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5th May 2009, 07:23 PM
#1
2 hot to hold, 2 cold to fold
Veteran Trainer
Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)
Façade -NRM- 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.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Good
Other: Physical
Faint Attack -DRK- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Fairy Lock -FRY- By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fatigue: Moderate
Accuracy: Excellent
Fairy Wind -FAI- The user stirs up a fairy wind and strikes the target with it.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Fake Out -NRM- 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.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Physical. Can make the opponent flinch
Fake Tears -DRK- 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.
Fatigue: Low
Accuracy: Good
Other: Sharply drops foe’s SpD
False Swipe -NRM- 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 may be less wary of further swipes, assuming them to be false as well.
Fatigue: Low
Damage: Trivial or none
Accuracy: Good
Other: Physical
Fast Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
Fatigue: High
Accuracy: Excellent
Featherdance -FLY- The user performs an intricate dance in an attempt to calm the victim, lowering its attack power if successful.
Fatigue: Light/Moderate
Accuracy: Good
Other: Drops foe’s Atk
Feint -NRM- 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.
Other: Physical
Fell Stinger -BUG- When the user knocks out a target with this move, the user's Attack stat rises sharply.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Physical
Fiery Dance -FIR- Fire burns the recipient. Alot
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Special. Can raise SpA
Final Gambit -FGT- Knowing the risks are larger than the gain at this point, the user commits to a last gambit of explosive power! After this attack is done, the user faints.
Fatigue: High
Damage: Extremely high
Accuracy: Excellent
Fire Blast -FIR- 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.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Special. Chance of burning.
Fire Fang –FIR– 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: Moderate/Good
Accuracy: Good
Other: Physical. Chance of burning the foe
Fire Pledge -FIR- This move causes ample damage to an area with flame energy-though if mixed. Its effect increases if mixed with the Grass or Water Pledge Manuvear.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Power rises with use of another Pledge move.
Fire Punch -FIR- The user’s fist flames as they punch their opponent.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical. Chance of burning.
Fire Spin -FIR- 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.
Fatigue: Moderate
Damage: Low
Accuracy: Moderate
Other: Special. Chance of burning
Fissure -GRD- 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.
Fatigue: High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Flail -NRM- 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.
Fatigue: High
Damage: Highly variable
Accuracy: Variable
Other: Physical
Flame Burst -FIR- The user unleashes a torrential cauldron of fire, that will explode upon contact and douse any nearby victims with its unforgiving fury.
Fatigue: Moderate
Damage: Good, Variable in vicinity.
Accuracy: Good
Other: Special
Flame Charge -FIR- The user fights with fire, literally. Flares shoot from its appendages as it lays the hurt on its foe, but it keeps some of that energy to attack even faster next time.
Fatigue: Low
Damage: Good
Accuracy: Excellent
Other: Physical. Increases Spd
Flame Wheel -FIR- Flames encircle the user for a moment, burning anything that’s gotten too close. Short range.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special. Slim chance of burning.
Flamethrower -FIR- The user blasts a long stream of fire at an opponent.
Fatigue: High
Damage: Good/Excellent
Accuracy: Good
Other: Special. Chance of burning.
Flare Blitz –FIR– 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. Physical
Flash -NRM- 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.
Fatigue: Light
Accuracy: Excellent
Other: Lowers foe accuracy.
Flash Cannon –STL– 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: Special. Lowers the foe’s attack
Flatter -DRK- 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.
Fatigue: Light
Accuracy: Good
Other: Raises foe’s Sp Atk,-but confuses them
Fling –DRK– 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)
Other: Physical
Flower Shield -FAI- The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
Fatigue: Moderate
Accuracy: Excellent
Fly -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.
Fatigue: Moderate
Accuracy: Excellent
Flying Press -FGT/FLY- The user dives down onto the target from the sky.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Focus Blast –FGT– A focused, precise exploding projectile of concentrated energy. May lower the victim’s defenses.
Fatigue: High
Damage: Incredible
Accuracy: Low
Other: Special
Focus Energy -NRM- 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.
Fatigue: Moderate
Accuracy: Good
Other: Snatchable
Focus Punch -FGT- 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.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Good
Other: Physical
Follow Me -NRM- 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.
Fatigue: Low
Accuracy: Excellent
Other: Attacks go toward the user.
Forest's Curse -GRS- The user puts a forest curse on the target.
Fatigue: Moderate
Accuracy: Excellent
Other: Adds Grass Typing to the opponent
Force Palm –FGT– The user unleashes a powerful force that strikes the foe and can induce paralysis.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical. Can paralyze the foe
Foresight -NRM- 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.
Fatigue: Low/Moderate
Accuracy: Excellent
Foul Play -DRK- Instead of working for supremacy, this move allows its user to let its opponents prowess be its power-vicariously. The stronger the opponent, the more powerful this hit will be.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Freeze Dry -ICE- The user rapidly cools the target. This may also leave the target frozen.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Super effective on Water Types
Freeze Shock -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a electrical charge around its exterior. For such a powerful maneuver, it need an action to charge.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Excellent
Other: Special. Can cause Paralysis
Frenzy Plant -GRS- 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.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Good
Other: Special. User recharges for an action.
Frost Breath -ICE- The chilling feel of a cool breath encumbers the receiver of this attack, and leaves them hurting more than they thought possible.
Fatigue: Low/Moderate
Damage: Low/Good
Accuracy: Excellent
Other: Special
Frustration -NRM- 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.
Fatigue: Moderate/High
Damage: Light to Excellent.
Accuracy: Good
Other: Physical
Fury Attack -NRM- 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.
Fatigue: Moderate
Damage: Good.
Accuracy: Good
Other: Physical
Fury Cutter -BUG- 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.
Fatigue: Moderate
Damage: Low to Excellent
Accuracy: Good
Other: Physical.
Fury Swipes -NRM- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Fusion Flame: -FIR-
Lazy. Will get to these later
Fusion Thunder: -ELE-
See above
Future Sight -PSY- 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.
Fatigue: Moderate/High
Damage: Good/Excellent
Accuracy: Moderate.
Other: Special
---G---
Gastro Acid –PSN- 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. Abilities will also be canceled out by this acid.
Fatigue: Moderate
Damage: None
Accuracy: Good
Gear Grind -STL- A disc shaped weapon is flung at the foe, acting as a boomerang. It hits on the launch and on the return.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Physical
Geomancy -FAI- The user absorbs energy and sharply raises its' attacking power and speed.
Fatigue: Moderate
Accuracy: Excellent
Other: Sharply raises Sp Atk, Sp Def and Speed. Snatchable
Giga Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Special
Giga Impact –NRM- The user attacks the foe with a super-powerful physical blow, focusing all their energy into one attack. This attack needs recovery time afterward.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical. Takes an action to recover
Glaciate -ICE- Calling upon the Arctic winds, the user sweeps these chilling gales across the field, rendering the foe immobilized in frost.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special, lowers Spd
Glare -NRM- 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.
Fatigue: Light
Accuracy: Moderate
Gravity –PSY– The Pokemon examines the foe. For the next few 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
Accuracy: Excellent
Grass Knot –GRS– 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: Special. Generally used as a grabbing slam attack-creativity is welcomed.
Grass Pledge -GRS- This move causes ample damage to an area with nature energy-though if mixed. Its effect increases if mixed with the Fire or Water Pledge Maneuver.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Power rises with use of another Pledge move.
Grasswhistle -GRS- The user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a while, all Pokemon who can hear it will start to become drowsy.
Fatigue: Light
Accuracy: Good
Grassy Terrain -GRS- The user creates a grassy knoll out of the surrounding area. Anyone who touches the ground restores health at a meager rate.
Fatigue: Moderate
Accuracy: Excellent
Growl -NRM- The user intimidates all opponents that can hear with a fierce growling noise.
Fatigue: Light
Accuracy: Good
Growth -GRS- 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable.
Grudge -GHO- 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.
Fatigue: High
Accuracy: Good
Guard Split -PSY- Using psychic energies, the user finds a way to equalize the defenses of all Pokemon on the field.
Fatigue: Moderate
Accuracy: Excellent
Other: Equalizes the SpD and Def stats of the user and opponent. Note-If there are no stat boost/defects used, this move fails.
Guard Swap –PSY- The user swaps their DEF and SPDEF with that of their foes.
Fatigue: High
Damage: None
Accuracy: Excellent
Guillotine -NRM- 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.
Fatigue: High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Gunk Shot –PSN– A horrible handful of thick gunk is hurled at the foe. There is a high chance of poison.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical. Can easily poison.
Gust -FLY- 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.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Special
Gyro Ball –STL– 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
Other: Physical
---H---
Hail -ICE- 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. The length of the hailstorm will be for the next several rounds, with modifications based on the moisture level of the clouds, temperature, etc.
Fatigue: Moderate
Accuracy: Excellent
Hammer Arm –FGT– 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: Physical Lowers the users speed
Harden -NRM- 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Raises user’s Def
Haze -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile.
Fatigue: Moderate
Accuracy: Excellent
Headbutt -NRM- The user slams its forehead into the target, bludgeoning it.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Head Charge -NRM- The AFRO BREAKS ALL! Might pop a few naps though
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical. Recoil damage occurs
Head Smash –RCK– A hardy smash from the user.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Physical, heavy recoil damage
Heal Bell -NRM- 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).
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
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.
Heal Order –BUG– The user concentrates to heal some of their HP.. This move will be incredibly draining and should not be used too often.
Fatigue: Extremely High
Damage: None
Accuracy: None
Other: Excellent healing. Snatchable
Heal Pulse -PSY- A act of generosity-the user grants the foe a second chance at life. It fires a beam in order to restore a good portion of health to the foe.
