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Thread: ASB Movelist

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    2 hot to hold, 2 cold to fold Veteran Trainer
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    Default ASB Movelist

    My god folks, we've come a long way. 4 generations in-over a decade of this game somehow permeating our lives. Finally, we have one Ginormous movelist for ASB. Much credit to Crazy Elf Boy for helping me with this undertaking.

    Few things.

    1) 90% of the moves have not changed. So don't cry, they haven't been massively edited, they just look prettier.

    2) For the 10% of moves that have changed, or for any move you feel is still inadequatly represented, let your voice be heard. We tried to stick to the core concept of Anime induced fighting, but alot of the moves nowadays in the Anime are the same as the games.

    ((Still, for those that are vastly different, kudos to Chris 2.1 for thinking them up way back when.))

    3) When reffing-these are guidelines (the damage and energy parameters) I know people may not follow them exactly and that's ok. They're there to show everyone around what range these moves should be around. Its ok to be over/under. Not trying to pidgeonhole ya.

    Ok. Without any further Ado!


    Damage Key:
    Light Damage: 0%-4%
    Good Damage: 5% - 8%
    Excellent Damage: 9%-12%
    Incredible Damage: 12%+

    Fatigue Key:
    Light Fatigue: 0%-4%
    Moderate Fatigue 5%-8%
    High Fatigue 9%-12%
    Extremely High Fatigue: 12%+

    ---A---

    Absorb: -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: Light
    Damage: Light
    Accuracy: Excellent
    Other: Special. Heals back a small percent of HP

    Acid: -PSN- The user sprays a blob of caustic goo at their victim.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Minor chance of burn. Special

    Acid Armor: -PSN- The user turns invisible or partially invisible for a short while, allowing them to evade attacks more easily.
    Fatigue: Moderate
    Other: Raises evasiveness. Snatchable

    Acupressure: –NRM– A random stat (Attack, Defense, Speed, Sp.Attack or Sp.Defense) is boosted by two levels.
    Fatigue: Moderate/High
    Damage: None
    Accuracy: N/A
    Other: Snatchable

    Aerial Ace: -FLY- The user's body part (ex: wing) glows and then strikes the opponent, much like a flying version of Iron Tail. It never misses.
    Fatigue: Light/Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Physical

    Aeroblast: -FLY- The user creates a huge blast of air. It hits. Hard.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special

    Acid Spray: -PSN- An incredible volatile splash of substances is hurled at any offending foes, with the desired result of melting it.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Can Sharply lower opponents SpD.

    Acrobatics: -FLY- Using its nimbleness, the user attacks with a flurry of graceful blows.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent

    After You: The user immediately post-empts the enemies attack and will use it against them with more force.
    Fatigue: High
    Accuracy: Varies on Attack

    Agility: -PSY- The user starts moving really, really fast, allowing them to dodge attacks more easily. Additionally, they can set up their attacks faster and therefore can aim better, so accuracy goes up along with evasion. Lasts a short time.
    Fatigue: Moderate
    Accuracy: N/A
    Other: Snatchable

    Air Cutter: -FLY- The Pokemon in questions beats its appendages rapidly, forcing wind to sear past the opponent, dealing good damage.
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    Air Slash: –FLY– The pokemon closes its wings, concentrates and then unleashes a blade made out of highly concentrated air by re-opening its wings. Similar to Razor Wind, but without the charge-period. The pokemon using it loses some altitude since it's wings are occupied by the attack. This attack can strike the targets weak points more effectively.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Ally Switch: -PSY- A little sleight of hand...and the user instantly switches places with any other Pokemon on the field!
    Fatigue: Moderate
    Accuracy: Excellent

    Amnesia: -PSY- The victim forgets whatever attack they’ve just used and can’t use it until Amnesia wears off. The user can only make a victim forget one attack at a time; if they attempt to Amnesia another move the first is remembered again.
    Fatigue: Moderate
    Accuracy: Good

    Ancientpower: -RCK- The user telekinetically throws rocks. There is a very low chance that the user may be possessed by an ancestral spirit for a short while, which gives the user massive stat boosts due to the cunning of the elder spirit.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special. Chance of all stats being raised.

