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