Fatigue: High
Damage: Heals a good amount back
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)
Heart Stamp -PSY- The user turns to their cute side, causing the foe to unassumingly let their guard down. The user then releases their dark side, beating the foe down with reckless abandon.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical. May cause Flinching
Heart Swap –PSY– Swaps altered stats with foe.
Fatigue: High
Accuracy: Good
Heat Crash -FIR- A large burst of fiery energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
Fatigue: Moderate
Damage: Varies
Accuracy: Excellent
Other: Physical
Heavy Slam -STL- A large burst of metallic energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
Fatigue: Moderate
Damage: Varies
Accuracy: Excellent
Other: Physical
Heat Wave -FIR- 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.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Helping Hand -NRM- The user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.
Fatigue: Light
Accuracy: Excellent
Hex -GHO- The user glares at the opponent, and imparts a hex on the opponent. The foe is riddles with all sorts of mental comments that consistently berate and admonish its ability.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. If afflicted with a status, this attack gains powers
Hidden Power -NRM-
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.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special
Hi Jump Kick -FGT- 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.
Fatigue: Moderate
Damage: High
Accuracy: Good
Other: Physical. Hurts User if it misses.
Hone Claws -DRK- The user unsheathes its claws or blades or other pointed, stabby object and sweeps them along each other, sharpening their blades as well as their intent. This raises the accuracy of the hit, as well as the prowess by which the hit will be delivered.
Fatigue: Light
Accuracy: Excellent
Other: Raises Acc and Atk. Snatchable
Horn Attack -NRM- The user stabs an opponent with a horn, dealing more damage if the user has been able to get a solid running charge.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Horn Drill -NRM- 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.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Abysmal
Other: Physical
Horn Leech -GRS- The instinct of being plant-like infuses this attack, as the user pierces its victim and drains their life force from them while causing them harm.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Physical form of Giga Drain
Howl -NRM- 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.
Fatigue: Light
Accuracy: Good
Other: Snatchable-depending on usage
Hurricane: -FLY- Speeding into the atmosphere, the winds streak down from the stratosphere. The foe is encumbered with a deafening blast of wind! In Rain, the howling winds seem to never miss!
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Special
Hydro Cannon -WAT- 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 afterward regaining the lost energy.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Moderate
Other: Special: User recharges for an action.
Hydro Pump -WAT- 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.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Special.
Hyper Beam -NRM- 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.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Moderate.
Other: Special. User recharges for an action
Hyper Fang -NRM- 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.
Fatigue: Moderate/High
Damage: Good/Excellent
Accuracy: Good
Other: Physical
Hyper Voice -NRM- A sound-based attack, the user creates a loud, violent boom with its voice, which strikes all opponents in the area for good damage.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Hypnosis -PSY- 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.
Fatigue: Light
Accuracy: Good
---I---
Ice Ball -ICE- The user sends a small ball of ice toward the opponent (think of rolling 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).
Fatigue: Moderate
Damage: Light to Excellent
Accuracy: Good
Other: Physical
Ice Beam -ICE- The user smites an opponent with a brilliant white beam of freezing cold. The beam tends to freeze whatever it hits.
Fatigue: High
Damage: Good/Excellent
Accuracy: Good
Other: Special. Chance of freezing
Ice Burn -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a heated flare around its exterior. For such a powerful maneuver, it need an action to charge.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Excellent
Other: Special. Can cause burn
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: Moderate/Good
Accuracy: Good
Other: Physical. High chance of freezing/numbing the foe
Ice Punch -ICE- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical. Chance of freezing.
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: Physical. Always strikes first
Icicle Crash -ICE- Channeling energy from the air, a massive frozen pillar is created, swung and thrown at the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Icicle Spear -ICE- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Icy Wind -ICE- A blast of extremely cold air sweeps from the user to the opponent, often circling behind obstructions to reach targets. Causes numbness.
Fatigue: Low/Moderate
Damage. Good
Accuracy: Good
Other: Special
Imprison -PSY- The user consumes significant energy to prevent one opponent from reusing one move that the pair of them both can learn that has been used in the battle thus far. 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 longer to do. You cannot Imprison more than one move at a time-if so, a new move must be chosen, and the old move would be useable again.
Fatigue: Moderate/High
Accuracy: Excellent
Incinerate -FIR- Aiming for the appendages, any user of this move has the sole purpose to fire off a blast of embers to keep their hands unable to close-and therefore to grasp anything.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Special
Inferno -FIR- The user flings a blast of fire around the foe, and ensures the foe to be burned.
Fatigue: High
Damage: Excellent
Accuracy: Fair
Other: Special. Causes Brn
Infestation -BUG- The opponent is swarmed and attacked upon by a legion of bugs. This creates a trapping effect for a few actions.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Ingrain -GRS- The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.
Fatigue: Light
Accuracy: Excellent
Other: Snatchable
Ion Deluge -ELE- The user changes the ionic distribution in Normal Type moves, morphing them into Electric ones.
Fatigue: Light
Accuracy: Excellent
Iron Defense -STL– 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable. Sharply raises Defense
Iron Head –STL– A fast slamming attack with a shimmering metal head.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Iron Tail -STL- 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.
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Other: Physical
---J---
Judgment -NRM- The user calls down holy energies to smite the foe. The type is decided by the user upon being used; once the type has been chosen, it must remain that way for the duration of the match. Can only be used by fully-evolved pokémon.
Fatigue - High
Damage - High
Accuracy - Good
Other - Special
Jump Kick -FGT- 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.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical
---K---
Karate Chop -FGT- The user whacks one of the target’s weak points hard.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Kinesis -PSY- 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.
Fatigue: Moderate
Accuracy: Good
King's Shield -STL- The user switches stances to better prepare itself for battle.
Fatigue: Light
Accuracy: Excellent
Other: Drops attacker's Attack harsly if hit
Knock Off -DRK- 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.
Fatigue: Light
Damage: Light/Good
Accuracy: Good
Other: Physical
---L---
Land's Wrath -GRD- The user emits the rage of the earth itself to inflict damage on others.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Lava Plume –FIR– 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: Special. High chance of burning
Last Resort –NRM– 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).
Leaf Blade -GRS- The user performs a slash attack with leaves attached to their body, which are covered in grass energy, dealing good damage.
Fatigue: Moderate/High
Damage: Good
Accuracy: Good
Other: Physical
Leaf Storm –GRS– 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 afterward. As a result, their stats are deterred.
Fatigue: High.
Damage: Excellent
Accuracy: Excellent
Other: Special. Sharply lowers SpA
Leaf Tornado -GRS- Using the powers of leaves, the user surrounds his foe within a tornado of sharp leaves. There are so many pieces of foliage that it blots the vision of the foe.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Can lower Acc
Leech Life -BUG- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Light
Damage: Light
Accuracy: Good.
Other: Physical
Leech Seed -GRS- The user jets a seed toward an opponent. If it hits, the seed will sprout tentacles that suck some energy out of the victim.
Fatigue: Light
Accuracy: Good
Leer -NRM- The user makes a scary face. Pokémon who view this spectacle may be intimidated.
Fatigue: Light
Accuracy: Good
Lick -GHO- 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.
Fatigue: Light/Moderate
Damage: Light/Moderate
Accuracy: Good
Other: Physical: May cause paralysis
Light Screen -PSY- 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Lock-On -NRM- 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.
Fatigue: Moderate
Accuracy: Excellent
Lovely Kiss -NRM- 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.
Fatigue: Light
Accuracy: Moderate
Other: Will induce sleep.
Low Kick -FGT- The user kicks at the lower portion of the opponent, aiming at whatever point is likely to cause damage and pain. Additionally, heavier victims may hurt themselves more from the fall than lighter ones.
Fatigue: Moderate
Damage: Moderate
Accuracy: Good
Other: Physical
Low Sweep -FGT- The user runs toward the opponent before kneeling and sweeping the opponent off of his feet, regardless of weight.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Lucky Chant –NRM- 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 few 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-or they somehow evade a status condition.
Lunar Dance –PSY– 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: Faints
Accuracy: Excellent
Luster Purge -PSY- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
---M---
Mach Punch -FGT- The user speeds forward with arms outstretched to inflict damage on the opponent. This attack is very fast and will normally go first; it can also be used as a fast evasion move which will also inflict minor damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Magic Coat -PSY- These moves are all bounced back to the user.
All moves that induce status as their only effect
All moves that do no damage but alter the target's stats (including Flatter and Swagger), except Defog and Memento
Attract, Block, Gastro Acid, Leech Seed, Mean Look, Spider Web and Worry Seed
Fatigue: Moderate
Accuracy: Excellent
Magic Room -PSY- The user releases a strange energy in which Special Attacks are reversed in effectiveness for a few turns.
Fatigue: High
Accuracy: Excellent
Other: High dmg moves do little damage, Low dmg moves do high dmg.
Magical Leaf -GRS- The user fires a horde of magically imbued leaves which follow the opponents every move and will always score a hit on the enemy.
Fatigue: Moderate
Damage: Good
Accuracy: Never misses
Magma Storm –FIR– 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
Magnet Bomb -STL- The pokemon fires a small bomb like projectile which explodes on contact with the target, this projectile is keyed into the DNA of the target causing it to always follow and always hit the targets.
Fatigue: Moderate
Damage: Good
Accuracy: Never Misses
Other: Physical
Magnet Rise -ELE- The user uses the power of magnets to rise up into the air making all ground attacks used against it for the next few actions completely useless.