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

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

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

    Arm Thrust: -FGT- The user gives several quick open-palm (if applicable) thrusts, which each deal light damage.
    Fatigue: Moderate
    Damage: Cumulative Good
    Accuracy: Good
    Other: Physical

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

    Aromatic Mist: -FAI- Using a mysterious aroma, the user sharply raises the Sp Def of the target.
    Fatigue: Moderate.
    Damage: None.
    Accuracy: Great.

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

    Assurance: –DRK– The user gains more strength in their attack if the opponent has already received damage in that round.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical. More damage is dealt if the foe has just taken damage (that round)

    Astonish: -GHO- The user darts in, dealing light damage with a tackle-like attack and trying to briefly confuse the opponent, using speed to hit the opponent from an angle where it wasn't expecting.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical. Slight chance of confusion.

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

    Attract: -NRM- The victim becomes romantically interested in the user. Can only be used on a target that is opposite-gender to the user. When interest is piqued, the victim will sometimes choose to ignore orders that sound like they might interfere with the victim’s romantic chances with his or her love interest.
    Fatigue: Low/Moderate
    Accuracy: Good.

    Aura Sphere: –FGT– The user throbs and fires off an exploding projectile that cannot miss its target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Never Misses
    Other: Special. Said projectile is quite large.

    Aurora Beam: -ICE- The user shoots a narrow ray of ice crystals at a victim, causing numbness.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special

    Autotomize: -STL- The user tucks in any portion of its body that might create drag when moving at high velocities. This has the side effect of making the user lighter by a sizeable amount.
    Fatigue: Light
    Accuracy: Excellent
    Other: Sharply raises Speed. Lowers weight.

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

    ---B---

    Baby-doll Eyes: -FAI- The user stares at it's target with a look akin to a Disney Princess, dropping the target's Atk stat sharply.
    Fatigue: Low.
    Damage: None.
    Accuracy: Depends on proximity.
    Other: Always goes first.

    Barrage: -NRM- The user’s eggs pummel the opponent from a distance and then telekinetically return to their original location. It is a multi-hit attack, capable of breaking Substitute.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good.
    Other: Physical.

    Barrier: -PSY- The user produces a transparent (but visible) screen of force around themselves, effectively enclosing themselves in a fort. This Barrier is flat, thin, square, and mobile. It is virtually indestructible, but it does fade in power over time. While erected, the Barrier will heighten a Pokemon's Defense. Barriers last a while, but not forever.
    Fatigue: Low/Moderate
    Accuracy: Excellent
    Other: Snatchable

    Baton Pass: -NRM- The user switches out, but does not faint like normal. The user’s trainer sends out another pokémon from their collection, which gets the benefits of all of the user’s stat boosts, positive and negative (basically, anything that goes away with time, referee’s adjudication). The pokémon that is switched out is “locked in” as a battler in this particular battle and must be sent out again before the battle ends. This move cannot be used by the last unfainted pokémon on a team. This one of the only legal ways to switch out a pokémon midbattle without fainting/disqualifying it. Once Baton Pass is used, the rest of the round is continued as normal.
    Fatigue: Moderate
    Accuracy: Excellent

    Beat Up: -DRK- For each ally still conscious on the bench, the user summons up a shade representing that ally. The shades in question attack in rapid succession. The attack appears just like a regular attack the template ally would have used, but it functions with a dark elemental instead of its normal element. Shades fade away within a few seconds whether attacked or not, so they have to get in their attack quickly. It is very difficult to defend against this whole attack, since each attack comes at a slightly different time from a slightly different angle. Protective shields raised against one shade may or may not be shattered or bypassed by the cumulative attacks of the other shades, according to the adjudication of the referee. The move itself has good accuracy, but each shade must check accuracy as well.
    Fatigue: Depends on amount
    Damage: Individual shade-Low. Cumulative: Depends on size of match
    Accuracy: Good
    Other: Physical

    Belch: -PSN- The user swallows a lot of air before belching a harsh belch. Everyone on the field, aside from the user, will flinch momentarily.
    Fatigue: High.
    Damage: High.
    Accuracy: Good.
    Other: Special. User will be completely vulnerable to attack while gathering energy for the attack.

