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View Full Version : The ASB Diamond and Pearl Attack List Beta



Chris 2.1
1st May 2007, 08:16 AM
These are the new Diamond and Pearl attacks. Soon they will merge with the current attacks to form a complete concise List of ALL Pokemon Attacks.

New to this Attack List is Hidden Power - a previously banned attack that you can now use in ASB.

Below is a damage and fatigue key. This only needs to apply to the new attacks but we ask that you follow it as close as you can. Failure to do so may have dire consequences. We ask this because we have worked closely to make these attacks as true to the games as possible.



Hidden Power - NORMAL
The user creates a multitude of small orbs. They contain a powerful energy. They will change to a colour that corresponds to a type (ie red: fire, yellow: electric) and strike the foe.

The attack will become a certain type and until the end of that battle Hidden Power will stay that type for that Pokemon. So if your Houndoom uses it and gets an ice attack it will be an ice attack until he is knocked out. However in another match he may get a ghost-type HP.

It is up to the ref to a) randomise the attack type and b) keep a tab on what type HP is.

Damage: Good
Fatigue: Moderate
Accuracy: Excellent




Damage Key:
Light Damage: 0%-5%
Good Damage: 5% - 8%
Excellent Damage: 8%-10%
Incredible Damage: 10%+

Fatigue Key:
Light Fatigue: 0%-4%
Moderate Fatigue 4%-8%
High Fatigue 8%-12%
Extremely High Fatigue: 12%+



Roost – FLY – Soft feathers fall and help restore HP. The Pokemon can only carry this attack out while resting on the ground, or on a platform of some description. While there they are vulnerable to attack. The HP recovery rate is high (compared to absorb or recover) but it is an incredibly fatiguing move.
Fatigue: High
Damage: N/A
Other: Restoration (High)


Gravity – PSY – The Pokemon examines the foe. For the next 5 rounds a strong force surrounds the foe, which stops it from flying, levitating (ie: Koffing, Magnemite, etc) for a few rounds. This also included evasion by leaping up and jumping attacks.
Fatigue: Moderate
Damage: None


Miracle Eye – PSY – Dark-type Pokemon can be hit with psychic attacks. This lasts until the user has fainted.
Fatigue: Moderate
Damage: None


Wake-Up Slap – FIGHT – The user slaps the foe hard with a glowing paw, tail etc. The attack is stronger if the foe is currently asleep, but the slap will also wake them up.
Fatigue: Light/Moderate
Damage: Good
Accuracy: Good
Other: Does more damage (ie: Moderate) if the foe is asleep. This cures the sleep status)


Hammer Arm – FIGHT – A powerful, heavy thump with the arm that causes excellent damage. However the user’s speed suffers due to the precision and execution of the attack.
Fatigue: Moderate/High Fatigue
Damage: Excellent
Accuracy: Moderate
Other: Lowers the users speed


Gyro Ball – STEEL – A large, round steel ball is hurled towards the foe. The damage ranges on the foe’s speed:
Light Damage: The Pokemon is slow and labored.
Good damage: The foe has a generally good speed.
Excellent damage: The foe has exceptional speed.
This may be measured in a variety of ways; species (Snorlax is naturally slower than say a Manectric) or status (confused, paralyzed or injured Pokemon may be slower). It can also depend on how much evasion has been used during the match or if the foe has any stat boosts.
Fatigue: Varying (depending on damage)
Damage: See above. Maximum 12%
Accuracy: Excellent


Healing Wish – PSY – If the user faints after using this move, their spirit cleanses all allies on the field. This can include some HP gain, status effects cured or wounds healed.
Fatigue: High
Damage: None
Accuracy: N/A
Other: Excellent healing (including status effects)


Brine – WATER – A foamy swathe of water that does double damage if the foe is below 50% HP.
Fatigue: Moderate
Damage: Good to Excellent
Accuracy: Excellent


Natural Gift – The power and type depend on the foe's condition:
Normal: the attack is a standard Normal type attack. It deals good damage and has a moderate fatigue rate.
Attack Boost: the attack is a fire-type attack. It deals excellent damage but has a high fatigue rate.
Speed Boost: the attack is an electric-type attack. It deals good damage but has a high fatigue rate.
Defence Boost: the attack is a water-type attack. It deals excellent damage with a low fatigue rate.
Special boost (attack or defence): the attack is a psychic-type attack. It deals light damage with a light fatigue rate.


Feint – A weak attack that only works if the foe is protecting or detecting from an attack.
Fatigue: Light
Damage: Light
Accuracy: Only works when the foe protects or detects


Pluck – The foe does a jousting jab with a fist, beak etc. The power doubles if the user has recently relaxed (recovered energy) or recovered HP (through any means). Recent is described as in the past 2 rounds.
Fatigue: Moderate
Damage: Ranging (good to excellent)
Accuracy: Good


Tailwind – FLY – The user creates a powerful wind that speeds along the arena and increases the speed of the user and its allies for 5 turns.
Fatigue: Moderate
Damage: None
Accuracy: Excellent
Other: Increases current Pokemon’s speed for 5 turns


Acupressure – NORMAL – A random stat (Attack, Defence, Speed, Sp.Attack or Sp.Defence) is boosted by two levels.
Fatigue: Moderate/High
Damage: None
Accuracy: Excellent


Metal Burst – STEEL – A steel-type version of Counter/Mirror coat that functions for both physical and special attacks. It deals back double the damage received in the round in a wide-spread burst of silvery light.
Fatigue: Depends on what attack(s) are being reflected
Damage: Ranging
Accuracy: Good
Other: Works on any attacks (physical or special)


U-Turn – BUG – The user does a swift somersault, dealing effective damage to the foe before automatically switching out. If there are no Pokemon left on the bench, then the user cannot switch out.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Switches out.