Fatigue: Moderate
Accuracy: Excellent
Magnetic Flux -ELE- This Pokemon creates an imbalance in magnetic fields, fueling other Pokemon whom wield the Plus or Minus Ability
Fatigue: Moderate
Accuracy: Excellent
Other: Raises Def and SpDef of Plus/Minus wielders
Magnitude -GRD- The user can either telekinetically or physically send shock waves from beneath their feet which resonate out across the field. These waves can vary intensity which is up to the discretion of the ref doing the battle.
Fatigue: Moderate
Damage: Light-Incredible
Accuracy: Excellent
Other: Physical
Mat Block -FGT- The user creates a dense barrier between it and the incoming onslaught.
Fatigue: Moderate
Other: Does not stop status moves
Me First -NRM- The user pre-empts the enemies attack and will use it against them with more force.
Fatigue: High
Accuracy: Varies on Attack
Mean Look -NRM- 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. This sphere prevents the pokemon from Baton Passing, U-turning or being returned in general.
Fatigue: Moderate
Accuracy: Excellent
Meditate -PSY- 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.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Mega Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Megahorn -BUG- The user charges and deals some major damage with a series of horn pokes and horn tosses.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Other: Physical
Mega Kick -NRM- The user’s foot glows white as it slams into an opponent.
Fatigue: Moderate
Damage: Incredible
Accuracy: Good
Other: Physical
Mega Punch -NRM- The user’s fist glows white as it slams into an opponent.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Memento -DRK- The user sacrifices itself to drastically lower the opponents Attack and Special Attack.
Fatigue: Moderate
Accuracy: Excellent
Metal Burst -STL- If the user has been struck this turn then they deal an increased amount of damage to the target. The user of Metal Burst still suffers some damage and fatigue from the strain of retaliating against incoming attacks, although typically less than it would have had it not performed Metal Burst. The redirected attack is of the Steel element, and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
Fatigue: High
Accuracy: Good
Other: Physical
Metal Claw -STL- 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. May increase Attack.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Physical
Metal Sound -STL- The user screeches loudly causing a soundwave to cross the field and sharply lower the Special Defense of the target.
Fatigue: Moderate
Accuracy: Excellent
Meteor Mash -STL- The user creates a series of small star like projectiles which are then fired towards the target. May increase Attack
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Physical
Metronome -NRM- 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.
Fatigue: High
Damage: Varies
Accuracy: Varies
Milk Drink -NRM- 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 move restores a fair amount of health to all who drink it. Consecutive uses will take more and more energy.
Fatigue: High (increasing)
Healing: Excellent
Other: Snatchable
Mimic -NRM- 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 the accuracy of the move as well as power will wane over time.
Fatigue: Moderate
Accuracy: Excellent
Mind Reader -NRM- The user engages in some short-duration precognition and mental espionage. They mentally lock onto the target ensuring that the next move used by them will always hit.
Fatigue: Moderate
Accuracy: Excellent
Minimize -NRM- The user contracts its body to become smaller and therefore making themselves harder to be hit.
Fatigue: Moderate
Accuracy: Excellent
Miracle Eye -PSY- The uses concentrates their energy onto the target and will always know where they are at all time, therefore ignoring all Accuracy and Evasion modifiers. Dark pokemon will be susceptible to Psychic attacks. Will last until target faints.
Fatigue: Moderate
Accuracy: Excellent
Mirror Coat -PSY- The user shimmers and glows, and the power of incoming special attacks are bounced back toward their source. The user of Mirror Coat still suffers some damage and fatigue from the strain of reversing the power of incoming attacks, although typically less than it would have had it not performed Mirror Coat. The attack is of the Psychic element and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
Fatigue: Moderate
Accuracy: Excellent
Other: Special
Mirror Move -FLY-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.
Fatigue: Moderate
Accuracy: Excellent
Mirror Shot -STL- The user fires a projectile of shiny metal towards the target. May reduce opponents Accuracy.
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Other: Physical
Mist -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile. Also the user and allies are protected from only stat lowering attacks for 5 rounds.
Fatigue: Moderate
Accuracy: Excellent
Mist Ball -PSY- The user fires a ball of psychic energy which explodes into a mist on contact. May lower Special Attack.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Misty Terrain -FAI- The user infuses the ground with a mystical energy that acts as a group Safeguard. It shields all Pokemon that are grounded from any ailments.
Fatigue: Moderate
Moonblast -FAI- The moon aids this power's force, a blast emanating from its light is thrown at the offending party.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special. Can drop Sp Atk.
Moonlight -FAI- 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.
Fatigue: Moderate (increasing)
Accuracy: Excellent
Other: Snatchable
Morning Sun -NRM- 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.
Fatigue: Moderate (increasing)
Accuracy: Excellent
Other: Snatchable
Mud Bomb -GRD- User fires a small ball of mud towards the target which splats on the target. May reduce opponent’s Accuracy.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Mud Shot -GRD- User fires a small ball of mud towards the target which splats on contact. May reduce Speed.
Fatigue: Moderate
Damage: Good
Accuracy: Good
Other: Special
Mud Sport -GRD- The user covers the whole field in a layer of mud which lowers the attack strength of all electrical based attacks.
Fatigue: Moderate
Accuracy: Excellent
Mud Slap -GRD- 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.
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Other: Special
Muddy Water -WAT- The user fires a beam/wave of water intertwined with muddy ground towards the target. May lower opponent’s Accuracy.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Mystical Fire -FIR- An ancient type of flame conjuring is used to release this upon a foe-strIking at their very core.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Drops Sp Atk.
---N---
Nasty Plot -DRK- The user concocts an evil plot inside their mind, raising their Special Attack power.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Nature Power -NRM- The power and type depends on the user’s environment.
In Water/At Sea/On Beach: Water Pulse
In a Grass field: Razor Leaf
In the sky: Air Cutter
In Snow: Icy Wind
In a Mountainous area/Cave: Rock Slide
Any other type of arena: Tri-Attack
Natural Gift -NRM- 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.
Other: Special
Needle Arm -GRS- The user strikes the target with spiky protrusions on their bodies inflicting damage and may cause their opponent to flinch.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Night Daze: -DRK- Pulling energy from the darkness, the user releases this blast of power to wipe out its opposition, having the ability to blot their eyesight.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Special, can reduce Acc
Night Shade -GHO- 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.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Night Slash -DRK- The user strikes the target with any claws/nails mainly anything that can be used to cut. This slash is imbued with the power of the shadows.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Physical
Nightmare -GHO- 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. It’s a Ghost version of Leech Seed basically.
Fatigue: Moderate
Damage: Light (each round as long as they are asleep)
Accuracy: Excellent
Noble Roar -NRM- The force and power behind this emittance forces all to bow down and quiver. All attacking forces think twice before resuming their conflict with this user.
Fatigue: Moderate
Accuracy: Excellent
Other: Drops Atk and SpAtk
Nuzzle -ELE- The user is able to get in close and share a shockingly soft moment with its opponent.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical. Induces paralysis
---O---
Oblivion Wing -DRK- The force of this creatures strike not only weakens the foe, but also heals itself roughly half the amount it caused damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Octazooka -WAT- 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, may reduce accuracy.
Fatigue: High
Damage: Excellent
Accuracy: Good
Other: Special
Odor Sleuth -NRM- The user uses its nose to sniff out the opponent and begins tracking their smell making Accuracy modifiers and enemies Evasion Modifiers to disappear. It will also cause Ghost pokemon to become susceptible to Normal and fighting type attacks. Lasts until user faints.
Fatigue: Light
Accuracy: Excellent
Ominous Wind -GHO- The user sends out a ghostly wind either by psychic power of by physically flapping their wings. This wave covers the field and knocks back the opponent, may increase all users’ stats.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Outrage -DRG- 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.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Overheat -FIR- The user creates a fire storm which blankets the opponent in flame doing serious damage, but the down side of this attack is that it always sharply lowers the user’s Special Attack.
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Special
Last edited by DarkestLight; 27th October 2013 at 11:52 AM.
Reason: Added XY Attacks
i Judge your entertainment!
Entertaining quotes!
From textsfromlastnight.com:
(518): I legitimately just tried to piss above my head. I got to my chest at highest. There's piss everywhere.
(801): I can't help but be optimistic. I'm like a ball of slutty sunshine.
-
5th May 2009, 07:30 PM
#2
2 hot to hold, 2 cold to fold
Veteran Trainer
Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)
---P---
Pain Split -NRM- 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 to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s healthier to regenerate the more damaged. 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.
Fatigue: Extremely High
Damage: Varies
Accuracy: Excellent. Not a healing move
Parabolic Charge -ELE- The user recklessly emits a uncontrollable amount of electric energy, ensnaring everyone on the field. It also heals itself roughly half the amount it caused damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Parting Shot -DRK- A few snide remakrs are made to weaken the opponents' resolve before swapping with a party Pokémon.
Fatigue: Light
Accuracy: Excellent
Other: Lowers Atk and SpAtk
Pay Day -NRM-The user throws coins at the opponent in an attempt to hurt it in some minor way.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical
Payback -DRK-The pokemon rushes towards the target in a tackling maneuver. But if the opponent had attacked before the user in this turn then this attack is powered up.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Physical
Peck -FLY- The user suddenly slams its beak into a target, pecking it viciously.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical
Perish Song -NRM- 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 rounds 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.
Fatigue: Moderate
Accuracy: Excellent
Petal Blizzard -GRS- Leaves are whirled around in a cataclysmic fashion, strking everything within range.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Petal Dance -GRS- 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.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Phantom Force -GHO- The user evaporates to the immaterial, before retuning and dealing a massive blow.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical. Cannot be blocked by any means.
Pin Missile -BUG- The user shoots a few spike-like things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim.
Fatigue: Light
Damage: Light
Accuracy: Moderate
Other: Physical
Play Nice -NRM- The user appeals to the opponents jovial side, and they take a moment to play, weakening the opponents resolve.
