good accuracy.

    Screech: 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. Good accuracy.

    Seismic Toss: The user grabs the victim and spins it around several times before throwing it as far as possible. Moderate damage. Good accuracy.

    Selfdestruct: 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. Double incredible damage. Excellent accuracy.

    Shadow Ball: 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, and anything in the blast radius will suffer spontaneous cell death throughout their body, a process that hurts a great deal, since some of these cells will be pain receptors. The pain of this technique may result in impairment of concentration. Excellent damage. Moderate accuracy.

    Sharpen: 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. However, virtually any geometric shape can be taken, given enough applications of Sharpen. Simple shapes are easier than complex shapes, and shaping a small portion of the body is easier than a large portion of the body. Excellent accuracy.

    Sing: 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. Moderate accuracy.

    Sketch: Sketch is used by a Smeargle immediately after an opponent uses another move. The move in question is immediately added to the Smeargle’s moveset until the end of the battle. 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. Period. Excellent accuracy.

    Skull Bash: 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. Moderate damage. Good accuracy.

    Sky Attack: This attack denotes grand mastery of airborn 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. However, Sky Attack is unusually tiring, and pokémon who use it beyond their ability will soon be exhausted beyond the ability to battle. Excellent damage. Good accuracy.

    Slam: The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate. Moderate damage. Moderate accuracy.

    Slash: The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding. Good damage. Good accuracy.

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

    Sleep Talk: 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. Excellent accuracy.

    Slow Wave: The user concentrates, moving slowly and deliberately. In this state, it is as steady as a rock, and cannot be thrown off balance or outgrappled easily. The move is sometimes called “Curse,” although this sometimes causes confusion with the ghost technique of the same name. When slowed in this manner, the user will have more difficulty catching an opponent in its grip, but once it obtains a grip the user will be able to do what it wants with less fear of the opponent wriggling out, since it has a bit of an edge over said opponent. Excellent accuracy.

    Sludge: 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 either burned or poisoned. Moderate damage. Good accuracy.

    Sludge Bomb: 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 either burned or poisoned. Good damage. Good accuracy.

    Smog: 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. Trivial damage. Good accuracy.

    Smokescreen: 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. Good accuracy.

    Snore: 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. Low damage. Moderate accuracy.

    Softboiled: 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. This process of healing burns a great deal of fatigue, since the ATP supplies furnishing the energy that is used to do so are not easily replaced in combat. However, since the egg itself provides some ATP, so merely eating the egg results in a lower net loss of fatigue than similar healing powers such as Recover. The remainder of the loss is applied to the Chansey or Blissey that produced the Softboiled, since it has to reassemble the egg. 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. The egg reshapes itself into an ovoid from the mass of its owner’s body after a few moments in the pouch. Excellent healing. Excellent accuracy.

    Solarbeam: 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. Excellent damage. Good accuracy.

    Sonicboom: The user growls out a hideous subsonic moan in a cone in front of it, causing intense pain to any victims in the way. Moderate damage. Good accuracy.

    Spark: 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. Moderate damage. Good accuracy.

    Spider Web: 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. Good accuracy.

    Spike Cannon: 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. Good damage. Moderate accuracy.

    Spikes: 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. Good accuracy.

    Spite: 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). Good accuracy.

    Splash: 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. Excellent accuracy, for all the good it does.

    Spore: The user puffs out a cloud of dust. A victim that smells this dust will likely fall asleep. Good accuracy.

    Steel Wing: In this moderately risky endeavor, 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. Moderate damage. Good accuracy.

    Stomp: 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. Highly variable damage. Good accuracy.

    Strength: 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. Moderate damage. Moderate accuracy.

    String Shot: 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. Good accuracy.

    Struggle: 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. Trivial damage. Moderate accuracy.

    Stun Spore: 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. Moderate accuracy.

    Submission: 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. Good damage. Good accuracy.

    Substitute: 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 realising 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, nonintelligent sources of damage, such as arena damage and effects that cover the entire arena (no normal attack covers the whole arena, only a few sigs and gym leader TMs do) 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. Note that due to this random variation deliberately making Substitutes as weak as possible is bound to backfire eventually, as a Substitute that randomly gets less than 1% health will fall apart immediately and uselessly upon creation. Excellent accuracy.

    Sunny Day: 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 synergystic effects according to the whim of the referee. Good accuracy.

    Super Fang: 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. Low to excellent damage. Good accuracy.

    Supersonic: 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. Moderate accuracy.

    Surf: 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. Good accuracy.

    Swagger: 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. Moderate accuracy.

    Sweet Kiss: 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. Moderate accuracy.

    Sweet Scent: 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. Good accuracy.

    Swift: 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. Low damage. Excellent accuracy.

    Swords Dance: 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. Excellent accuracy.

    Synthesis: 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. Excellent healing. Excellent accuracy.

    ---T---

    Tackle: The user plows its entire body into the opponent. Damage goes up as the fatigue of the opponent goes up. Low to good damage. Good accuracy.