Close Combat – FIGHT – A powerful strike that causes the user’s defenses to be down.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Users defenses are lowered


Payback – DARK – A sweeping tackle that deals double damage if the user has just been hurt by the enemy.
Fatigue: Moderate
Damage: Good to Excellent
Accuracy: Good
Other: More damage is dealt if the user has just been hit (that round)


Assurance – DARK – The user gains more strength in their attack if the opponent has already received damage in that round.
Fatigue: Moderate
Damage: Good to Excellent
Accuracy: Good
Other: More damage is dealt if the user has just been hit (that round)


Embargo – DARK – The user manages to unleash a cold energy that envelops the foe’s body, making its fingers and hands numb. Grasping is difficult, and punching attacks suffer because of it. Also consider the lack of picking items up with fingers and grabbing onto something for protection or safety. The freeze effect goes over the next few rounds but can be sped up by heat or movement.
Fatigue: Moderate
Damage: None
Accuracy: Excellent


Fling – NORMAL – The user finds an item nearby and hurls it at the foe. The power ranges from what the foe hurls, but do not expect any more than 10/11% to be dealt MAXIMUM. Also consider what the Pokemon can and cannot hurl.
Fatigue: Light to Moderate
Damage: Ranging
Accuracy: Ranging (depending on the item’s weight, size, texture etc)


Psycho Shift – PSY – Concentrating hard, the user manages to transfer status effects onto their foe. An incredibly draining move than cannot be used in succession very often. This attack does alter in its effectiveness if the foe is hiding, but due to the nature of the attack it can still transfer status attacks even if the foe is not near, for the attack is about the mental connection between foes.
Fatigue: High
Damage: None
Accuracy: Excellent (but distance affects the severity of said status effects)
Other: Includes confusion and infatuation

Trump Card – NORMAL – The more exhausted the Pokemon is, the better the attack is. This attack can range from a meager 2/4% damage to about 8 or 9%, depending on circumstance. The fatigue level for this attack should not differ regardless of the Pokemon’s fatigue when using the attack.
Fatigue: Moderate
Damage: Light to Excellent
Accuracy: Good
Other: An energy version of flail (which has similar effects if the HP is weaker)


Heal Block – PSY – A sharp force field engulfs the foe and they cannot use recovery moves over the next 5 turns.
Fatigue: High
Damage: None
Accuracy: Excellent
Other: The user can still use recovery moves. This affects both Pokemon in double battles. If a draining move is used by the foe, the damage is still done, but no healing occurs.

Wring Out – NORMAL – The foe is squeezed by a vine, tendril or coiling body. The attack deals more damage the weaker the opponent is.
Fatigue: Moderate
Damage: See Below.
If the user is on 100%HP and:
Foe is on 100%-75%HP – weak damage (2% - 4%)
Foe is on 75%HP-50HP% - moderate damage (4% - 6%)
Foe is on 50%-25HP% - Good damage (6% - 9%)
Foe is on 25%-0%HP – Excellent damage (8% - 11%)

This is a basic template based on the user being on full health. Obviously if they [the foe] are weaker then that gap will be closed between user and victim, lowering the damage.

Accuracy: Good
Other: A difficult attack to ref. Don’t be afraid to consult moderators if this is confusing.


Power Trick – PSY – The user switches their attack with their defense.
Fatigue: Moderate to High (the fatigue for the attack gets higher the more the attack is used)
Damage: None
Accuracy: Excellent as the attack is performed on oneself
Other: The effects are permanent until the attack is used again.

Gastro Acid – A sickly acid sinks into the foes skin, canceling out any new moves that they have learned already through Mimic or Sketch. It also causes Ditto to revert to its original form and any conversion or conversion2 types to go back to normal.
Fatigue: Moderate
Damage: None
Accuracy: Good
Other: Differs greatly from the in-game description.


Lucky Chant – NORMAL - After praying, the user is coated in a shimmering white light. This seems to protect weaker areas such as wounds or burns, and manages to prevent attacks from dealing critical damage over the next 5 turns.
Fatigue: Moderate
Damage: None
Accuracy: Excellent
Other: Essentially prevents critical hits. Since they are not always incorporated into ASB then you can ref it that the weak areas on the user are protected.