Fatigue: Low
Accuracy: Excellent
Other: Lowers Atk
Play Rough -FAI- The user is a bit rambunctious and plays a bit rough with the opponent, inflicting damage.
Fatigue: Low
Damage: Good
Accuracy: Excellent
Other: Physical. May lower Atk.
Pluck -FLY- The user swoops down towards the target and attempts to remove any items currently held by the target. It also does a fair amount of physical damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Poison Fang -PSN- The user bites the target with fangs covered in toxic poison which may be transferred into the targets blood stream causing the effects of a toxic poisoning.
Fatigue: Moderate
Damage: Moderate/Good
Accuracy: Excellent
Other: Physical. Causes Toxic
Poison Gas -PSN- 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.
Fatigue: Light
Damage: Light
Accuracy: Good
Poison Jab -PSN- The user attacks the target with a punch form their fists imbued with poison secreted from the body, may cause normal strength poison.
Fatigue: High
Damage: Good
Accuracy: Excellent
Other: Physical
Poison Sting -PSN- The user fires a volley of spike-like things at a target. This volley is poisoned, and anything hit may be injected with this poison.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical
Poison Tail -PSN- The user strikes the opponent with a tail like protrusion covered in poison may induce poison.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Poisonpowder -PSN- The user puffs out a cloud of poison dust. A victim that inhales this dust will likely become poisoned.
Fatigue: Moderate
Accuracy: Moderate
Pound -NRM- The user slams a limb into the target, bludgeoning it.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical
Powder -BUG- The user laces the opponent with a highly combustable substance. Any fire move will ignite it.
Fatigue: Moderate
Accuracy: Excellent
Powder Snow -ICE- The user blasts an opponent with a small cone of crystalline ice shards. These may cake around the opponent, hindering movement; this attack may freeze the target.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Power Split -PSY- Using psychic energies, the user finds a way to equalize the prowess of all Pokemon on the field.
Fatigue: Moderate
Accuracy: Excellent
Other: Equalizes the Atk and SpA stats of the user and opponent. Note-If there are no stat boost/defecits used, this move fails.
Power Gem -RCK- The user throws a rock composing of precious gems at the target causing serious damage.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Power Swap -PSY- The user swaps Attack and Special attack modifiers with the opponent.
Fatigue: Light
Accuracy: Excellent
Power Trick -PSY- User uses its psychic powers to swap its own attack and defense stat.
Fatigue: Light
Accuracy: Excellent
Power-Up Punch -FGT- A basic punch that gets stronger with each use.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical. Raises Atk with each hit.
Power Whip -GRS-The user whips the target with vines or any long limbs attached to its body.
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Other: Physical
Present -NRM- The user tosses a wrapped package, which it pulls from its Hammerspace 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.
Fatigue: Moderate
Damage: Light-Excellent
Healing: Light
Accuracy: Excellent
Other: Physical
Protect -NRM- The user shields itself in a translucent sphere of energy which prevents all incoming attacks in one action. Consecutive uses of this attack decrease its efficiency of accuracy.
Fatigue: Extreme
Accuracy: Excellent (decreasing)
Psybeam -PSY- 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. Has a chance to confuse the target.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Psych Up -NRM- The user imitates the target causing it to gain all of the opponent’s stat modifiers.
Fatigue: Light
Accuracy: Excellent
Other: Snatchable
Psychic -PSY-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 lined 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. 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 Psychiced 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.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Psycho Boost -PSY- The user creates a massive vortex of psychic energy towards the target doing massive damage but inevitably lowering the user’s Special Attack.
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Other: Special
Psycho Cut -PSY-The user uses its psychic powers to create a physical puppet like appendage which smacks the target with great fore.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Psycho Shift -PSY- The user passes on its Status effects onto the target by means of a mental link.
Fatigue: Light
Accuracy: Moderate
Psyshock -PSY- The enigmatic powers of this attack are so strong that the foe feels the pain physically, rather than mentally.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Special, Attacks opponents Def
Psystrike -PSY- A powerful slash of energy that cuts through the opponents physical defense capabilities.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special, hurts opponents Def
Psywave -PSY- 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.
Fatigue: Moderate
Damage: Light - Excellent
Accuracy: Excellent
Other: Special
Punishment: -DRK- The user employs its dark powers to punish the target for its stat modifications. The more modifications the target has the more powerful this attack is.
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.
Accuracy: Excellent
Pursuit -DRK- 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. 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.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
---Q---
Quash: -DRK- The foe is grabbed by the user and is delayed in attacking.
Fatigue: Light
Accuracy: Excellent
Quick Attack -NRM- 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.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Quick Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
Fatigue: High
Accuracy: Excellent
Quiver Dance -BUG- Flapping its wings, the user performs a dance fit for a swarm of beautiful butterflies. This gives the user unparalleled balance in many parameters.
Fatigue: Light
Accuracy: Excellent
Other: Raises SpA, SpD and Spd
---R---
Rage -NRM- The user’s eyes glow red as it channels its negative feelings into a violent series of whatever physical attacks are appropriate to its form (claws, bites, tentacles, whatever).
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Rage Powder -BUG- The user jumps around and gives off a scent that seems to enact the chaos in all foes, coaxing them to attack the user instead of anything else.
Fatigue: Low
Accuracy: Excellent
Razor Shell -WAT- The user turns its shell into a weapon, It whips around and connects with its foe, leaving their guard slightly broken.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Rain Dance -WAT- The user beckons the clouds to cover the sky, and induces them to begin to rain. In the rain, water attacks become easier to use to greater effect and fire moves are dampened by the water. Electricity is more conductive, and chances of electrical attacks of any sort hitting are almost certain.
Fatigue: Light
Accuracy: Excellent
Rapid Spin -NRM- The user spins rapidly while curled into its shell or ball. It is much harder to injure the user when Rapid Spin is in use due to its increased speed and the centrifugal force throwing back many attacks. However, the technique cannot be maintained for long without incrementing fatigue significantly.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Razor Leaf -GRS- The user fires off a low number of very sharp leaves which spin through the air at a high velocity. These will cause lacerations in any victim hit.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Razor Wind -NRM- The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a localized place.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Recover:-NRM- The user suddenly glows as it heals at an incredible pace. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice.
Fatigue: High
Healing: High
Accuracy: Excellent
Other: Snatchable
Recycle -NRM- The user regains any items it has lost during the battle.
Fatigue: Light
Accuracy: Excellent
Reflect -PSY- The user erects a flat, transparent mauve barrier in front of itself. The barrier can be used as a protective barrier which is effective at reflecting projectile attacks but does not last long. Or it can be set as a more defensive barrier which will weaken the inertia and therefore strength of all incoming physical attacks for a time.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Reflect Type -NRM- Knowing the opponent's types, the user decides to mimic those exact traits
Fatigue: Low
Accuracy: Excellent
Refresh -NRM- The pokemon uses its power from deep inside itself in order to heal itself from Burn, Paralysis and Poisons.
Fatigue: Light
Accuracy: Excellent
Other: Snatchable
Relic Song -NRM- The notes of this melody-when sung-have the ability to render the foe defenseless.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Puts foe asleep
Rest -PSY- The user goes into a deep state of sleep removing any ill status effects and regaining a good portion of their health. While asleep the user is completely venerable to all incoming attacks.
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Retaliate -NRM- Within battle, the user builds a true camaraderie with its teammates. So, if one faints, it instantly battles with increased fervor to avenge its partner.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Physical-if teammate faints on turn Vengeance is used, Attack increases.
Return -NRM- The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user has strong positive feelings, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their positive feelings.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Revenge -FGT- This is a very slow physical attack, if the user is damaged before they finish the attack then Revenge is powered up.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Reversal -FGT- The lower the health of the user the more powerful attack this will be. Also reversely the more health the user has the weaker it will be. This attack will also be powered up in desperate situations regardless of health.
Fatigue: High
Damage: Excellent -Incredible
Accuracy: Excellent
Other: Physical
Roar -NRM- The user growls tremendously loudly, intimidating all opponents so severely that they desist whatever they’re doing in order to flee. Also for an extended period of time the affected pokemon while be less likely to attack the pokemon who roared at them.
Fatigue: Moderate
Accuracy: Excellent
Roar of Time –DRG– 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
Rock Blast -RCK- The user fires a series of rocks at the target, each rock will deal minimal damage but if all hit it is a very devastating attack.
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Other: Physical
Rock Climb -NRM- The user bounds across rocks with ease before slamming into the opponent which may cause confusion.
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Other: Physical
Rock Polish -RCK- The user is coated in a metallic substance reducing wind resistance therefore increasing speed.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Rock Slide -RCK- The user picks up several rocks and throws them at a target. Getting hit by a rock will hurt considerably.
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Other: Physical
Rock Smash -FGT- The user smashes out with a limb at a weak point in the target. A brittle target such as a rock will likely shatter making small daggers.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Rock Throw -RCK- The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts and will cause damage.
Fatigue: Moderate
Damage: Moderate
Accuracy: Moderate
Other: Physical
Rock Tomb -RCK- The user entombs the target with a barrage of well placed rocks in an attempt to slow them down; this will also reduces opponents speed.
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Other: Physical
Rock Wrecker -RCK- The user fires a large beam which sucks in rocks from the surrounding area which then become part of the beam as it strikes the target.
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Other: Physical
Role Play -PSY- The user will spend significant energy in order to emulate an attribute unique to that of its opponent. whether it be resistance to a specific type of attack, heightened speed or better attacking prowess. The effects of Role Play are short lived since it takes a lot of energy to act like the opponent for long periods of time.