    Tail Whip: The user lashes its tail out, snapping the end like a whip. This may intimidate an opponent that is hit or nearly hit, as getting hit stings quite badly. Good accuracy.

    Take Down: The user slams its entire body into the opponent. Damage goes up as the fatigue of the opponent goes up, but the user is focusing totally on offense and very little on defense, so the opponent may be able to retaliate more effectively. Moderate to good damage. Good accuracy.

    Teleport: Exercising its knowledge of the wonders of non-Euclidean geometry, the user moves from point A to point B without having to deal with the messy hassles of going through points between A and B. The pokémon vanishes and reappears in the span of a second. This move is typically used to avoid attacks directed at its original location or to get into position for a sequence of attacks of its own, but this move is limited only by the imagination of the user and the referee. Note that the user must concentrate for a few seconds before Teleporting, so evasion is not guaranteed especially against quickly-executed techniques, and the situation at its target point may change before it can complete the move. Teleporting into a solid object is known to be REALLY STUPID, as well as being painful. Point B must either be in the user’s line-of-sight from Point A OR the user must be intimately familiar with Point B (in most cases, parts of an arena do not qualify for “intimate familiarity”). Excellent accuracy.

    Thief: The user attempts to grab an object held by the target, with a far greater chance of success due to the swift brutality of the grab. Generally speaking, the user then holds onto the object unless told to do something with it. The use of this move does NOT give the thief the ability to operate the object unless this is obvious, but the original handler of the object does lose access to any power the item grants. Good accuracy.

    Thrash: 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. Good damage. Good accuracy.

    Thunder: The user blasts a wide cone of electrical fury in whatever direction it chooses. Opponents caught in this cone may lose muscle control and will always be severely shocked. Takes a little longer than most electric attacks to charge, and therefore can be dodged somewhat easier. Excellent damage. Moderate accuracy.

    Thunder Wave: The user sparks violently in the immediate area around itself. If these sparks hit the opponent, they will probably provoke electrical seizures. Trivial damage. Good accuracy.

    Thunderbolt: The user blasts a single bolt of electricity at a target. Multiple targets require multiple uses of Thunderbolt. Targets may lose muscle control. Good damage. Good accuracy.

    Thunderpunch: The user swings a fist, sparking violently with electricity. The target hit by this fist will feel the shock and may lose muscle control. Moderate damage. Good accuracy.

    Thundershock: Electricity radiates out forward from the user in a wide but short spray. Short range. May provoke muscle control difficulties. Low damage. Good accuracy.

    Toxic: The user spits a glob of purple venom a short distance, which splatters on the target if it hits or whatever other surface is available if it misses. A splatter is likely to poison anything close by, and a direct hit will usually result in the victim being badly poisoned, with slowly increasing poison damage each time poison damage is applied. Trivial damage. Moderate accuracy.

    Transform: The user glows white as it shifts shape to match the guise of the opponent. Once it finishes, it will retain its original moveset, but it will also know all of the regular moves that its opponent’s species would know. It does not pick up Sig Moves or Gym eader TMs in this manner.

    Tri Attack: The user fires three beams, one that burns, one that shocks, and one that chills. These beams don’t interfere with each other, but they all hit the same target. Each beam applies damage separately. Low damage per beam. Good accuracy.

    Triple Kick: The user kicks thrice. If the first or second kick breaches a defense, subsequent kicks will still be able to strike home. Moderate damage. Good accuracy.

    Twineedle: The user jabs a target with two vicious stingers, injecting poison with each. Good damage. Good accuracy.

    Twister: The user produces a raging tornado of pinkish magical dragon energy, which tears across the arena. This tornado creates strong air currents that can push small objects of flying opponents violently around. The tornado expends its energy and fades after a brief moment, after moving through the arena on whatever path it happens to follow. Low damage, more to airborne opponents. Good accuracy.

    ---U---


    ---V---

    Vicegrip: The user pinches the opponent with a pinsir. Ideally, the opponent in question becomes pinned and cannot extricate itself from the pinsir, hindering its attacks and preventing it from making a tactical retreat. Moderate damage. Good accuracy.

    Vine Whip: The user reaches out with tentacles to grapple an object, often an opponent. Damage slowly increases as the tentacles remain constricting the opponent, and the opponent can be moved about if it can’t think of a way to resist. Other objects are unlikely to resist, but may be too heavy to move. Throwing objects is possible, and in some cases this may simulate another attack. Low damage. Good accuracy.

    Vital Throw: The user grabs up the opponent and tosses it into the air. This is a difficult move to execute because it takes a while to set up, but the amount of concentration that the user puts into the move prevents said user from being fooled by evasive weaseling or blocked by defensive barriers. Moderate damage. Excellent accuracy.

    ---W---

    Water Gun: The user jets out a stream of water at a single opponent. Hitting multiple targets requires multiple Water Guns. Moderate damage. Good accuracy.

    Waterfall: The user swims through the water very rapidly, using its speed to ram the opponent as hard as it can (sort of a waterborne Quick Attack). If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds. Low damage. Good accuracy.