Me First – NORMAL – The Pokemon senses what the foe is going to do for their first action and uses the same move but at a much higher power.
Fatigue: Moderate
Damage: Depends on what attack is used
Accuracy: Moderate
Other: This attack can ONLY work if the user is faster than the target. Speed stat boosts will guarantee this attack to work, and paralysis will guarantee it will fail. Other such instances (ie, being blinded, or being tired, being stuck) will be expected to cause the attack to fail. This works on an action basis – Me First will use the attack that the foe was using THAT ROUND and nothing else.


Copycat – NORMAL - Uses the last move performed by anybody on the field.
Fatigue: High
Damage: Depends on the attack being copied
Accuracy: Good
Other: Can only copy the last attack used. Drains energy since the user is forced to perform an unfamiliar and foreign attack.


Power Swap – PSY – The user swaps their ATTACK and SPECIAL ATTACK with that of their foes.
Fatigue: High
Damage: None
Accuracy: Excellent


Guard Swap – PSY - The user swaps their DEFENCE and SPECIAL DEFENCE with that of their foes.
Fatigue: High
Damage: None
Accuracy: Excellent


Punishment – DARK - If the foe has boosted stats, then this attack deals more damage.
Fatigue: Gets higher depending on the stats but generally Moderate
Damage: Its base damage is roughly 5%. But:
+1 stat boost (any stat): 6%
+2 stat boost (any stat): 8%
+3 stat boost (any stat): 10%
+4 stat boost (any stat): 13%
From +4 stat boosts it will continue to do 13% damage.

Last Resort – NORMAL – A powerful strike that can only be used in desperate situations.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Desperate is defined as: Low damage (5% HP or less) or being under two status effects (where status effect is defined as paralysis, burn, poison, sleep or freeze NOT confusion or attraction).


Worry Seed – GRASS - A dark-looking seed is spat that festers inside the opponent by burrowing into its skin. The victim cannot sleep during this time; they are alert, perhaps too much, and will remain in this insomniac state until the seed is removed.
Fatigue: Moderate
Damage: None
Accuracy: Good
Other: The foe is distracted by the seed in their skin. They will perhaps concentrate on removing it instead of carrying out orders. The foe’s accuracy is also reduced.


Sucker Punch – DARK – The foe leaps up and strikes first with a deadly ambush. Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: The move always goes first but if the foe is not attacking then the move fails.


Toxic Spikes – POISON – Large, sharp spikes are spat that secrete a thick poison. They cover the entire arena and hurt anybody who comes into contact with them. They have the chance of poisoning you if you step on one.
Fatigue: Low
Damage: No direct damage (but typical poison status is given to anyone who steps on them)
Accuracy: Excellent
Other: The user (and all subsequent poison type Pokemon) are not affected by the poison.


Aqua Ring – WATER – A large ring of water is sprayed around the user and the water ring restores HP gently over the next 5 turns. It acts like a clerical protector, surround the user, but the water ring can be destroyed by the right attacks or techniques.
Fatigue: Moderate
Damage: None
Accuracy: Excellent
Other: Moderate Healing


Magnet Rise – ELECTRIC - The user concentrates hard and levitates off the ground. Ground moves cannot hit them in this state and they have increased speed and agility. For example, they can dodge an attack by moving up, down, or at diagonal angles due to their increase in space. The first time this is used in battle it uses more energy than after that; the Pokemon grows more accustomed to the effects and can use the attack more easily. There are ways to bring the Pokemon back to the ground.
Fatigue: High
Damage: None
Accuracy: Excellent
Other: The user can still be hit by attacks such as Bone Club that are ground-types but do not work through the ground.


Flare Blitz – FIRE – A powerful flaming skid attack that the user executes by flaming up and tearing across the arena. The speed helps boost the attack power but accuracy is lowered slightly and the user will receive recoil damage.
Fatigue: High
Damage: Incredible damage
Accuracy: Moderate
Other: High chance of burning the victim


Force Palm – FIGHT – The user unleashes a powerful force that strikes the foe and can induce paralysis.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Paralyses the foe


Aura Sphere – FIGHT – The user throbs and fires off an exploding projectile that cannot miss its target.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: said projectile is quite large.


Rock Polish – ROCK – The users speed is raised two stages.
Fatigue: Moderate
Damage: None
Accuracy: Excellent


Poison Jab – POISON – The user stabs at the foe with fingers, claws, tail etc. The appendage in question leaks a powerful poison and there is a good chance that the victim will become poisoned from it.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Poison is inflicted, but not Toxic Poison (ie: increasing HP drained). It is just 2/3% lost each round until cured.


Dark Pulse – DARK – A fizzing pulse of darkened energy is unleashed at the foe, which can cause the foe to flinch.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Can cause ‘flinching’. In ASB Terms: the shock of the attack can cause the target to not execute their own attack.