Fatigue: High
Rolling Kick -FGT- The user drops into a sudden roll, coming up and smashing a foot into a target’s vital point. The unorthodox maneuver may result in some degree of surprise the first time or two it is used.
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Other: Physical
Rollout -RCK- The user curls into a ball and begins to roll quicker and quicker. Each turn spent charging Rollout increases its effects proportionally (up to a limit set by the referee, of course), and unless interrupted the momentum of the user allows it to impressively increase the damage of attacks that can be boosted by momentum (e.g. Tackle, etc.). Additionally, it is much harder to injure the user when Rollout is operating due to its increased speed and the centrifugal force throwing back many attacks. However, if the user can be caused to lose traction or concentration either by accident or due to an opponent’s attack, the user will likely come to a crashing halt. Naturally, Rollout requires total freedom of movement to use, and if a status effect such as paralysis, numbness, or sleep (among others) manages to break through the centrifugal force or is applied before Rollout starts, Rollout will fail immediately.
Fatigue: Moderate
Damage: Good – Incredible (depending on consecutive uses)
Accuracy: Moderate
Other: Physical
Roost -FLY- The pokemon flies to a spot somewhere on the field and perches there allowing the user to gain a fair amount of health.
Fatigue: High
Healing: Extreme
Accuracy: Excellent
Other: Snatchable
Rototiller -GRD- The soil is aerated and ready for irrigation, to all Grass Pokemon's delight.
Fatigue: Light
Accuracy: Excellent
Other: Raises Atk AND SpA of all grass types on the field.
Round -NRM- With the power of its voice, the user belts out a song that bashes the foe. If used in tandem with others, the power of this song rises...
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special, Rises in power if more than one Pokemon uses it.
---S---
Sacred Fire -FIR- A tremendous blast of fire almost certain to burn opponents severely. It can also be used while frozen.
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Other: Special
Sacred Sword -FGT- Calling upon the blade of mystery, the user slashes its foes down with no regard to their defensive or evasive skills.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical, will ignore defense/evasion modifications.
Safeguard -NRM-A spinning aurora of lights surrounds the user, and for a while any incoming status effects or confusion attempts that would normally affect the user are generally nullified for a certain amount of time.
Fatigue: Light
Accuracy: Excellent
Other: Special; Snatchable
Sand Tomb -GRD- The user summons a twister of sand which moves across the field and strike the opponent engulfing them for a certain number of rounds dealing a small amount of damage each round.
Fatigue: Light
Damage: Light
Accuracy: Good
Other: Physical
Sand Attack -GRD-The user kicks, swats, or otherwise flicks whatever earthy ground covering is available at the opponent. If this dirt gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes.
Fatigue: Light
Accuracy: Excellent
Sandstorm -RCK-The user summons a raging windstorm that picks up any gritty debris available, such as dirt or sand, which scores across all available surfaces. This sandstorm will last for a number of rounds and at the end of each will deal damage to all pokemon who are not of the Steel/Ground/Rock type. Furthermore, it raises the Sp. Def of rock pokemon.
Fatigue: Moderate
Accuracy: Excellent
Scald -WAT- The user brews up a pool of heated water, which is then lashed violently on the opponent. Its so scalding hot that it can cause a burn.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Moderate chance of Burn
Scary Face -NRM-The user makes a scary face. Pokémon who view this spectacle may become very intimidated; this will also reduce their speed.
Fatigue: Moderate
Accuracy: Excellent
Scratch -NRM- The user swipes with its claws at an opponent, leaving gashes.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Physical
Screech -NRM- The user emits a shrill shriek that causes pain in everything that hears it, but no damage. This screech is very good at breaking concentration and drowning out sonic attacks, but it cannot be maintained forever. This will also sharply reduce the opponents Defense.
Fatigue: Moderate
Accuracy: Excellent
Searing Shot -FIR- Using the eternal flame, the user blasts all foes around it in a sweeping swath of flame.
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Other: Special. Can cause a burn
Secret Power:-NRM-The side effects of this attack will differ depending on the field’s location, if it’s a grass location they might be put to sleep, in bodies of water Attack may be lowered. On muddy ground Accuracy is at fault, in caves flinching might occur, in icy terrain freezing might occur while every other field they could be paralyzed.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Secret Sword -FGT- Utilizing its horns, the user slices across the barriers of specialty, harming the foe physically.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Special, Attacks opponents Def
Seed Bomb-GRS- The user fires a bomb composed of various plants matter formed within its own body towards the target, this bomb then explodes on contact.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
Seed Flare –GRS– 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
Seismic Toss -FGT- The user grabs the victim and spins it around several times before throwing it as far as possible.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physcial
Selfdestruct -NRM- The user creates an explosion, centered on itself. Anything in the blast radius will suffer double exposure to incredible damage. It is difficult to block the full effect with most defenses, because the second shockwave may wash through the blast radius after the first eliminates those defenses. Unfortunately, the user will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
Fatigue: Fainting
Damage: Incredible
Accuracy: Excellent
Other: Physical
Shadow Ball -GHO- The user charges a semisolid orb of null energy and throws it at the opponent. This orb glows dully in an eerie manner, and is colored dependent on the type of the user. Contact with this ball will cause it to explode.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Shadow Claw -GHO-The user’s claw/tentacles/spikes glow with the power of shadow before hitting the target.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
Shadow Force –GHO– 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.
Shadow Punch -GHO- This is a devastating shadow imbued punch which will always hit the target regardless of evasion modifiers.
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Other: Physical
Shadow Sneak -GHO- This attack is a very fast physical strike which takes priority over most attacks.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Sharpen -NRM- The user reshapes a fraction of its body mass. The chosen shape can be virtually any basic geometric pattern, and common choices are sharp points and edges in order to get a combat edge due to the extra damage a sharp surface would cause. In other words it will slightly raise the user’s attack.
Fatigue: Light
Accuracy: Excellent
Other: Physical. Snatchable
Sheer Cold -ICE- The user sends out a devastating blizzard of snow and ice which attacks the target causing extreme amount of damage.
Fatigue: Extreme
Damage: Extreme
Accuracy: Abysmal
Other: Physical
Shell Smash -NRM- The focus of the Pokemon is so sharp, that the shell shatters! In response, the Pokemon is more alert for battle
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable. Lowers Def & SpD, Sharply raise Atk, Def and Spd
Shift Gear -STL- The user shifts its competitive spirit into high gear, and readies itself for a more intense battle.
Fatigue: Moderate
Accuracy: Excellent
Other: Raises Attack, Sharply raises Spd
Shock Wave -ELE-The user releases an electric strike which zips across the field and strikes the target regardless of Evasion modifiers.
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Other: Special
Signal Beam -BUG- The user sends a beam of light which flies through the air and flashes on the target skin cause a slight burning effect. This flash of light may confuse the target.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Silver Wind -BUG- A great wind of buggy goodness sweeps across the field and damages the target also may increase all stats of the user.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special May raise all stats
Simple Beam -NRM- Throwing logic to the wind, the user fires a bolt of energy that slams into the opponent, puzzling their thoughts.
Fatigue: Moderate
Accuracy: Excellent
Other: Changes the opponents ability to Simple.
Sing -NRM- The user sings an enchanting lullaby that will lull unwary opponents (and allies) to sleep. The audience, referee, and trainers are protected from the effect, but any pokémon on the field of battle will have to concentrate hard to keep fighting.
Fatigue: Light
Accuracy: Good
Sketch -NRM- Smeargle can sketch any item that can feasibly be used to enact a move. The Smeargle’s art can provide whatever focus (club for Bone Club, for instance) or body shape (wing for Wing Attack, for instance) is necessary to perform the move, and ALL moves are susceptible to being Sketched. If said move (or creativity of owner of said Smeargle) is lax, Smeargle can immediately draw an opponent's move and utilize it-as that would be its inspiration for a picture. Smeargle can only Sketch moves that have been used in battle by other Pokemon if it does not create a medium to utilize other moves.
See the following examples.
Ex: Smeargle sketched a Swiss Army Knife. Smeargle can now use any move that involves slashing or cutting in his following actions.
Ex: Corsola uses Rock Slide. Smeargle can sketch Rock Slide (because he can see his inspiration heading at him), and then use it as his next action.
Sketch always takes up a moveslot-no exceptions.
Fatigue: Depends on the power of the move
Accuracy: Excellent
Skill Swap -PSY- The user switches an attribute with its opponent, in a dual Role-Play setting. This expands a great deal of energy, so the effect is not long lasting.
Fatigue: High
Accuracy: Moderate
Skull Bash -NRM- The user ducks down and charges the opponent with a white-glowing forehead. Attacks that are aimed directly at the incoming user of Skull Bash are slightly more likely to bounce off, since the white barrier that the move produces to deal additional damage has solid substance that protects the user’s head.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Sky Attack -FLY- This attack denotes grand mastery of airborne combat, and is an exceedingly difficult maneuver even for those few species who know the move. A pokémon using Sky Attack is unusually difficult to hit with many attacks, as it is focusing on changing direction and speed in a wholly unpredictable manner, thus making it difficult to target. Melee attacks by earthbound attackers are absolutely hopeless, and ranged attacks by earthbound attackers or attacks by other flyers suffer significant accuracy impairment. When the user completes the attack, it smites the target with the violent force provided by its incredible momentum.
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Other: Physical
Sky Drop -FLY- In a sweeping motion, the opponent Pokemon is sent skyward in one action by the user, and on the second action, falls to the ground, receiving painful damage.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Sky Uppercut -FGT- A punch based attack which can hit pokemon even during Bounce or Fly.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Physical
Slack Off: -NRM- The user takes a bit of a rest lying on the ground while simultaneously regaining health. Multiple use of this attack will inevitably require more and more energy before becoming impossible.
