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Thread: ASB Attack List Beta: All Versions

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    Default ASB Attack List Beta: All Versions

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

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


    Attacks

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

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

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

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

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

    Astonish - The user darts in, dealing light damage with a tackle-like attack and trying to briefly confuse the opponent, using speed to hit the opponent from an angle where it wasn't expecting.

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

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

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

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

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

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

    Bullet Seed (GR) - The user shoots out 10-12 small, but fast moving seeds at the opponent. Each seed does very minimal damage, but the total damage from the attack can reach mediocre levels.

    Camouflage (NO) - The user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

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

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

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

    Covet (NO) - The user attempts to charm the victim, approaching while maintaining an alluring facade. The user then darts in, attempting to steal whatever item the user is holding, and dealing light damage with a tackle-like attack while doing so. Covet works better if the victim is already in a Charm-like state, and will be modified by the current emotions in battle. Items which are the lifeblood of the victim (Marowak bone, etc.) will be much harder to steal than any other item.

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

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

    Doom Desire (ST) - The user (always Jirachi) calls on a steel-version Future Sight which can come down from the heavens in anywhere from 1 to 3 rounds. Halfway before the attack comes, snowflakes of energy come raining down gently which calm the victim. The beam of energy which rains down is Steel-type, and deals extreme damage.

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

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

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

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

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

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

    Facade (XX) - The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses.

    Fake Out (NO) - The user darts in as quickly as possible and gets in a light hit, which can startle the opponent. The hit, unlike Astonish, is a straight on attack, not from the side, which makes repeated usage nigh impossible.

    Fake Tears (DK) - The user pretends to cry, which may leave the victim(s) open to being attacked. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

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

    Flatter (DK) - The user attempts to flatter the opponent(s), which initially startles them, leaving them slightly confused, but will also boost their confidence in their own attacks, usually the last 1 or 2 the victim performed before the Flatter. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

    Focus Punch (FT) - The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack. Energy and damage are equivalent to Hyper Beam, with damage also being modified by the user of the move. The charge time, as well, is like Hyper Beam, with a full charge doing the lethal damage, but consuming a very significant amount of time and energy.

    Follow Me (NO) - The user taunts the opponent(s), coaxing them to attack the user instead of anything else. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

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

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

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

    Hail (IC) - The user spends good energy sending a mixed beam of ice and water energy to the sky, akin to Sunny Day. The energy chills the moisture in the clouds, and the addition of the water thanks to the beam causes it to fall. Like Rain Dance, one use of this move will simply add moisture and reduce the temperature of the clouds. After 2 uses, small pellets of ice will fall onto the battlefield. The length of the hailstorm will be for the next several rounds, with modifications based on the moisture level of the clouds, temperature, etc. Hail will not create new clouds, and if the area isn't cold enough to maintain the solid phase of the pellets, it will just change to rain.

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

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

    Howl (NO) - The user howls, increasing their confidence in battle. which in turn increases their attack/special attack power, and can also boost the confidence of their partner(s). Also, the Howl can intimidate foe(s) much like Scary Face, with the same rules.

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

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

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

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

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

    Ingrain (GR) – The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.

    Iron Defense (ST) – The user performs an attack similar to Harden, except it’s more powerful, lasts longer and lowers mobility much more. Of course, the attack uses more energy than Harden.

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

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

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

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

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

    Magnitude (GD) --A variation of Earthquake, it involves less shaking and more splitting of the ground. Not very effective in areas with solid ground, such as indoors or on concrete and such, as the ground splitting is much harder to accomplish.

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

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

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

    Mist Ball (PS) – The user sends a ball of Psychic energy at the opponent, dealing good damage and possibly lowering their ability to concentrate on high-powered attacks for a short time.

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

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

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

    Nature Power (Various) – The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, but it must be in the user’s moveset. If the arena is a sandy one, perhaps Sandstorm; in a mountain area, Rock Slide, etc.

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

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

    Overheat (FI) – The user shoots out a very heavy stream of flame which does a great deal of damage, but leaves the user very tired afterwards and lower on fire energy for a significant amount of time.

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

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

    Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does a great deal of damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time.

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

    Refresh (NO) – The user sheds its skin, expending a good deal of energy to rid itself of burn, poison which hasn’t seeped in yet and paralysis from Thunderwave, et al.

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

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

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

    Role Play (PS) – The user consumes significant energy to attempt to mimic something unique about the opposing Pokemon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Role Play’s ability should be moderate, and shouldn’t give the user amazing abilities.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Snatch (DK) – The user places a curse on the opponent which prevents them from using any recovery moves or status boosting attacks on themselves for the next few rounds. If the victim does use one, then the Snatch-er gains the benefits.

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

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

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

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

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

    Taunt (DK) – The user simply taunts its victim(s), making it only use attacks against it, not recovery or status effect inducing moves that don’t take HP away.

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

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

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

    Torment (DK) – The user curses the victim, forcing it not to attempt the same move twice in a row for the remaining time that it’s out.

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

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

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

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

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

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

    Weather Ball (Various) –The user collects the current weather in a ball of energy and sends it at the victim. In the sun, the energy ball is very hot, made of fire energy; in rain, it’s water, etc.

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

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

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

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

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