    Belly Drum: -NRM- The user slams its fists into its belly, mentally psyching itself up for battle. The user reaches a sort of battle frenzy, totally ignoring all defense in favor of crushing the opponent with highly-buffed attacks. This is the strongest attack buff in the game, but the user cannot even attempt to dodge or reduce damage from enemy attacks.
    Fatigue: Moderate
    Accuracy: N/A
    Other: Snatchable. Maxed attack, heavily weakened defense

    Bestow: -NRM- Feeling generous, the user allows the foe one free self-beneficial move..
    Fatigue: Light
    Accuracy: Excellent
    Other: Free turn! Use with caution!

    Bide: -NRM- All attacks that hit the user will deal damage as normal, but the energy will be absorbed. At the end of the Bide, this energy will be directed at any one target as a single massive attack. This attack is always of good accuracy and is of the Normal element. Its power is increased however. The duration of the technique cannot be controlled precisely, however; it will last a number of actions up to the referee and then discharge. In general, however, it should last more than one action and less than a full round unless the user attempts to concentrate on an unusually long Bide, in which case they might or might not succeed, depending on whether they can maintain concentration.
    Fatigue: Moderate
    Damage: Depends on attacks
    Accuracy: Excellent
    Other: Physical

    Bind: -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.
    Fatigue: Low/Moderate
    Damage: Low/Good
    Accuracy: Good
    Other: Physical

    Bite: -DRK- The user chomps down with a toothy maw onto the victim. Dark energy crackles between these teeth into the victim’s flesh. Low chance of startling opponent the first time or two the energy crackles. Note that this is not exactly equivalent to an improvised bite, which is usually another move. Fatigue: Low
    Damage: Light/Good
    Accuracy: Good
    Other: Physical. Slight chance of flinching.

    Blast Burn: -FIR- The user creates a very large, very hot fireball which is sent towards the victim(s). This attack uses up so much energy that the user needs to take a quick rest after using it, just like Hyper Beam. Also like Hyper Beam, however, the attack could have varying levels of intensity, including a "quick fire" version which doesn't require a break.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special. User recharges for an action.

    Blaze Kick: -FIR- The user's leg becomes covered in flames a la Fire Punch, and the user deals a powerful kick which does both fire damage and solid physical damage.
    Fatigue: Moderate/Good
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Blizzard: -ICE- The user produces a blast of crystalline ice shards that emanate in a wide cone in whichever direction the user is ordered. An enemy that cannot escape in time will be encased in rime, which hinders movement. The attack must charge for a few brief seconds and it takes time for the ice shards to get to where they’re going, so it can be dodged more easily.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Moderate chance of freezing. Special

    Block: -NRM- The user gets in such a position such that the victim's trainer cannot connect a Pokeball's recall beam with the victim, the victim cannot return to its Trainer via Baton Pass or U-Turn. This prevents immediate recall. The move can also be used to seal off exits and other pathways if need be. The move's energy usage and accuracy is dependent on the user, the arena, and any other factors.
    Fatigue: Depends
    Accuracy: Excellent

    Blue Flare: -FIR- Don't let the color fool you, this bright blue flame will lure you in with its radiance, and scorch you with its power-which is what the user seeks to incur upon its foes.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special

    Body Slam: -NRM- The user jumps on top of its opponent and bears it to the ground. The target takes damage according to the mass of the user (bigger pokémon have better Body Slams) and may be pinned in place under the bulk of the other unless it can wriggle free. The user will maintain the pin without taking an action as long as it avoids movement unless the victim can work its way free. The more movement the user makes, the easier it is for the victim to wriggle free.
    Fatigue: Moderate/High
    Damage: Highly variable
    Accuracy: Good
    Other: Slight chance of paralysis. Physical

    Bolt Strike: -ELE- The user envelops itself in a massive coarse of electricity-before charging into the foe.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical.