Night Slash – DARK – Sharpening their claws/blades, the user unleashes a devastating double-slash that deals effective damage. Due to the nature of the attack it can strike weaker areas more effectively.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good


Aqua Tail – WATER – The user’s tail glows blue and they strike down on the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Good

Chris 2.1
1st May 2007, 08:17 AM
Seed Bomb – GRASS – A powerful array of seeds are launched that explode upon contact.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


Air Slash – FLYING – The user blasts down a slicing attack from the skies. This attack can strike the targets weak points more effectively.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


X-scissor – BUG – The user delivers a slicing attack with their appendages crossed.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent


Bug Buzz – BUG – A powerful sonic blast created by wings. Similar to sonicboom.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


Dragon Pulse – DRAGON – Draconian power is expelled through a pulsating beam of energy.
Fatigue: Moderate
Damage: Good
Accuracy: Good


Dragon Rush – DRAGON – The user leaps and charges, diving down at the foe. They are swathed in draconian energy.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good


Power Gem – ROCK – The user creates and fires off a chunky gem that strikes the foe at incredible speed.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


Drain Punch – FIGHT – The user deals a swift punch and recovers half the damage they inflict.
Fatigue: Low
Damage: Good
Accuracy: Excellent
Other: Classed as an indirect recovery move


Vacuum Wave – FIGHT – Always strikes first.
Fatigue: Light
Damage: Low
Accuracy: Excellent


Focus Blast – FIGHT – A focused, precise exploding projectile of concentrated energy. May lower the victim’s defenses.
Fatigue: High
Damage: Incredible
Accuracy: Low


Energy Ball – GRASS – A ball of smooth, concentrated natural energy that can lower the foe’s defenses.
Fatigue: Moderate
Damage: Good
Accuracy: Good


Brave Bird – FLYING – A powerful, risky attack that sees the user drive themselves into their foe. The user receives recoil damage from the strike.
Fatigue: High
Damage: Excellent
Accuracy: Good


Earth Power – GROUND – A majestic attack that takes energy from the earth around and comprises it in a fantastic blast that strikes the foe. It may lower the foe’s defenses.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


Switcheroo – The user exchanges a held item with the foe. This could include any external object such as a club, a leek or even something like a sword. If the user is not holding anything then they simply take the foe’s object.
Fatigue: low
Damage: none
Accuracy: Good


Giga Impact – NORMAL - The user attacks the foe with a super-powerful physical blow, focusing all their energy into one attack. This attack needs recovery time afterwards.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Takes an action to recover


Nasty Plot – DARK – A scheming user raises their special attack two stages.
Fatigue: Moderate
Damage: None
Accuracy: N/A
Other: Special attacks are much stronger


Bullet Punch – STEEL – A move that always strikes first with a searing, metallic first
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Always hits first


Avalanche – ICE – A sweeping mass of whipped snow and thick ice crystals, this attack does more damage if the user has been attacked that round.
Fatigue: Moderate/High
Damage: Good/Excellent
Accuracy: Good


Ice Shard – ICE – Before the foe can attack a thick wedge of ice drops and smashes into them. Always strikes first.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Always strikes first


Shadow Claw – GHOST – This demonic, sweeping slash attack can pick out the foe’s weaker points, leading for greater damage.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: May strike a critical point on the foe’s body.


Thunder Fang – ELECTRIC – Fangs sink into the foe and a shocking jolt of electricity is unleashed. This attack has a high chance of paralyzing the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: High chance of paralysis


Fire Fang – FIRE – Fangs sink into the foe and a mass of curling flames and projected into the wound. This attack has a high chance of burning the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: High chance of burning the foe


Ice Fang – ICE - Fangs sink into the foe and a chilling frost is spread through the wound. This attack has a high chance of freezing the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: High chance of freezing/numbing the foe


Shadow Sneak – GHOST – A quick, sneaky attack through the darkness. Always strikes first.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Always strikes first


Mud Bomb – GROUND – An array of sloppy mud pellets are launched at the foe, severely reducing their accuracy.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Lowers accuracy, could potentially blind the foe


Psycho Cut – PSYCHIC – A slicing cut deepened by mental anguish. This penetrating attack can strike the foe’s weaker spots much easier.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: May cause critical hit


Zen Headbutt – PSYCHIC – Calm and collected, the user slams their skull into the foe, causing them to flinch.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Can startle the foe


Mirror Shot – STEEL – A quick metallic blast is launched at the foe, refracting the light and striking them. The effects are similar to that of flash, in that the foe is blinded for a number of actions.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: The user cannot be blinded by light refracting from its own beam.


Flash Cannon – STEEL – A charged beam of sparkling liquid steel is blasted from a cannon, mouth or focus point by the user. It can lower the foe’s attack power.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Lowers the foe’s attack


Rock Climb – NORMAL – The user attacks with a bounding leap. This can be used to clear and scale rocks or other surfaces. It can confuse the foe.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Despite the name this is more of a leaping attack (see bounce) and has little/no relevance to rocks. It can help the user escape dug pits or sand tombs, and would also help with evasion of oncoming attacks. It can daze the foe.