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Other: Snatchable
Slam -NRM- The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
Slash -NRM- The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Sleep Powder -GRS- The user puffs out a cloud of purple dust. A victim that smells this dust may fall asleep.
Fatigue: Moderate
Accuracy: Moderate
Sleep Talk -NRM- This move can only be used while the user is sleeping or tranced. Sleep Talk will cause the user to emulate any move in the user’s moveset and use it as if it was actually awake. Targets are as random as the move used, and the referee should be careful not to referee Sleep Talk to either combatant’s excessive advantage. A random number generator helps a great deal in keeping this fair; the Sleep Talker should neither get all the best moves at exactly the right times nor get exclusively useless moves that don’t do any good at all.
Fatigue: High
Damage: Varies
Accuracy: Excellent
Sludge -PSN- The user spits out a stream of darkish liquid a short distance, which usually collects in a pool unless it hits an opponent. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Sludge Bomb -PSN- The user spits out a glob of darkish liquid. This glob is viscous and hangs together well enough to be spat a fairly long way, where it proceeds to splatter. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Sludge Wave -PSN- With a generous dosage of Sludge in its grasp, the user flings this around in a wave, splattering on all in the area.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special. Can cause Psn
Smack Down -RCK- The user flings stones in the air, higher than the flying Pokemon its aiming at. These stones fall back down, creating a rock avalanche that slam the offending Pokemon to the ground.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Smelling Salt -NRM- A normal physical style attack which is powered up against paralyzed targets but this attack will also cure them.
Type: Normal
Fatigue: Moderate
Damage: Good-Incredible
Accuracy: Excellent
Other: Physical
Smog -PSN- The user spits a cloud of opaque gas. Pokémon that attempt to attack while breathing it will burn more fatigue than normal due to the fact that they’re getting insufficient oxygen, and furthermore they won’t be able to see as long as it lasts, this may also poison them.
Fatigue: Moderate
Damage: Light
Accuracy: Moderate
Other: Special
Smokescreen -NRM-The user spits out a cloud of obscuring smoke, through which it is very difficult to see. The smoke drifts off fairly quickly, depending on ventilation, but while it lasts the pokémon within will have great trouble seeing and smelling their way around, over all lowers targets Accuracy.
Fatigue: Light
Accuracy: Excellent
Snarl -DRK- The Pokemon goes on a vocal rampage. The sound is so annoying that it reduces the ability of the receiver to attack with energy.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Special, lowers SpA
Snatch -DRK- The user gets ready to pounce on the next opportunity it gets in order to steal the beneficial effects of the targets next move.
Fatigue: Moderate
Accuracy: Excellent
Snore -NRM- This move can only be used while sleeping or tranced. The user lets out a subsonic moan, which reaches the natural frequency of parts of any onlookers’ bodies, causing modest sonic damage. Only pokémon within a near radius (typically melee range) actually suffer damage, but even distant pokémon will feel pain or discomfort.
Fatigue: Moderate
Damage: Light/Good
Accuracy: Excellent
Other: Special
Soak -WAT- A deluge of water covers the offending Pokemon, to the point where their type may as well just be water!
Fatigue: Moderate
Accuracy: Excellent
Other: Changes the opponents type to Water.
Softboiled -NRM- The user allows an ally to take a bite of egg (one action for each of the pair), or takes a bite of egg itself (one action for the user). This egg is laced with a healing unguent that causes the eater’s wounds heal extremely rapidly. 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 without collapsing from exhaustion.
Fatigue: High-Extreme
Accuracy: Excellent
Other: Snatchable
Solarbeam -GRS- Drawing in energy from the sun, the user fires a beam of luminous energy at an opponent. The user has the option of spending extra actions charging this beam, with the benefit of dealing approximately proportional damage. Charges much faster with an unobstructed source of powerful light (or if given the same time period it will charge a beam of higher energy content), and much slower or not at all if there is little light available.
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Other: Special
Sonicboom -NRM- The user releases a shock wave of sound which damages any target that hears it.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Spark -ELE- The user emits a sudden lump of electrical power which arcs toward an opponent. When it hits, the target will be shocked severely and may lose muscle control.
Type: Electric
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Spatial Rend –DRG– 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
Spider Web -BUG- The user rapidly weaves a net, which must be anchored to a couple different locations. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance. A Spider Web is much more intricate than the similar String Shot, so techniques more complex than “spray silk at the enemy” can be employed, limited only by the imagination of the trainer and the referee.
Fatigue: Light
Accuracy: Excellent
Spike Cannon -NRM- The user fires a series of spikes which hit an opponent. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because one spike may damage the defense, letting the next few in without hindrance.
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Other: Physical
Spikes -GRD- The user sets some very sharp spikes into some hard surface close at hand. Anything that steps on or rams into these spikes will probably get punctured by them. One action of Spiking will permit a small area to be transformed into a major hazard, but multiple Spikes could make the entire arena hazardous if used strategically. The user and allies are not immune to the Spikes, but hopefully their trainers are smart enough not to Spike areas and objects they need to use.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Spiky Shield -GRS- The user creates a woodland shield that blocks an incoming attack and damages any who tries to attack.
Fatigue: Moderate
Accuracy: Excellent
Spit Up -NRM- The user uses its stock piled energy to inflict damage to its target by firing the energy in the form of a beam. Can’t be used without at least 1 stockpile.
Fatigue: High
Damage: Good-Incredible
Accuracy: Excellent
Spite -GHO- The victim of this technique will suffer increased fatigue. Often, this is linked to one particular move, and use of that move will be intensively difficult and result in far more fatigue than normal. If fatigue is tracked explicitly, Spite also takes off a significant percentage of the victim’s remaining fatigue (the less fatigue the victim has remaining, the less Spite takes off).
Fatigue: Moderate
Accuracy: Excellent
Splash -NRM- Also known as Flop, this move does little of value. It does not require water, as the poorly translated English name suggests, as it is just the process of flopping weakly and uselessly around. While it is conceivable that it could be used for comboing, slightly reducing damage, or assisting movement, there is virtually always something better to use.
Type: Normal
Fatigue: Light
Accuracy: Excellent
Other: SUPAPAWA
Spore -GRS- The user puffs out a cloud of dust. Any victim that smells this dust will likely fall asleep.
Fatigue: Moderate
Accuracy: Moderate
Stealth Rock -RCK- Places concealed rocks around the field so when ever a new enemy pokemon comes into the fight they rocks slam into that pokemon.
Fatigue: Moderate
Damage: Moderate (each time a new enemy enters)
Accuracy: Excellent
Steamroller -BUG- The user curls into a ball and begins to roll quicker and quicker. They speed off and slam into the foe with strong gyroscopic force.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Steel Wing -STL- In this moderately risky endeavour, the user twists in flight in order to slice an opponent with a wing, then quickly returning to flight before falling. As it does so, the wings glint and harden, protecting themselves and offering a sharp edge with which to cut the target, this may raise the user’s defense.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Sticky Web -BUG- A web is created on the opposing field, that inhibits movement from anyone that steps on it.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Stockpile -NRM- The user stockpiles energy within its own body ready to use another time, it will also increase its Defense and Special Defense slightly.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Stomp -NRM- The user tries to catch an opponent beneath a foot, crushing them under its weight, if possible. Stomp deals more damage if the attacker is larger than the victim.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Stone Edge -RCK- The user’s body gleams over with a steely shine and then barrages themselves into the target.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Physical
Stored Power -PSY- Using all the available prowess attained thus far, the user focuses this attack with all that power.
Fatigue: Moderate
Damage: Varies
Accuracy: Excellent
Other: Special
Storm Throw -FGT- Focusing its energies, the user of this move hits its foe with a single critical blow.
Fatigue: Low
Damage: Good
Accuracy: Excellent
Other: Physical, always a crit hit.
Strength -NRM- The user uses its strength to pick something up and throw it. It isn’t a very good throw, but it can do the job. If an opponent is either hit by a large, hard, thrown object or thrown into a large, hard, stationary object, it may suffer damage.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
String Shot -BUG- The user can spray a strand of silk at an enemy, hopefully wrapping it up or sticking it in place. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance.
Fatigue: Light
Accuracy: Excellent
Struggle -N/A- The user struggles frantically. It may be able to extricate itself from the opponent’s grip, but if damage is desired there’s usually something better to use.
Fatigue: Moderate
Damage: Light (Light Recoil)
Accuracy: Excellent
Other: Physical
Struggle Bug -BUG- Striking back at the opponent, this attack has the Pokemon focus on hindering its opponent's strikes.
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Physical. Can lower SpA
Stun Spore -GRS- The user puffs out a cloud of blue dust. A victim that smells this dust will suffer paralysis as muscles lock up and refuse to move.
Fatigue: Moderate
Accuracy: Moderate
Submission -FGT-The user flails viciously, hitting the target repeatedly with an assortment of smashes to various weak points. It is difficult to block the full effect with most defenses, because the fists just keep coming back for another hit. However, the user cannot defend itself properly while devoting so much concentration to maintaining this brutal frenzy.