    Bone Club: -GRD- The user swings its bone club at the opponent, striking hard and fast. Obviously, a pokémon can’t use this move without a manifestation or suitable replacement for a bone club whether it knows the move or not.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Bone Rush: -GRD- The user rushes forward and smacks the opponent with a hefty club. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the bone just keeps coming back for another hit. Obviously, a pokémon can’t use this move without a bone club whether it knows the move or not.
    Fatigue: Moderate/High
    Damage: Good
    Accuracy: Good.
    Other: Physical

    Bonemerang: -GRD- The user throws its bone club at a distant opponent. The bone bounces off, but then the user telekinetically calls it back. The club may hit an incautious opponent a second time as it returns, but it almost invariably returns to its owner. Obviously, a pokémon can’t use this move without a bone club whether it knows the move or not.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical

    Boom Burst: -NRM- The user attacks everything around it with a powerful, concussive shriek.
    Fatigue: High.
    Damage: Excellent.
    Accuracy: Good.
    Other: Special.

    Bounce: -FLY- The user uses its own body to bounce or jump as high as possible, and landing on the opponent for good damage, depending on the Pokemon, height of jump, etc. This move takes two actions to complete.
    Fatigue: Moderate/Good
    Damage: Good
    Accuracy: Good
    Other: Physical

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

    Brick Break: -FGT- An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals good damage, but even moreso on breakable objects such as panes due to the increase in power thanks to the follow- through.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

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

    Bubble: -WAT- The user spits a mass of watery bubbles out. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Special

    Bubblebeam: -WAT- The user spits a stream of watery bubbles very hard. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

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

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

    Bulk Up: -FGT- The user toughens up, focusing energy on physical attack, and is able to take physical punishment slightly better. The increases are less than Curse, but there is not a significant loss of speed.
    Fatigue: Low
    Other: Slight raise in Atk and Defense. Snatchable.

    Bulldoze: -GRD- The user slams its hands and/or feet into the ground, in order to cause enough ground shivers to trip up the opposition.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical. Can lower Spd

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

    Bullet Seed: -GRS- The user shoots out 10-12 small, but fast moving seeds at the opponent. Each seed does very minimal damage, but the total damage from the attack can reach mediocre levels.
    Fatigue: Moderate
    Damage: Cumulative Good
    Accuracy: Excellent
    Other: Physical

    ---C---

    Calm Mind: -PSY- The user meditates, focusing itself to deal out more powerful special attacks, and not to be irritated as much by special attacks. With a calm mind in place, the user is less prone to be controlled by telepathy.
    Fatigue: Low
    Accuracy: Excellent
    Other: Slight increase in SpAtk & SpDef Snatchable

    Camouflage: -NRM- The user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.
    Fatigue: Low/Moderate
    Accuracy: Excellent
    Other: Snatchable

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

    Charge: -ELE- The user charges up their electric energy, which makes the next few electric attacks used by it launch quicker and have a slight boost in power. While Charge itself doesn't use energy, the electric attacks affected by Charge will have a slight decrease in energy consumption.
    Fatigue: None
    Accuracy: Excellent
    Other: Snatchable

    Charge Beam: –ELE– A fantastic beam of volts and sparks. A high chance of the user’s special attack being boosted.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

    Charm: -FAI- The user appears cute and innocent, and buffs this impression with psionic manipulation. It is difficult to tempt an affected opponent to harm the user, at least as long as the charm lasts. It is typically destroyed by hostile action, although the memory may linger and hinder attacks for longer than that.
    Fatigue: Low
    Accuracy: Good
    Other: Can weaken attack prowess

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

    Chip Away: -NRM- Oblivious to anything the opponent has done to augment their abilities, the Pokemon steps in close and attacks soundly.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Circle Throw: -FGT- Waiting until the opponent is finished with its assault, the Pokemon uses its tail to fling the Pokemon far far away.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Clamp: -WAT- The user locks its shell onto a portion of its opponents body, usually a limb or other handy protrusion, preventing that opponent from getting away. Damage slowly grows as the Clamp is maintained, and there is sometimes also the threat of environmental hazards.
    Fatigue: Moderate
    Damage: Light
    Accuracy: Good.
    Other: Physical