    Whirlpool: The water begins to spin rapidly, forming a sort of water-based whirlwind. Anything caught in the vortex will be drawn to the center. It is possible but exceedingly difficult for a resisting target force its way against the current. Typically, Whirlpool serves to trap opponents in place to make an easy target, but incoming attacks may be hindered by the water currents as well, the force of their momentum redirected by the swirling water. This move does not function without a large quantity of water. An opponent that is not in the water will not be magically moved into the water simply because this move is used. Trivial damage. Good accuracy.

    Whirlwind: The user gathers a vortex of air between its wings, creating a powerful tornadic force that may grab up unsuspecting opponents and slam them into hard objects, or failing that, throw off their concentration and aim. Good damage. Moderate accuracy.

    Wing Attack: In this moderately risky endeavor, the user twists in flight in order to whack an opponent with a wing, then quickly returning to flight before falling. Moderate damage. Good accuracy.

    Withdraw: The user hides in its shell. Attacks targeting the user will hit the shell instead, and will often be warded off without any relevant effect. Good accuracy.

    Wrap: The user grabs the opponent and holds them still. The opponent remains in place until it can extricate itself from the grapple, which takes some effort. Good accuracy.

    ---X---

    ---Y---

    ---Z---

    Zap Cannon: The user produces a fat, wobbly spark of electricity that plows off erratically. An opponent that is hit by the spark is very likely to lose muscle control, but the attack is very difficult to aim, as it doesn’t always go exactly where it’s supposed to. Good damage. Low accuracy.


    Originally written by Impereon, hosted by ASHarris
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  4. #4
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    Default ASB Attack List Beta: All Versions

    I thought I asked that my attack descriptions not be used..

  5. #5
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    Quote Originally Posted by Hikaru
    I thought I asked that my attack descriptions not be used..
    No you didn't. The people were complaining about your updated versions of double team and thunderwave, not your RS attacks
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  6. #6
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    Y2Mozz (8:15:34 PM): I don't want my descriptions there
    Link Ocarina2002 (8:15:36 PM): i'll do it
    Link Ocarina2002 (8:15:39 PM): why?
    Y2Mozz (8:15:55 PM): Because I don't want them there if I can't edit them when new attacks are shown
    Y2Mozz (8:16:04 PM): And people don't like them anyway
    Link Ocarina2002 (8:16:20 PM): well, they can't argue with you on RS attacks
    Y2Mozz (8:16:31 PM): Yeah they can
    Y2Mozz (8:16:33 PM): Trust me
    Link Ocarina2002 (8:16:36 PM): as for safeguard, thunderwave, etc., everything is straightened out
    Y2Mozz (8:16:42 PM): How are they straightened out?
    Link Ocarina2002 (8:17:14 PM): you're the only one arguing for the anime cause and everyone else is against you
    Y2Mozz (8:17:36 PM): then fine, they can write strict game-based descriptions
    Y2Mozz (8:18:09 PM): i maintain the list as a favor to help out leagues, but if it's not wanted, then whatever
    Link Ocarina2002 (8:18:48 PM): the RS attacks will stay the same. i'll make sure of it
    Y2Mozz (8:19:15 PM): Stay the same as what?
    Y2Mozz (8:19:17 PM): What they are now?
    Link Ocarina2002 (8:19:51 PM): the RS attacks. i don't see anyone going against them
    Y2Mozz (8:20:03 PM): They will once many get shown in the anime
    Link Ocarina2002 (8:20:08 PM): most people are going to have to check the beta list for it since not a lot watch the anime
    Y2Mozz (8:20:12 PM): And I don't feel like dealing with them
    Y2Mozz (8:20:16 PM): They don't care about the anime
    Link Ocarina2002 (8:20:29 PM): then i'll deal with it
    Link Ocarina2002 (8:20:41 PM): tell me when an attack gets shown and i'll update it
    Y2Mozz (8:20:49 PM): They'll *****, you realize this
    Y2Mozz (8:20:54 PM): You'll take the same **** I do
    Link Ocarina2002 (8:21:00 PM): so what? i'll deal with it
    Y2Mozz (8:21:00 PM): They'll pester you for cheating
    Link Ocarina2002 (8:21:05 PM): i doubt it
    Y2Mozz (8:21:18 PM): Well, if you'll let me edit the RuSa's, why not the other ones?
    Y2Mozz (8:21:24 PM): Because people are "used to them"?
    Link Ocarina2002 (8:22:55 PM): for RS, people are still looking at the List. for GSC/RBY, everyone may have seen all the attacks but they're used to what they've known for a while
    Y2Mozz (8:23:28 PM): Okay, but that's not a good enough reason for me
    Y2Mozz (8:23:48 PM): It's pretty much either let me edit the attacks within reason, or use the old list
    Link Ocarina2002 (8:24:21 PM): fine, i'll use the old list


    Now please remove the RuSa attacks

  7. #7
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    Is it just me or does the RBY/GSC attacks link no longer work?