Defog – FLYING – A swirling wind clears away all sandstorms, mists, fogs, hazes or smoke, allowing perfect vision in the arena.
Fatigue: Light
Damage: None
Accuracy: Excellent
Other: Essentially an attack-version of Cloud Nine/Airlock


Trick Room – PSYCHIC – The user concentrates hard and plays tricks with the foe. For the next five turns slower Pokemon are faster and faster Pokemon are slower. This will pause paralysis (but not cure it) and temporarily cease any speed-based stats (however it will not erase or switch them). Put simply, any factors already in play that define the Pokemon’s speed are paused for these five turns, and the speeds are swapped. For some species this comparison is easy, but others it may be harder. For example, look at their movesets to see how many of their attacks rely on speed or consult the games. Consult a Head Ref for advice.
Fatigue: High
Damage: None
Accuracy: Excellent
Other: See above


Draco Meteor – DRAGON – A Ferociously intense dragon attack: the user summons a catastrophic meteor to crash and explode upon the foe. The meteor is very large and very difficult to manipulate with psychic attacks. However strong tier attacks may help hold it off or break it. The attack can lower the user's special attack stat.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Absolutely destructive. Lowers the user's Sp. Atk.


Discharge – ELECTRIC – A sudden and bright flash of sparks are expelled by the user, shocking the foe. High chance of paralysis.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: High chance of paralysis


Lava Plume – FIRE – A sweeping mass of molten flame bursts from the user. Think lava lamp. It rises and strikes the foe.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: High chance of burning


Leaf Storm – GRASS – A spiraling wind summons a blistering rain of sharp leaves that sweep into the foe like insects. Each leaf is sharp and precise. The attack is a continuous slew of sharp leaves and leaves the user incredibly drained afterwards. As a result, their stats are deterred.
Fatigue: High.
Damage: Excellent
Accuracy: Excellent
Other: Lowers special stat


Power Whip – GRASS – A frantic, thick tendril that lashes against the foe. The whip(s) are stronger than Vine Whip so could be used for support or better grip.
Fatigue: High
Damage: Incredible
Accuracy: Good


Rock Wrecker – ROCK – A focused, powerful slam with fists and body.
The user needs to relax for the next consecutive action.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: An action is spent relaxing


Cross Poison – POISON – A strong, sliced attack that leaks poison onto the foe’s skin/body.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Can poison


Gunk Shot – POISON – A horrible handful of thick gunk is hurled at the foe. There is a high chance of poison.
Fatigue: High
Damage: Excellent
Accuracy: Good


Iron Head – STEEL – A fast slamming attack with a shimmering metal head.
Fatigue: Moderate
Damage: Good
Accuracy: Good


Magnet Bomb – STEEL – An unavoidable, magnetic bomb that explodes upon contact.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent


Stone Edge – ROCK – A powerful smashing attack using a sharp edge (ie: knee, elbow etc)
Fatigue: High
Damage: Excellent
Accuracy: Good


Captivate – NORMAL – If the foe and user are opposite genders, then the user successfully lowers the foe’s elemental (special) power by two levels.
Fatigue: Light
Damage: None
Accuracy: Excellent
Other: Sharp stat reduction


Stealth Rock – ROCK – Large, rocky chunks are hurled across the arena and they sink firmly into the ground. They cause difficulty in evasion and dodging moves, limiting accessibility across the field. These damage a Pokemon when they switch out. The rocks are very strong and difficult to shatter. They cannot be moved out the ground.
Fatigue: Light
Damage: No immediate damage (but smashing into a rock could deal 4/5% damage)
Accuracy: Excellent
Other: Permanent arena change


Grass Knot – GRASS – The power of this grass-type attack increases the heavier the foe is. The damage is essentially up to the ref, but the weakest is 3% (very light Pokemon like Azurill or Natu) to 14% (Snorlax, Tyranitar, Dragonite etc).
Fatigue: Depends on the Pokemon’s weight: it is higher the heavier the foe
Damage: See above: the heavier, the higher
Accuracy: Good
Other: Generally used as a grabbing slam attack


Chatter – FLYING – An incessantly irritating soundwave blasts into the foe, confusing them.
Fatigue: Light
Damage: Good
Accuracy: Good
Other: Confuses the foe


Bug Bite – BUG – An insectoid chomp on the foe. The following can also happen:
If the foe has recently healed themselves – the user recovers 5% health
If the foe has recently recovered from a status condition – the user is immune to that condition for 3 rounds
If the foe has recently used a stat boost – the user has that stat boost for two rounds.
The use of ‘recent’ suggests in the past one or two rounds.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: See above


Charge Beam – ELECTRIC – A fantastic beam of volts and sparks. A high chance of the user’s special (elemental) attack being boosted.
Fatigue: Light
Damage: Good
Accuracy: Good


Wood Hammer – GRASS – A solid smash is dealt on the foe using a palm, a foot or any flat appendage like a tail or even a belly. It deals high recoil damage.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Roughly 4/5% is dealt back as recoil


Aqua Jet – WATER – The user speeds towards the foe like a torpedo, encased in a jet of water.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Always strikes first


Attack Order – BUG – A powerful bug attack which can home in on a Pokemon’s weak areas.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good


Defend Order – BUG – The user boosts their physical and elemental defenses.
Fatigue: Moderate
Damage: N/A
Accuracy: N/A
Other: Defense and Special Defense are raised


Ominous Wind – GHOST – May raise all the users stats one stage. A ghost-type ancientpower that summons a mysterious wind.
Fatigue: Moderate
Damage: Good
Accuracy: Good