    Clear Smog: -PSN- A strange mixture of ground is sprinkled upon an opponent, and casts a spell that nullifies any boosts they may currently be exhibiting.
    Fatigue: Light
    Accuracy: Excellent
    Other: Resets all parameters

    Close Combat: –FGT– A powerful close set of strikes that leaves the user very open to all sorts of attacks.
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Physical. Users defenses are lowered

    Coil: -PSN- The user retracts all appendages and tightens its core body, in order to better receive forthcoming damage.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises Atk, Def and Acc. Snatchable

    Comet Punch: -NRM- The user smacks the opponent with fists. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the fists just keep coming back for another hit. .
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Confide: -NRM- The user tells the target a confusing secret, forcing the target to drop its guard momentarily. Lowers target's Sp Atk.
    Fatigue: Low.
    Damage: None.
    Accuracy: Excellent.

    Confuse Ray: -GHO- The user fires a ray of whitish glowing light at a target. A pokémon hit by this ray will begin to hallucinate, and may injure themselves in their confusion.
    Fatigue: Light
    Accuracy: Excellent
    Other: Causes confusion

    Confusion: -PSY- The air ripples in a surreal manner accompanied by waves of unnatural light. The minds of any or all targets in the user’s field of vision are momentarily scrambled and twisted, leaving them disoriented.
    Fatigue: Low
    Damage: Moderate
    Accuracy: Good
    Other: Special. Slight chance of lingering confusion

    Constrict: -NRM- The user wraps tentacles around the opponent and squeezes.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical

    Conversion: -NRM- The user can align its type to one that it has been struck with within a short period (two rounds). It will remain this type until it is hit by Gastro Acid, uses Conversion again or it faints.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Conversion2: -NRM- The user will change into a type that resist the last attack that it received. It will remain this type unless it is hit by Gastro Acid, uses Conversion 2 again, or it faints.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

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

    Cosmic Power: -PSY- Consuming a significant amount of psychic energy, the user summons the heavens to gain a blessing, mysteriously gaining solid increases in their physical defense and ability to resist damage from special attacks.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Cotton Guard: -GRS- A shielding of cotton envelops the user, shielding them from harm.
    Fatigue: Light
    Accuracy: Excellent
    Other: Sharply raises Defense, Snatchable

    Cotton Spore: -GRS- Wool or cotton encircles the opponent and wraps it up tightly. It will hinder the victim’s movement until it is cut away, burned away, or the like.
    Fatigue: Light
    Accuracy: Good
    Other: Hinders movement

    Counter: -FGT- The user shimmers and glows, and physical attacks are redirected back toward their source. The user of Counter still suffers some damage and fatigue from the strain of countering incoming attacks, although typically less than it would have had it not Countered. The redirected attack is of the Fighting element, the power is increased, and always has good accuracy and does not take any time to charge.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Physical

    Covet: -NRM- The user attempts to charm the victim, approaching while maintaining an alluring facade. The user then darts in, attempting to steal whatever item the user is holding, and dealing light damage with a tackle-like attack while doing so. Covet works better if the victim is already in a Charm-like state, and will be modified by the current emotions in battle. Items which are the lifeblood of the victim (Marowak bone, etc.) will be much harder to steal than any other item.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical

    Crabhammer: -WAT- The user smacks the opponent with a hefty pincer. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the pincer just keeps coming back for another hit.
    Fatigue: Moderate/High
    Damage: Good
    Accuracy: Good
    Other: Physical

    Crafty Shield: -FAI- The user creates a large, albeit flimsy, shield designed to protect it and any allies from any attack that doesn't cause direct damage. However, any damage-dealing attack will destroy the shield and hit its target anyway.
    Fatigue: Moderate.
    Damage: None.
    Accuracy: Excellent.