Fatigue: High
Damage: Excellent (Light recoil)
Accuracy: Moderate
Other: Physical
Substitute:-NRM-The user fashions a body double out of materials from its Malletspace Account and animates it with its own life force. This body double will suffer the brunt of any attacks an opponent makes until it falls apart, since Substitute also allows the user to mentally implant a misperception in all opponents that the Substitute is the actual pokémon it was built by. The opposing trainer cannot successfully order their pokémon to hit the “real” pokémon because their pokémon has a mental block against realizing that Substitute has been used. While the user of Substitute is not immune to harm, affected pokémon can only harm the user by sheer accident, since they cannot deliberately aim at it. However, non-intelligent sources of damage, such as arena damage and effects that cover the entire arena will hit both the user and the Substitute at full damage if the user and Sub wander into the affected area. Making a Substitute is even worse than normal, for instance, if the arena is being flooded with lava and everything is getting burned. The Substitute takes full damage from the lava and the creator takes full damage as well. When made, the Substitute can be charged with a varying amount of life energy from the creator. However, in the heat of battle the user will NOT be able to understand precise numerical requests, so realistic trainers should keep their requests phrased appropriately vaguely, such as “big Sub,” “regular Sub,” “as small a Sub as you can make,” or the like. The amount of energy actually put into the Sub is partially random, as is the amount of health the Substitute actually has. These values will be close to each other, but the actual health may be slightly higher or slower than the energy put in, depending on various random factors up to the ruling of the referee.
Additional parameters for Substitute can be found here.
Fatigue: Moderate
Dmg: Split into Subsititute
Accuracy: Excellent
Other: Snatchable
Sucker Punch:-DRK-This move is a very fast high damaging punch move, but it will work only if the target intends on damaging them this turn. Otherwise, the move fails.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Sunny Day-FIR- The user directs clouds away from the sun, leaving it totally unblocked. In the heat, fire attacks are moderately buffed and water attacks are moderately hindered. When used at Night, causes the same effect, but uncovers the moon. Fire attacks are still boosted unless altercations are agreed upon by battlers. It has additional synergistic effects according to the whim of the referee.
Fatigue: Moderate
Accuracy: Excellent. Melts frozen Pkmn
Super Fang:-NRM-The user’s incisors glow white and it tears into the opponent. The sight of a strong opponent merely incites the user to new heights of fury, allowing it to deal greater damage. Consequently, this attack can deal variable damage, the highest registers on a completely healthy opponent.
Fatigue: High
Damage: Good-Incredible
Accuracy: Moderate
Other: Physical
Superpower-FGT- The user summons a huge amount of energy from within and then is used in a physical attack dealing massive damage but also lowering Attack and Defense of the user.
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Other: Physical
Supersonic -NRM- The user hums, irritating everything that hears it. The sound tends to scramble the thoughts of those who hear it, making it difficult to concentrate or even walk straight. The effects are temporary, of course, but they fade slower than the sound itself.
Fatigue: Moderate
Accuracy: Good
Surf: -WAT- The user can telekinetically control water by concentrating. This control is limited to directing large pseudopods, but can be applied to many tasks, basically anything you could expect a large pseudopod to do. Two of the most popular tasks are whacking the opponent (for good damage that is partially due to the water and partially due to the impact) and acting as a mobile platform. Keeping the water in place (say, as a platform) takes less concentration than moving it in the first place, but even then it must be refreshed with another expenditure of an action on occasion. This move does not function without a large quantity of water.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Swagger-NRM- The user physically and verbally taunts opponents, provoking them into a vicious rage. While berserked in this manner, an affected opponent may sometimes ignore its trainer’s orders and tear into the Swaggerer with a barrage of basic melee attacks (meaning Frustration). The victim is unusually difficult to calm, made much worse if the user continues to throw in a taunt occasionally.
Fatigue: Moderate
Accuracy: Moderate
Swallow-NRM-The user swallows their stockpiled energy restoring a fair amount of health, the more times this move is used the more energy it consumes. Can’t be performed without at least 1 stockpile.
Fatigue: High
Healing: Good-Incredible
Accuracy: Excellent
Other: Snatchable
Sweet Kiss -NRM- The user kisses a victim, slathering it with hallucinogenic saliva. An affected opponent will have difficulty sorting out reality from illusion and may injure itself in its confusion.
Fatigue: Moderate
Accuracy: Moderate
Sweet Scent:-NRM-The user releases a sweetish aroma laced with narcotics. Anything smelling this odor will calm down suddenly, which can help to overcome mind-affecting effects such as confusion and anger. Additionally, as long as the scent remains in the air (depends on ventilation, but generally not long) affected pokémon will have to concentrate to be able to continue vigorous action.
Fatigue: Light
Accuracy: Moderate
Swift -NRM- The user jets a stream of five-pointed stars of light, which can be moved about the arena until they run out. It is difficult to block the full effect with most defenses, because there’s always another incoming star. If one victim falls, it is easy enough to move the stream onto the next, although a few stars will be lost in the transition.
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Other: Special
Switcheroo -DRK- The user uses the power of darkness to zip in and out switching the items both him and the target currently posses.
Fatigue: Moderate
Accuracy: Excellent
Swords Dance-NRM- The user spins in a circle while falling into a zen-like trance, reaching a firm battle mind for the battle ahead. While it spins, it produces a spinning vortex of air that has a tendency to ward away attacks that are subject to being blown about. Once it finishes the dance, the user will have greatly focused chi energy and therefore be able to attack precisely and rapidly without error.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Synchronoise -PSY- Linking up via a mental construct, the user releases an electromental command that causes pain in all pokemon that share its type.
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Other: Special
Synthesis -GRS-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.
Fatigue: High (increases)
Healing: High
Accuracy: Excellent
Other: Snatchable
Last edited by DarkestLight; 27th October 2013 at 11:59 AM.
Reason: Edited: Added XY Attacks
i Judge your entertainment!
Entertaining quotes!
From textsfromlastnight.com:
(518): I legitimately just tried to piss above my head. I got to my chest at highest. There's piss everywhere.
(801): I can't help but be optimistic. I'm like a ball of slutty sunshine.
-
5th May 2009, 07:31 PM
#3
2 hot to hold, 2 cold to fold
Veteran Trainer
Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)
---T---
Tackle -NRM - The user ploughs its entire body into the opponent.
Fatigue: Light
Damage: Good
Accuracy: Excellent
Other: Physical
Tail Glow -BUG-The user’s tail will begin to glow, sharply raising its Special attack.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Tail Slap -NRM- 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.
Fatigue: Moderate
Damage: Light to Good
Accuracy: Good
Other: Physical
Tail Whip -NRM- The user lashes its tail out, snapping the end like a whip. This may intimidate an opponent that is hit or nearly hit, as getting hit stings quite badly.
Fatigue: Light
Accuracy: Excellent
Tailwind -FLY- The user becomes faster for a short period of time by using the wind to guide them through their movements. If in a double battle, it affects the whole team.
Fatigue: Moderate
Accuracy: Excellent
Other: Snatchable
Take Down -NRM- The user slams its entire body into the opponent. This attack also causes slight recoil damage to the user.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
Taunt -DRK- The user runs circles around the target taunting them with a barrage of nasty insults forcing them to only attack for a short period of time.
Fatigue: Moderate
Accuracy: Excellent
Techno Buster -NRM- Going back to a file of 8-track cassettes, the user sticks this in a cannon, and fires an attack corresponding to the type of the cassette put in.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Special
Teeter Dance -NRM- The user dances around in an erratic dance of spaziness this effectively confuses all pokemon on the field except the user.
Fatigue: Moderate
Accuracy: Excellent
Telekinesis -PSY- Mental wishes of having the opponent right where they can see them come true as the foe is lifted into an area clear of any obstruction. The foe stays completly visible for a while-rendering it defenseless during this time
Fatigue: Light
Accuracy: Excellent
Teleport -PSY- The pokémon vanishes and reappears in the span of a second. This move is typically used to avoid attacks directed at its original location or to get into position for a sequence of attacks of its own, but this move is limited only by the imagination of the user and the referee.
Fatigue: Moderate
Accuracy: Excellent
Thief -DRK- The user rushes in armed with a dark aura and snatches any item that the target may be holding.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Thrash -NRM- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close.
Fatigue: High
Damage: Good/Excellent
Accuracy: Excellent
Other: Physical
Thunder -ELE-The user blasts a wide cone of electrical fury in whatever direction it chooses. Opponents caught in this cone may lose muscle control and will always be severely shocked.
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Other: Special
Thunder Fang -ELE- The user bites the target with fangs imbued with electricity, this attack may cause the targets muscles to spasm and paralyze it or make them flinch.
Fatigue: Moderate
Damage: Moderate/Good
Accuracy: Moderate
Other: Physical
Thunder Wave-ELE- The user sparks violently in the immediate area around itself. If these sparks hit the opponent, they will probably provoke electrical seizures which may cause paralysis.
Fatigue: Light
Accuracy: Excellent
Thunderbolt -ELE- The user blasts a single bolt of electricity at a target which may cause paralysis.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Special
Thunderpunch -ELE- The user swings a fist, sparking violently with electricity. The target hit by this fist will feel the shock and may lose muscle control.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Thundershock: -ELE- Electricity radiates out forward from the user in a wide but short spray. Short range. May provoke muscle control difficulties.
Type: Electric
Fatigue: Moderate
Damage: Light/Good
Accuracy: Excellent
Other: Special
Tickle -NRM- The user tickles the target violently causing them to drop their guard making them lose a little defense and attack.
Fatigue: Light
Accuracy: Excellent
Topsy-Turvy -DRK- When used, this creates an inversion force around the user, where its stat changes are inversly affected.
Fatigue: Light
Accuracy: Excellent
Torment -DRK- The user will taunt the opponent causing them to not be able to use the same move twice in a row if they try and do this then it will cause them to struggle.
Fatigue: Moderate
Accuracy: Excellent
Toxic -PSN- The user spits a glob of purple venom a short distance, which splatters on the target if it hits or whatever other surface is available if it misses. A splatter is likely to poison anything close by, and a direct hit will usually result in the victim being badly poisoned, with slowly increasing poison damage each time poison damage is applied.