  8. #8
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    Quote Originally Posted by DarkTemplarZ
    Is it just me or does the RBY/GSC attacks link no longer work?
    It works for me just fine. Have you tried to copy and paste the url?
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  9. #9
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    Question about Toxic - Is it ALWAYS a goo? Or can it be a cloud? I remember Arbok being ordered to use Toxic(perhaps Weezing too) and seeing a cloud appear from Arboks mouth rather than a glob of poison.

  10. #10
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    Quote Originally Posted by The Muffin Man
    Question about Toxic - Is it ALWAYS a goo? Or can it be a cloud? I remember Arbok being ordered to use Toxic(perhaps Weezing too) and seeing a cloud appear from Arboks mouth rather than a glob of poison.
    I've seen people ref it as a cloud and goo, although most have been goo descriptions. I'm sure you can ref it either way, as long as the outcome is the same
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  11. #11
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    Also, what about Blizzard? Yesterday/In the Pryce gym battle episode(reran yesterday), Piloswine concentrates it less into a win and more into a huge blast, freezing much quicker. Is this an acceptable command(concentrate the blizzard)? Or is it only acceptable for Ice-types?

  12. #12
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    Quote Originally Posted by The Muffin Man
    Also, what about Blizzard? Yesterday/In the Pryce gym battle episode(reran yesterday), Piloswine concentrates it less into a wind and more into a huge blast, freezing much quicker. Is this an acceptable command(concentrate the blizzard)? Or is it only acceptable for Ice-types?
    I think anyone can do it since we've yet to see an episode contradict it
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

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    Originally posted by The_Missing_Link:

    Cosmic Power (PS) - Consuming a significant amount of psychic energy, the user summons the heavens to gain a blessing, mysteriously gaining solid increases in their special attack and ability to resist damage from special attacks.
    Why is Special Attack raised? When it is used in the game, the move raises Defense and Special Defense, leaving both attack stats unchanged.

  14. #14
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    Quote Originally Posted by Syberia
    Why is Special Attack raised? When it is used in the game, the move raises Defense and Special Defense, leaving both attack stats unchanged.
    Thanks for pointing that out. Fixed now
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  15. #15
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    Perish Song: We’re currently waiting for a copy of the Raikou Special, where this move was used. A ruling will be put up when we get and see a copy.



    Err did you guys ever work this kink out yet?

    ~Ryu
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    “If at first the idea is not absurd, then there is no hope for it.” ― Albert Einstein

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    "To build a story world, the author must be part artist, part engineer, and sometimes part mad scientist.." --from Fundamentals of world building by Jessie Verino

    “Let food be thy medicine and medicine be thy food.” - Hippocrates


  16. #16
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    Quote Originally Posted by Ryu Slayer X 2.0
    Perish Song: We’re currently waiting for a copy of the Raikou Special, where this move was used. A ruling will be put up when we get and see a copy.



    Err did you guys ever work this kink out yet?

    ~Ryu
    Hikaru saw it but since he has a thing with clashing anime/game descriptions (ie: double team, safeguard, etc.), he probably won't tell us. Plus the fact that he quit ASB

    Unless someone has seen the special and would enlighten us with the description, I'd say go with the game description (user sings an eerie song that makes both Pokemon faint in a few rounds, unless they baton pass out or the opponent blocks it with a high pitched sound attack or Protect)

    Edit: Actually, since that site was created about a year or two ago, it should've been updated. I guess no one bothered though
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  17. #17
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    I always wanted to ask a question about this, but I always forgot what the question is... Anyway, here is the question:

    Flying and Digging.

    Do the pokémon need to know the attack fly or dig to perform that move?

    For example, months ago, in the old ASB, Bulbasaur can dig in the animé, but it does not say show in the dexs.

    Ex: All bug pokémon with wings (e.g. Beedrill, Heracross, etc), that its dual type is not flying, cannot learn fly. But in animé, they can fly just as good. Heck, Beedrill can lift up a person as shown in the animé (Raikou special).

  18. #18
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    For Pokemon who can probably dig holes but not know the actual attack, all they can probably do is an evasive maneuver (that's what Bulbasaur did, dig to evade the boulder). As for fliers, the same thing. You can order them to divebomb the opponent (it's pretty much an aerial tackle) but not use the actual attack
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  19. #19
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    Pokemon that don't learn the actual move Fly have always been able to fly and stay aloft just as well as the ones that don't, and if you want to attack, why not just use something like Double-Edge instead?

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    *cry* ... RBY/GSC attack list is down. ;_;

    yes, I did try copy and pasting.

  21. #21
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    anyone have a word document of the RBYGSC attack list saved, or are we just screwed over .

  22. #22
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    Quote Originally Posted by SneaselReborned
    anyone have a word document of the RBYGSC attack list saved, or are we just screwed over .
    Yes indeed. At first Karin deleted all reffing towers, bank towers, team approval, and everything else before she left. Now Amanda deleted her move list, so they just wanna 'terrorize' tpm asb. >_<

  23. #23
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    Only Amanda is back, so she wouldn't want to delete the Attack List Beta anymore .