Heal Order – BUG – The user concentrates to heal some of their HP. The approximate amount of HP recovered should be no more than 20%HP. This move will be incredibly draining and should not be used too often.
Fatigue: Extremely High
Damage: None
Accuracy: None
Healing: Excellent


Head Smash – ROCK – A hardy smash from the user.
Fatigue: High
Damage: Incredible
Accuracy: Good


Double Hit – NORMAL – Two sharp attacks are dealt to the foe in quick succession. Each individual attack is weak.
Fatigue: Moderate
Damage: Light
Accuracy: Good






CURRENTLY UNAVAILABLE ATTACKS

These are available only through Metronome at present

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

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

Lunar Dance – PSYCHIC – The user sacrifices itself to completely heal the next Pokemon sent out. If the next Pokemon out is already fully healed, then this attack provides significant stat boosts instead.
Fatigue: n/a
Damage: n/a
Accuracy: n/a

Crush Grip – NORMAL – The user grabs the enemy in its hands/pincers/etc. and squeezes hard. This attack becomes less powerful if the foe has less HP.
Fatigue: Extremely High/High/Moderate/Light
Damage: Incredible/Excellent/Good/Light
Accuracy: Good
Other: The fatigue and damage scale down according to the following scale: 100% HP / 75% HP / 50% HP / 25% HP.

Magma Storm – FIRE – The user summons a horrible tornado of fire. In addition to trapping the foe in the manner of Fire Spin, the storm, upon being summoned, scorches the foe badly.
Fatigue: Extremely High
Damage: High
Accuracy: Good
Other: Traps the foe; can be negated with Rapid Spin

Dark Void – DARK – The user creates a temporary void around any and all foes in range, reducing their air supply. This causes the foes to fall asleep. The further the targets are from each other (ie, the bigger the void has to be), the more energy is exerted.
Fatigue: High
Damage: n/a
Accuracy: Good
Other: Puts any defending Pokemon in range to sleep

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

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

Judgment – NORMAL – The user calls down holy energies to smite the foe.
Fatigue: High
Damage: High
Accuracy: Good

Heart Swap – PSYCHIC – Swaps altered stats with foe.
Fatigue: High
Damage: n/a
Accuracy: Good

Elec Man EXE
1st May 2007, 09:24 AM
Reading through it now.

I assume that damage and whatnot isn't set in stone, though? I know I personally ref "excellent" damage as 10%-14% depending on the attack, and I'd guess I can continue to do so.

I found one mistake, I think. On Aqua Ring, it says that the ring is fired at the opponent, but the rest of the description (and its effect) points to it being used on the pokemon that used it, not the opponent.

Chris 2.1
1st May 2007, 11:59 AM
The list basically means, for example, Gunk Shot will do 8-10% damage. That's expected. Of course, the foe's high defences may mean it does a bit lower, as well as type matches, and similarly it may do more against a grass-type but I wouldn't expect the attack to go too much over or under the peramater set.

Aqua Ring DOES surround the user. Think a hula hoop but it is hanging around the foe and is comprised of sparkling water.

The Blue Avenger
1st May 2007, 12:20 PM
Chris: What Elec Man means is that the description reads that the ring surrounds the foe - not the user - and it should be the other way around.

Chris 2.1
1st May 2007, 12:20 PM
Ah so sorry. I'll fix that. Also need my DP Pokes approved *runs*

Dark Sage
1st May 2007, 01:17 PM
Ominous Wind is a move that can be learned naturally by Drifloon and its evolution. See this link:

http://www.serebii.net/pokedex-dp/425.shtml

So, it should be put as an available move. Just letting you know.

Chris 2.1
1st May 2007, 02:51 PM
Ah thanks for pointing that out DS. In actuality I just placed it with the banned moves. My bad. Thanks for letting me know.

Knight of Time
3rd May 2007, 02:49 PM
Hey, about all the new attacks here that are only usable by legendaries in D/P, shouldn't they have a possibility of being used if a Pokemon used Metronome in a battle?

I'm really curious.

Phoenixsong
3rd May 2007, 05:24 PM
Good work, this is. A few nitpicks and hairs to split, though...

Uh... what is "Anticipate"? Wasn't that the Japanese name for Me First? The description is wrong, at any rate... and since you already have Me First listed, why is it there?

You might want to redescribe the effect of Tailwind. Looking at it, I see it as it either increases just the user's speed or the speed of all Pokémon on the field, owner's and opponent's. It's the user's entire team. I'm sure that's what you meant, but it's not totally clear.

U-Turn... nothing important to say there, although for the record it's "somersault", not "summersault".

How is "has just taken damage this turn" defined (for Assurance)? Does poison damage count, for example? Recoil damage? Or is the extra effect only applicable in double battles?

I've always wondered... does Heal Block also prevent the effects of moves like Giga Drain?

How does Power Trick work? Does it switch stat gains for attack and defense, or would a ref actually have to consider the base stats of the user and switch those? Same for Power Swap and Guard Swap.

