*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.