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    Quote Originally Posted by Pichu
    Yes indeed. At first Karin deleted all reffing towers, bank towers, team approval, and everything else before she left. Now Amanda deleted her move list, so they just wanna 'terrorize' tpm asb. >_<
    That is a very unkind assumption, and it's incorrect on every level. And my name is either ASHarris or Yumemiru, not Amanda. I also highly doubt Charizard04621 would appreciate you being so familiar.

    Also, what's with the 'terrorist' thing? First you refer to my Cleffa as one, and now I'm one too? That's kind of offensive.

    Before rejoining ASB, I wanted to make a new page for a new team. So I logged onto Angelfire for the first time in forever and realized that I had a LOT of old junk on there. So I deleted most of it, including asbattacks.html. I honestly had no idea you guys were using it, especially considering it was terribly out of date and no one had asked permission to use my site (not that bandwith is usually an issue on Angelfire - but it sometimes is with my account since I primarily use it for image hosting). Anyways, asbattack.html exists no more. I may have a backup somewhere, but I am not sure.

    Worst case scenario, you can probably a good attack list at the PASBL somewhere.

  25. #25
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    Quote Originally Posted by Yumemiru
    And my name is either ASHarris or Yumemiru, not Amanda.
    Sorry. Anyway, I could get the attack list used at another ASB I play at. I'll post it here, and we can fix it up to TPM Standards?

    I'll edit it in.

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    Quote Originally Posted by Yumemiru
    And my name is either ASHarris or Yumemiru, not Amanda.
    Sorry, ASHarris.

    Anyway, I'll get an Attack List from another ASB I do, and post it here. Then, we can fix it up to TPM Standards? I'll edit it in.

    [EDIT] It appears that this ASB doesn't have an attack list. So, we have our lil' ol' choice here: get one from another ASB or make up our own. In case we choose the second one, here's a list of every single move.