Copycat copies the last move used period, even if it was the user. I've battled a Mime Jr. that copied its own Encore. If the user uses a move, that move is successful and the foe doesn't attack for one reason or another, the use of Copycat would copy the last move command actually carried out--in that case, the user's previous move. That situation is, of course, generally not intended, but, for example, if you command your Mr. Mime to use Copycat on Charizard's Flamethrower, but Charizard is fully paralyzed and cannot use it, technically the ref should have Mr. Mime copy whatever its last move was.

Punishment's damage increases based on the foe's stats, not the user's. The user is "punishing" its foe for its advantage, or something like that.

If Heart Swap is defined as a legendary-only move that can't be used, why is it in the main attack list and not with the other unusable attacks?

Isn't Force Palm an actual slap, not "unleashed force"?

Isn't Giga Impact physical? It's more of a "slamming into the foe with such incredible force that it dazes the user, forcing it to stop and regain its wits". Or did you just copy and paste the Hyper Beam description?

Do the Elemental Fangs still cause flinching?

You have Rock Climb described as "may confuse the user".

Why does Draco Meteor lower the foe's attack? Shouldn't it lower the user's special attack?

"Grabbing slam"? Doesn't Grass Knot trip the opponent up?

Heal Order heals EXP?

Just a few possible errors I found (I dunno, you may have changed them intentionally). Other than that, it looks great. Now to start using some loverly new DP moves, mwahahahaha.

Nice ideas for Nature Power, Pluck and Embargo btw. I was wracking my brains trying to figure out how those might work in ASB.

The Blue Avenger
3rd May 2007, 07:44 PM
Aside from Giga Impact (which I pointed out to Chris :P) and Heart Swap (we're discussing legendary moves at the moment), we totally missed those. Thanks for pointing them out; we'll discuss them.

Chris 2.1
4th May 2007, 11:19 AM
Yea Giga Impact I misunderstood as being a bigger better stronger hyper beam, not a physical version. I'll go through what you said and I'll give my 2 cents. This is really useful and important since I for one don't have the games so I can't see how the attacks are executed.



Uh... what is "Anticipate"? Wasn't that the Japanese name for Me First? The description is wrong, at any rate... and since you already have Me First listed, why is it there?

I think you're right there.

You might want to redescribe the effect of Tailwind. Looking at it, I see it as it either increases just the user's speed or the speed of all Pokémon on the field, owner's and opponent's. It's the user's entire team. I'm sure that's what you meant, but it's not totally clear.

It states that the USERS speed is ncreased. It goes on to say that the users TEAM is responsible: I envision the Pokemon (all in their Pokeballs) sending out energy to help their ally.

U-Turn... nothing important to say there, although for the record it's "somersault", not "summersault".

.....thanks -_-

How is "has just taken damage this turn" defined (for Assurance)? Does poison damage count, for example? Recoil damage? Or is the extra effect only applicable in double battles?

I would think that poison recoil or any other damage WOULD work.

I've always wondered... does Heal Block also prevent the effects of moves like Giga Drain?

Yes. It stops all healing from happening. So Giga Drain would still do damage but the user could not recover any energy.

How does Power Trick work? Does it switch stat gains for attack and defense, or would a ref actually have to consider the base stats of the user and switch those? Same for Power Swap and Guard Swap.

Power Trick: If stats are relevant (ie: someone has Attack+) then they can be switched. If there are no stat changes, look at physical characteristics. Let's say Claydol uses it; characteristically he may get a better defence in the form of a thicker shell or something to that effect.

Power/Guard Swap: I see it more as psychic energy is used to switch physical/defensive characteristics. Maybe this could even include say a Marowak's bone or Hitmonchan gloves to boost attack? What do you think? As for defence, maybe a sheen-like coat or a thicker shell.


Copycat copies the last move used period, even if it was the user. I've battled a Mime Jr. that copied its own Encore. If the user uses a move, that move is successful and the foe doesn't attack for one reason or another, the use of Copycat would copy the last move command actually carried out--in that case, the user's previous move. That situation is, of course, generally not intended, but, for example, if you command your Mr. Mime to use Copycat on Charizard's Flamethrower, but Charizard is fully paralyzed and cannot use it, technically the ref should have Mr. Mime copy whatever its last move was.

That's good to know.

Punishment's damage increases based on the foe's stats, not the user's. The user is "punishing" its foe for its advantage, or something like that.

Makes sense.

If Heart Swap is defined as a legendary-only move that can't be used, why is it in the main attack list and not with the other unusable attacks?

Because I didn't move it? Worry more about the description not where it is in the attack list. If it says its banned, it's banned.

Isn't Force Palm an actual slap, not "unleashed force"?

I see either. The foe could force their palm into the foe's face or force energy from their palm. Either way, the first could still be classed as unleashing a force on the foe.

Isn't Giga Impact physical? It's more of a "slamming into the foe with such incredible force that it dazes the user, forcing it to stop and regain its wits". Or did you just copy and paste the Hyper Beam description?

As said, I wasn't sure. Is there recovery time like HB?

Do the Elemental Fangs still cause flinching?

No

You have Rock Climb described as "may confuse the user".

Foe. Sorry.

Why does Draco Meteor lower the foe's attack? Shouldn't it lower the user's special attack?