Fatigue: Moderate
Accuracy: Excellent
Toxic Spikes -PSN- The user lays out a collection of toxic spikes on the field which will cause normal strength poison to any new incoming pokemon or toxic poisoning if 2 applications are applied. Might deal damage if stepped on.
Fatigue: Light
Accuracy: Excellent
Transform -NRM- The user glows white as it shifts shape to match the guise of the opponent. Once it finishes, it will retain its original moveset, but it will also know all of the regular moves that its opponent would know.
Fatigue: Moderate
Accuracy: Excellent
Tri Attack -NRM- The user fires three beams, one that burns, one that shocks, and one that chills. These beams don’t interfere with each other, but they all hit the same target.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Special
Trick -PSY- The user uses its psychic powers to swap the item its currently holding with the targets.
Fatigue: Light
Accuracy: Excellent
Trick-or-Treat -GHO- The user puts a Halloween Curse on the target.
Fatigue: Moderate
Accuracy: Excellent
Other: Adds Ghost type to the opponent.
Trick Room -PSY- The user utilizes its psychic powers to change the whole field for a short period of time. With the field is changed slower pokemon will be faster while fast pokemon will become slower.
Fatigue: High
Accuracy: Excellent
Triple Kick -FGT- The user kicks thrice. If the first or second kick breaches a defense, subsequent kicks will still be able to strike home.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Trump Card -NRM- The user uses its remaining power to force out a powerful attack, the lower the energy the user has left the more powerful this attack will be.
Fatigue: Excellent
Damage: Good-Incredible
Accuracy: Excellent
Other: Special
Twineedle -BUG- The user jabs a target with two vicious stingers, injecting poison with each.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Twister -DRG- The user produces a raging tornado of pinkish magical dragon energy, which tears across the arena. This tornado creates strong air currents that can push small objects of flying opponents violently around.
Fatigue: Moderate
Damage: Light/Good
Accuracy: Excellent
Other: Special
---U---
U-Turn -BUG- The pokemon rushes over to the target and hits them with a tail or tail like appendage before dashing back over to where they were before.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Uproar -NRM- The user begins to stomp around the field yelling as loud as they can sending out soundwaves which cause minimal damage. While the user is doing this it is impossible for any pokemon on the field to go to sleep.
Fatigue: Moderate
Damage: Light/Good
Accuracy: Excellent
Other: Special
---V---
V-Create -FIR- The user channels the essence of fire into one powerful energetic force, and barrels it down upon another foe. This fiery wrath is so powerful that it leaves the user drained of all defensive capabilities.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Excellent
Other: Physical, drops Def, SpD and Spd
Vacuum Wave -FGT- The user puts its hands together and uses them to create a powerful wave of energy which blasts across the field at great speed.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Venom Drench -PSN- A viscous, deathly poisonous fluid is secreted on the foe, rendering them haplessly weaker for the remainder of the match
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Drops Atk, Sp Atk and Spd of target
Venoshock -PSN- Reeling in the effects of poison, the Pokemon uses its affinity of the attack to strike down any foe. If the foe is already poisoned, this hits' effectiveness rises.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Vicegrip -NRM- The user pinches the opponent with a pincer. Ideally, the opponent in question becomes pinned and cannot extricate itself from the pincer, hindering its attacks and preventing it from making a tactical retreat.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Vine Whip -GRS- The user reaches out with tentacles to grapple an object, often an opponent. Damage slowly increases as the tentacles remain constricting the opponent, and the opponent can be moved about if it can’t think of a way to resist. Other objects are unlikely to resist, but may be too heavy to move. Throwing objects is possible.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Vital Throw -FGT- The user grabs up the opponent and tosses it into the air. This is a difficult move to execute because it takes a while to set up.
Fatigue: Moderate
Damage: Good/Excellent
Accuracy: Excellent
Other: Physical
Volt Switch -ELE- After striking, the Pokemon runs back to the sidelines, swapping out with another teammate.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Volt Tackle -ELE- The user slams into the target with a shield of electricity surrounding it which may cause the targets muscles to spasm, causing paralysis. This will also cause recoil damage.
Type: Electric
Fatigue: High
Damage: Incredible
Accuracy: Good
Other: Physical
---W---
Wake-Up Slap -FGT- The user moves over to the target picks them up and slaps them in the face with their hands several times. If the target is asleep this attack will wake up a sleeping opponent and deal double damage if they are asleep.
Fatigue: Good
Damage: Good – Incredible
Accuracy: Excellent
Other: Physical
Water Gun -WAT- The user jets out a stream of water at a single opponent.
Type: Water
Fatigue: Light
Damage: Light
Accuracy: Excellent
Other: Special
Water Pledge -WAT- This move causes ample damage to an area with aquatic energy-though if mixed. Its effect increases if mixed with the Fire or Grass Pledge Manuvear.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special. Power rises with use of another Pledge move.
Water Pulse -WAT- The user fires a small set of watery rings that float in the air as if by some mystical force. These rings then hit the target splashing over it may cause confusion.
Type: Water
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Special
Water Shuriken -WAT- The user slams a speedy series of stinging jets of water at the foe, inflicting damage.
Fatigue: Light
Damage: Light/Good
Accuracy: Excellent
Other: Physical. Always goes first
Water Sport -WAT- The user splashes water all over the field causing it to become damp weakening the attacks of all fires attacks till it dries out.
Type: Water
Fatigue: Light
Accuracy: Excellent
Water Spout -WAT- The user fires a spout of water from its mouth/cannons which flies across the field and blasts back the target. The more HP the user has the more effective this attack will be.
Fatigue: High
Damage: Excellent - Incredible
Accuracy: Excellent
Other: Special
Waterfall -WAT- The user swims through the water very rapidly, using its speed to ram the opponent as hard as it can.
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Other: Physical
Weather Ball -NRM- The user fires a ball of pure white energy which changes depending on the weather conditions. If it is raining it becomes a water based attack, sunny day is fire, hail is ice and sandstorm is rock.
Type: Varies
Fatigue: Moderate
Damage: Good-Excellent
Accuracy: Excellent
Other: Special
Whirlpool -WAT- The water begins to spin rapidly, forming a sort of water-based whirlwind. Anything caught in the vortex will be drawn to the centre. It is possible but exceedingly difficult for a resisting target force its way against the current. Typically, Whirlpool serves to trap opponents in place to make an easy target.
Type: Water
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Other: Special
Whirlwind -FLY- The user gathers a vortex of air between its wings, creating a powerful tornadic force that may grab up unsuspecting opponents and slam them into hard objects, or failing that, throw off their concentration and aim.
Type: Normal
Fatigue: Moderate
Accuracy: Excellent
Other: Special
Wide Guard -RCK- Thew user stand in front of its team, and protects them all from incoming attacks that hit more than one Pokemon. It cannot do this repeatedly.
Fatigue: High
Accuracy: Excellent
Wild Charge -ELE- The user slams its entire electrified body into the opponent. This attack also causes slight recoil damage to the user.
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Other: Physical
Will-O-Wisp -FIR-The user creates tiny ghostly baubles which are on fire and sends them towards the target. If any of the make contact then they will burn the target.
Fatigue: Light
Accuracy: Excellent
Wing Attack -FLY- In this moderately risky endeavor, the user twists in flight in order to whack an opponent with a wing, then quickly returning to flight before falling.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
Wish -NRM- The user looks to the heavens and sends their wish up hoping for new life. After a short period of time their wish is granted and they are given a random boost in one of the their parameters.
Fatigue: High
Accuracy: Excellent
Other: Wish can grant someone a boost in speed one round, and a boost in HP another round.
Withdraw-WAT- The user hides in its shell. Attacks targeting the user will hit the shell instead, and will often be warded off without any relevant effect.
Fatigue: Light
Accuracy: Excellent
Wonder Room -PSY- The user casts a spell that seems to have no direct effect on all parties involved. However, The effectiveness of all Physical hits are in complete disarray, strong hits hitting for no damage at all and vice versa
Fatigue: High
Accuracy: Excellent
Other: High dmg moves do little damage, Low dmg moves do high dmg
Wood Hammer-GRS- The user charges at the target with some type of tree in hand and smacks the target over the head with it. This attack will cause recoil damage.
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Other: Physical
Work Up -NRM- The user takes the time to concentrate on its own awesomeness, giving it better resolve for the battle at hand.
Fatigue: Light
Accuracy: Excellent
Other: Raises Atk and SpA. Snatchable
Worry Seed –GRS- 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
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.
Wrap -NRM- 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 this also traps them.
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Other: Physical
Wring Out -NRM- The user rushes over to the target and picks them up before twisting their body in opposite directions as if they were wringing out a towel. The power of this attack decreases as the targets HP decreases.
Fatigue: High
Damage: Incredible-Good
Accuracy: Excellent
Other: Special
---X---
X-Scissor -BUG- The user uses its claw or pincers to create a X-shaped cut in the target.
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Other: Physical
---Y---
Yawn -NRM- The user lets out a giant yawn which creates a small cloud which floats across the field. If any pokemon is hit by this cloud then they become sleepy.
Fatigue: Light
Accuracy: Excellent
---Z---
Zap Cannon -ELE- The user produces a fat, wobbly spark of electricity that ploughs off erratically. An opponent that is hit by the spark is very likely to lose muscle control, but the attack is very difficult to aim, as it doesn’t always go exactly where it’s supposed to.
Fatigue: Extremely High
Damage: Incredible
Accuracy: Poor
Other: Special
Zen Headbutt -PSY- The user headbutts the target by propelling itself with its psychic powers as if it were shot out of a cannon.
Fatigue: Moderate
Damage: Good
Other: Physical
Last edited by DarkestLight; 27th October 2013 at 12:03 PM.
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