    Absorb 20 Grass 100%

    Acid 40 Poison 100%

    Acid Armor - Poison 100%

    Aerial Ace 60 Flying 100%

    Agility - Psychic 100%

    Air Cutter 55 Flying 95%

    Amnesia - Psychic 100%

    Ancientpower 60 Rock 100%

    Arm Thrust 15 Fighting 100%

    Aromatherapy - Grass N/A%

    Assist - Normal 100%

    Astonish 30 Ghost 100%

    Attract - Normal 100%

    Aurora Beam - 65 Ice 100%

    Barrage - 15 Normal 85%

    Barrier - Psychic 100%

    Baton Pass - Normal 100%

    Beat Up - 10 Dark 100%

    Belly Drum - Normal 100%

    Bide - Normal 100%

    Bind 15 Normal 75%

    Bite 60 Dark 100%

    Blaze Kick 85 Fire 90%

    Blizzard 120 Ice 70%

    Block - Normal 100%

    Body Slam 85 Normal 100%

    Bone Club 65 Ground 85%

    Bone Rush 25 Ground 80%

    Bonemerang 50 Ground 90%

    Bounce 85 Flying 85%

    Brick Break 75 Fighting 100%

    Bubble 20 Water 100%

    Bubblebeam 65 Water 100%

    Bulk Up - Fighting N/A%

    Bullet Seed 10 Grass 100%

    Calm Mind - Psychic N/A%

    Camouflage - Normal 100%

    Charge - Electric 100%

    Charm - Normal 100%

    Clamp 35 Water 75%

    Comet Punch 18 Normal 85%

    Confuse Ray - Ghost 100%

    Confusion 50 Psychic 100%

    Constrict 10 Normal 100%

    Conversion - Normal 100%

    Conversion2 - Normal 100%

    Cosmic Power - Psychic N/A%

    Cotton Spore - Grass 85%

    Counter Varies Fighting 100%

    Covet 40 Normal 100%

    Crabhammer 90 Water 85%

    Cross Chop 100 Fighting 80% 5

    Crunch 80 Dark 100%

    Crush Claw 75 Normal 95%

    Curse - ??? 100%

    Cut 50 Normal 95%

    Defense Curl - Normal 100%

    Destiny Bond - Ghost 100%

    Detect - Fighting 100%

    Dig 60 Ground 100%

    Disable - Normal 55%

    Dive 60 Water 100%

    Dizzy Punch 70 Normal 100%

    Double Kick 30 Fighting 100%


    Double Team - Normal 100%

    Double-Edge 120 Normal 100%

    Doubleslap 15 Normal 85%

    Dragon Claw 80 Dragon 100%

    Dragon Dance - Dragon N/A%

    Dragon Rage 40 Dragon 100%

    Dragonbreath 60 Dragon 100%

    Dream Eater 100 Psychic 100%

    Drill Peck 80 Flying 100%

    Dynamicpunch 100 Fighting 50%

    Earthquake 100 Ground 100%

    Egg Bomb 100 Normal 75%

    Ember 40 Fire 100%

    Encore - Normal 100%

    Endeavor ??? Normal 100%

    Endure - Normal 100%

    Eruption - 150 Fire 100%

    Explosion 250 Normal 100%

    Extrasensory 80 Psychic 100%

    Extremespeed 80 Normal 100%

    Facade 70 Normal 100%

    Faint Attack 60 Dark 100%

    Fake Out 40 Normal 100%

    Fake Tears - Dark 100%

    False Swipe 40 Normal 100%

    Featherdance - Flying 100%

    Fire Blast 120 Fire 85%

    Fire Punch 75 Fire 100%

    Fire Spin 15 Fire 70%

    Fissure Varies Ground 30%

    Flail Varies Normal 100%

    Flame Wheel 60 Fire 100%

    Flamethrower 95 Fire 100%

    Flash - Normal 70%

    Flatter - Dark 100%

    Fly 70 Flying 95%

    Focus Energy - Normal 100%

    Focus Punch 150 Fighting 100%

    Follow Me - Normal 100%

    Foresight - Normal 100%

    Frustration Varies Normal 100%

    Fury Attack 15 Normal 85%

    Fury Cutter 10 Bug 95%

    Fury Swipes 18 Normal 80%

    Future Sight 80 Psychic 90%

    Giga Drain 60 Grass 100%

    Glare - Normal 75%

    Grasswhistle - Grass 55%

    Growl - Normal 100%

    Growth - Normal 100%

    Grudge - Ghost 100%

    Guillotine - Normal 30%

    Gust 40 Flying 100%

    Hail - Ice N/A%

    Harden - Normal 100%

    Haze - Ice 100%

    Headbutt 70 Normal 100%

    Heal Bell - Normal 100%

    Heat Wave 100 Fire 90%

    Helping Hand - Normal 100%

    Hi Jump Kick 85 Fighting 90%

    Horn Attack 65 Normal 100%

    Horn Drill Varies Normal 30%

    Howl - Normal N/A%

    Hydro Pump 120 Water 80%

    Hyper Beam 150 Normal 90%

    Hyper Fang 80 Normal 90%

    Hyper Voice 90 Normal 100%

    Hypnosis - Psychic 60%

    Ice Ball 30 Ice 90%

    Ice Beam 95 Ice 100%

    Ice Punch 75 Ice 100%

    Icicle Spear 10 Ice 100%

    Icy Wind 55 Ice 95%

    Ingrain - Grass 100%

    Iron Defense - Steel N/A%

    Iron Tail 100 Steel 75%

    Jump Kick 70 Fighting 95%

    Karate Chop 50 Fighting 100%

    Kinesis - Psychic 80%

    Knock Off 20 Dark 100%

    Leaf Blade 70 Grass 100%

    Leech Life 20 Bug 100%

    Leech Seed - Grass 90%

    Leer - Normal 100%

    Lick 20 Ghost 100%

    Light Screen - Psychic 100%

    Lock-On - Normal 100%

    Lovely Kiss - Normal 75%

    Low Kick 50 Fighting 90%

    Mach Punch 40 Fighting 100%

    Magic Coat - Psychic 100%

    Magical Leaf 60 Grass 100%

    Magnitude Varies Ground 100%

    Mean Look - Normal 100%

    Meditate - Psychic 100%

    Mega Drain 40 Grass 100%

    Mega Kick 120 Normal 75%

    Mega Punch 80 Normal 85%

    Megahorn 120 Bug 85%

    Memento - Dark 100%

    Metal Claw 50 Steel 95%

    Metal Sound - Steel 85%

    Meteor Mash 100 Steel 85%

    Metronome - Normal 100%

    Milk Drink - Normal 100%