Evidently meeting that May 1st deadline wasn't such a good idea. I'll change it.

"Grabbing slam"? Doesn't Grass Knot trip the opponent up?

....isn't that rather trivial? I'd argue Power Whip trips them up. If its a vine then it can do anything - trip, slam, whip, even tickle. I see a tendril wrapping around the foe and slamming them.

Heal Order heals EXP?

now you're just nitpicking -_-;;

Just a few possible errors I found (I dunno, you may have changed them intentionally). Other than that, it looks great. Now to start using some loverly new DP moves, mwahahahaha.

Nice ideas for Nature Power, Pluck and Embargo btw. I was wracking my brains trying to figure out how those might work in ASB.

Yea someone missed a few assignments getting them worked out. I'm quite pleased with Nature Power. Oh and Bug Bite.



TBA could you edit those in? I'm a bit busy these next few days.

The Blue Avenger
4th May 2007, 12:08 PM
TBA could you edit those in? I'm a bit busy these next few days.

Done. Lemme know if I missed something.

Phoenixsong
4th May 2007, 03:13 PM
Yes, yes, I nitpick. That's my purpose in life :P. Glad I was able to help.

Elec Man EXE
4th May 2007, 04:47 PM
Just wondering about Wring Out... in the game, its the exact opposite of how its described here. It does more damage the stronger the opponent is, not weaker. And the users health is irrelevent, only matters how strong the foe is. Sort of like Super Fang, except it has a strength rating rather than just doing half the opponents HP.

Is the intention to keep it conflicting with the game, or was it meant to be the other way around?

Chris 2.1
5th May 2007, 06:02 AM
I just did what I could with the information I had. Should it be changed guys? What do you think. That version I did is rather complicated.

Hyperness is a Good Thing
13th May 2007, 06:36 AM
another small thing... for Mud Bomb...what launches the mud pellets?
Psychic telekinesis thingamajig powers OR Physical throwing i.e. Pokemon bends down-picks up mud-throws mud at opponent??

Elec Man EXE
14th May 2007, 11:31 AM
It can stay as-is and its all right with me Chris. I was just pointing out that it went opposite the game, which is OK.

As for Mud Bomb... I always envisioned it as the pokemon spitting mud. Like Sludge Bomb but with mud.

Elec Man EXE
18th May 2007, 02:18 PM
One new thing I just noticed... Bug Buzz. Its described as a throw of some sort per the list, but I'm pretty sure its not. Its a special type attack for starters, plus the in-game description and animation give a pretty clear illustration of just what kind of attack it is.

Here's the game description, BTW. "The user vibrates its wings to generate a damaging sound wave. It may also lower the foe's Sp.Def stat."

Many of the pokemon that learn it... well, have no concievable way of throwing something, either. I can't picture Mothim throwing much, and certainly not throwing the opposing pokemon.

Chris 2.1
18th May 2007, 04:47 PM
Yea the name does sound like a sound based one.

Also Aqua Jet is different after seeing it in the anime. The user sweeps through the air in a contained jet of water like a torpedo and slams into the foe. A very obvious water-type quick attack.

I'll edit some of the recent attack changes this weekend hopefully.

Hyperness is a Good Thing
25th June 2007, 09:08 AM
I have a question.. Is Vacuum Wave Counter-able?
Counter is supposed to work against Physical attacks, and Vacuum Wave is a fighting type attack, but the name makes it sound like an energy based attack...anyone has any idea about it?

Mew Master
25th June 2007, 11:43 AM
Looking at Serebii.net, Vaccume Wave is a Special Attack, so from that, I'd say it's just a shockwave from a punch and not the punch itself. But that's just my call.

Chris 2.1
25th June 2007, 02:10 PM
I like that idea MM. I think we should change it to that.

Blademaster
8th July 2007, 03:33 AM
I was recently looking through the list; how exactly do Vespiquen's 'Order' attacks work? In the game, they seem to work as either a wall (Defend Order) or a stinging swarm (Attack Order) of bees, and Heal Order... Well, I have no clue. But the DP List has them worded rather vaguely...

Is there anything more specific that could be said about these attacks and, say, who can use them how?

Mew Master
8th July 2007, 05:29 PM
Well Blade let's see what we have here...

If I think the PKMN in question is correct, its more of a Queen Bee of sorts, ordering around the others in her thrall. So, the Order attacks could manifest as various forms of bees that buzz around and follow the commands of the queen to a suicidal level. That's just an idea though <-<

Chris 2.1
9th July 2007, 05:29 PM
I see it as a swarm of energy that melds around the user, forming a 'layer' of protection that is absorbed into the skin.

Knight of Time
17th April 2008, 06:13 PM
Hey, I just thought of something about the move Gravity, when successful, would it make the opponent feel heavier, and have a harder time moving around as long as Gravity was in use? I can imagine the opponent being able to struggle fiercely to counter the move if it was at all possible, but I think that would make it lose a fair bit of energy, would it?

Edit: Though I don't want to repeat my last question here, I don't think it was answered, can any of the banned moves come up if Metronome is used in a battle?

Edit2: Oops, didn't realize the Metronome question was answered so long ago, my bad.