    Mimic - Normal 100%

    Mind Reader - Normal 100%

    Minimize - Normal 100%

    Mirror Coat Varies Psychic 100%

    Mirror Move - Flying 100%

    Mist - Ice 100%

    Moonlight - Normal 100%

    Morning Sun - Normal 100%

    Mud Shot 55 Ground 95%

    Mud Sport - Ground 100%

    Mud-Slap 20 Ground 100%

    Muddy Water 95 Water 85%

    Nature Power - Normal 95%

    Needle Arm 60 Grass 100%

    Night Shade Varies Ghost 100%

    Nightmare - Ghost 100%

    Octazooka 65 Water 85%

    Odor Sleuth - Normal 100%

    Outrage 90 Dragon 100%

    Overheat 150 Fire 90%

    Pain Split - Normal 100%

    Pay Day 40 Normal 100%

    Peck 35 Flying 100%

    Perish Song - Normal 100%

    Petal Dance 70 Grass 100%

    Pin Missile 14 Bug 85%

    Poison Fang 50 Poison 100%

    Poison Gas - Poison 55%

    Poison Sting 15 Poison 100%

    Poison Tail 50 Poison 100%

    Poisonpowder - Poison 75%

    Pound 40 Normal 100%

    Powder Snow 40 Ice 100%

    Present Varies Normal 90%

    Protect - Normal 100%

    Psybeam 65 Psychic 100%

    Psych Up - Normal 100%

    Psychic 90 Psychic 100%

    Psywave Varies Psychic 80%

    Pursuit 40 Dark 100%

    Quick Attack 40 Normal 100%

    Rage 20 Normal 100%

    Rain Dance - Water 90%

    Rapid Spin 20 Normal 100%

    Razor Leaf 55 Grass 95%

    Razor Wind 80 Normal 75%

    Recover - Normal 100%

    Recycle - Normal 100%

    Reflect - Psychic 100%

    Refresh - Normal 100%

    Rest - Psychic 100%

    Return Varies Normal 100%

    Revenge 60 Fighting 100%

    Reversal Varies Fighting 100%

    Roar - Normal 100%

    Rock Blast 25 Rock 80%

    Rock Slide 75 Rock 90%

    Rock Smash 20 Fighting 100%

    Rock Throw 50 Rock 90%

    Rock Tomb 50 Rock 80%

    Role Play - Psychic 100%

    Rolling Kick 60 Fighting 85%

    Rollout 30 Rock 90%

    Safeguard - Normal 100%

    Sand Tomb 15 Ground 70%

    Sand-Attack - Ground 100%

    Sandstorm - Rock 100%

    Scary Face - Normal 90%

    Scratch 40 Normal 100%

    Screech - Normal 85%

    Seismic Toss Varies Fighting 100%

    Selfdestruct 200 Normal 100%

    Shadow Ball 80 Ghost 100%

    Shadow Punch 60 Ghost 100%

    Sharpen - Normal 100%

    Sheer Cold - Ice 30%

    Shock Wave 60 Electric 100%

    Signal Beam 75 Bug 100%

    Silver Wind 60 Bug 100%

    Sing - Normal 54%

    Sketch - Normal 100%

    Skull Bash 100 Normal 100%

    Sky Attack 140 Flying 90%

    Sky Uppercut 85 Fighting 90%

    Slack Off - Normal 100%

    Slam 80 Normal 75%

    Slash 70 Normal 100%

    Sleep Powder - Grass 75%

    Sleep Talk - Normal 100%

    Sludge 65 Poison 100%

    Sludge Bomb 90 Poison 100%

    Smellingsalt 60 Normal 100%

    Smog 20 Poison 70%

    Smokescreen - Normal 100%

    Snore 40 Normal 100%

    Softboiled - Normal 100%

    Solarbeam 120 Grass 100%

    Sonicboom 20 Normal 90%

    Spark 65 Electric 100%

    Spider Web - Bug 100%

    Spike Cannon 20 Normal 100%

    Spikes - Ground 100%

    Spit UP 100 Normal 100%

    Spite - Ghost 100%

    Splash - Normal 100%

    Spore - Grass 100%

    Steel Wing 70 Steel 90%

    Stockpile - Normal 0%

    Stomp 65 Normal 100%

    Strength 80 Normal 100%

    String Shot - Bug 95%

    Struggle 50 Normal 100%

    Stun Spore - Grass 75%

    Submission 80 Fighting 80%

    Substitute - Normal 100%

    Sunny Day - Fire 90%

    Super Fang Varies Normal 90%

    Supersonic - Normal 55%

    Surf 95 Water 100%

    Swagger - Normal 90%

    Swallow - Normal N/A%

    Sweet Kiss - Normal 75%

    Sweet Scent - Normal 100%

    Swift 60 Normal 100%

    Swords Dance - Normal 100%

    Synthesis - Grass 100%

    Tackle 35 Normal 95%

    Tail Glow - Bug 100%

    Tail Whip - Normal 100%

    Take Down 90 Normal 85%

    Teeter Dance - Flying 100%

    Teleport - Psychic 100%

    Thief 40 Dark 100%

    Thrash 90 Normal 100%

    Thunder 120 Electric 70%

    Thunder Wave - Electric 100%

    Thunderbolt 95 Electric 100%

    Thunderpunch 75 Electric 100%

    Thundershock 40 Electric 100%

    Tickle - Normal 100%

    Toxic - Poison 85%

    Transform - Normal 100%

    Tri Attack 80 Normal 100%

    Trick - Psychic 100%

    Triple Kick 10 Fighting 90%

    Twineedle 25 Bug 100%

    Twister 40 Dragon 100%

    Uproar 50 Normal 100%

    Vicegrip 55 Normal 100%

    Vine Whip 35 Grass 100%

    Vital Throw 70 Fighting 100%

    Water Gun 40 Water 100%

    Water Pulse 60 Water 100%

    Water Sport - Water 100%

    Water Spout 150 Water 100%

    Waterfall 80 Water 100%

    Weather Ball 50 Normal 100%

    Whirlpool 15 Water 70%

    Whirlwind - Normal 100%

    Will-O-Wisp - Fire 75%

    Wing Attack 60 Flying 100%

    Wish - Normal 100%

    Withdraw - Water 100%

    Wrap 15 Normal 85%

    Yawn - Normal 100%

    Zap Cannon 100 Electric 49%



    Anyway, we could just start with the As and then work our way up until we hit Z. Or we could just steal from another ASB ^^.

  27. #27
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    Default ASB Attack List Beta: All Versions

    umm, I'll try to ask Hikaru if we could use his list. And before anyone goes and starts about the fight we had about some of the moves, everything will remain the same, rest assured
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  28. #28
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    Default ASB Attack List Beta: All Versions

    I found a backup. The site should be back up now.

  29. #29
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    Default ASB Attack List Beta: All Versions

    Quote Originally Posted by Yumemiru
    I found a backup. The site should be back up now.
    Darnit... I was spending for the last 3 days typing up a new Attack list, according to me. x_X; Now its worthless now. Sigh~ -_-

    I better make a copy of it. =P

  30. #30
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    Default ASB Attack List Beta: All Versions

    Strange thing I never reffed before... can a pokémon establish dream eater link toward a substitute + sleeping pokémon? Or does the substitute must be destroyed before it can 'aim' the dream eater link onto the real pokémon?

  31. #31
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    Default ASB Attack List Beta: All Versions

    Quote Originally Posted by Pichu
    Strange thing I never reffed before... can a pokémon establish dream eater link toward a substitute + sleeping pokémon? Or does the substitute must be destroyed before it can 'aim' the dream eater link onto the real pokémon?
    The substitute first, as it protects the real Pokemon (going by game standards here)
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  32. #32
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    Default ASB Attack List Beta: All Versions

    Quote Originally Posted by The_Missing_Link
    The substitute first, as it protects the real Pokemon (going by game standards here)
    k thx. Now I can get back to my reffing w/o any sense of worries. ^_^

  33. #33
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    Default ASB Attack List Beta: All Versions

    Sorry for double posting, but I want to get one's attention.. --; (or I'll delete the post above) ... *deletes*

    Anyway, I just want to figure out what kind of attacks that counter and mirror coat can work against.. cuz ... I still don't understand the animé style of it.

    It seems that 'Counter' can work against thunderbolts, thunder, flamethrower? Water gun, etc..
    - but in game wise, it wouldn't work... xD

    And it seems that 'Mirror Coat' can work against Sludge, which is special attack? What is special attack then? Isn't thunderbolt special? I'm all confused over this subject. x_X;

    Yea, please help mi~

    I mean, what attacks do they work against anyways? I need a list. Thanks. ^_^

  34. #34
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    Default ASB Attack List Beta: All Versions

    Yeah, the anime screws itself over a lot after saying counter can't block this but a few episodes later it blocks that attack. If refs often get confused over this, it's better to go by game standards than try to figure out what the anime says


    Counter (what type of attacks it can block): Normal, flying, poison, ground, rock, steel, bug, fighting

    Mirror Coat: Psychic, electric, grass, ice, water, fire, dark, dragon
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  35. #35

    Default ASB Attack List Beta: All Versions

    I have a question...can a pokemon of no gender attract a pokemon to it?
    [SIZE=4]
    ~The Real Crystal Articuno~
    Looking for AC/CC battles, PM me...
    My Adopties
    AvengerPokes
    ASB Team

    Thanks Saffire Persian for the rad banner!!

  36. #36
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    Default ASB Attack List Beta: All Versions

    No, because a Pokemon of no gender doesn't have the ability to make itself more attractive to a gendered Pokemon (besides, it sounds weird)
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  37. #37

    Default ASB Attack List Beta: All Versions

    Quote Originally Posted by The_Missing_Link
    No, because a Pokemon of no gender doesn't have the ability to make itself more attractive to a gendered Pokemon (besides, it sounds weird)
    Thanks, but now, how about a pokemon that transforms, like ditto, or a pokemon that mimiced transform, and transforms into a gendered pokemon, can they attract?
    [SIZE=4]
    ~The Real Crystal Articuno~
    Looking for AC/CC battles, PM me...
    My Adopties
    AvengerPokes
    ASB Team

    Thanks Saffire Persian for the rad banner!!

  38. #38
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    Default ASB Attack List Beta: All Versions

    A Pokemon can't transform into a gendered Pokemon. If it starts out with no gender, it's still going to remain without one no matter how much their appearance changes
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

  39. #39
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    Default ASB Attack List Beta: All Versions

    Quote Originally Posted by The_Missing_Link


    Counter (what type of attacks it can block): Normal, flying, poison, ground, rock, steel, bug, fighting

    Mirror Coat: Psychic, electric, grass, ice, water, fire, dark, dragon
    What about Ghost types?

    Show-Off
    Contest fic
    *Chapter 37 up*
    Posted September 22nd, 2013


    ________________________________________________



  40. #40
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    Default ASB Attack List Beta: All Versions

    Didn't even notice that I'd forgotten them. Counter
    T_M_L

    My ASB Team:
    Nightshade, Orion, Drake, Apollo, Shino, Ares, Arya, Isis, Ace, Arbiter, Nero, Haplo, Coren, and Marit

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