    Cross Chop: -FGT- The user strikes repeatedly in a vaguely cross-shaped manner, dealing extensive damage as weak points in the target are pummeled repeatedly with expert skill.
    Fatigue: High
    Damage: Excellent
    Accuracy: Low
    Other: Physical

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

    Crunch: -DRK- The user chomps down with a toothy maw onto the victim. Dark energy crackles between these teeth into the victim’s flesh. The user then twists its head violently, ripping and tearing flesh as the dark energy crackles. The extent of the injury could potentially make the victim feel light-headed for the duration of the battle, but this side effect is not overwhelming.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Crush Claw: -NRM- The user focuses energy into its claw and slams it hard into the opponent for very good damage. Essentially, it's Mega Punch in claw form.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

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

    Curse: -???-
    Def 1.) Utilized by ghosts; the user sacrifices half their health to cause ongoing damage to their opponent. If the user is above 50% health, then Curse only takes 25% of their full health. The effect is invisible, but as time passes the opponent suffers spontaneous cell death. However, a pokémon maintaining a Curse cannot heal themselves by any means except ending the Curse (by casting curse again on the same Pokemon, which doubles their remaining health and stops the ongoing damage.
    Fatigue: Moderate
    Damage: Half of users health, up to 25%
    Accuracy: Good

    Def 2.) Utilized by non ghosts; The user concentrates, moving slowly and deliberately. In this state, it is as steady as a rock, and cannot be thrown off balance or out grappled easily. When slowed in this manner, the user will have more difficulty catching an opponent in its grip, but once it obtains a grip the user will be able to do what it wants with less fear of the opponent wriggling out, since it has a bit of an edge over said opponent.
    Fatigue: Moderate
    Accuracy: Excellent

    Cut: -NRM- The user hacks out with a sharp surface and causes bleeding.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical

    ---D---

    Dark Pulse –DRK– A fizzing pulse of darkened energy is unleashed at the foe, which can cause the foe to flinch.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special. Can cause flinching

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

    Dazzling Gleam: -FAI- User flashes a brilliant gleam of light, causing the target to go blind temporarily.
    Fatigue: Moderate.
    Damage: Good.
    Accuracy: Excellent.

    Defend Order -BUG- The user boosts their physical and elemental defenses.
    Fatigue: Moderate
    Damage: N/A
    Accuracy: N/A
    Other: Snatchable.

    Defense Curl -NRM- The user curls into a ball. As long as it stays curled up (a position in which many attacks are difficult to execute), it suffers less damage from most attacks, since most vital areas are in the center of the ball. Releasing the Curl occurs for free whenever its ordered, but sometimes it happens by accident when an attack hits the user or the user attempts a move that cannot support being curled into a ball.
    Fatigue: Low
    Accuracy: Excellent
    Other: Snatchable

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

    Destiny Bond -GHO- If any pokémon knocks out a pokémon that is using Destiny Bond, that pokémon also faints. Destiny Bond can only be used in response to an direct attack, and burns a great deal of fatigue, so it shouldn’t be used unless fainting is imminent. Attacks that indirectly harm the user of Destiny Bond can bypass the threat; for instance a collapsing ceiling knocking out a Destiny Bond user will end up trying to faint the ceiling, which is not possible since the ceiling was never conscious in the first place. Given this, Destiny Bond works best as a surprise, so it is not advised that you alert your opponent to your intent.
    Fatigue: High
    Damage: N/a
    Accuracy: Excellent
    Other: Insta-ko opponent if directly hit and KO’ed

    Detect -FGT- The user uses senses that border on precognition and telepathy to determine many details about the opponent’s next action, including attack method, attack vector, attack target, attack source, etc. This knowledge can be used in whatever way is plausible, but the most common way is to move to a location that is not within the attack vector or attack area. The ability operates slower each time it is used due to mounting fatigue, so if used repeatedly the chance that the user will be able to act on the newfound knowledge in time decreases. Detect also burns an unusual amount of fatigue, so caution is warranted.
    Fatigue: Moderate/High
    Accuracy: Excellent but decreasing

    Dig -GRD- The user digs very quickly into relatively soft materials such as regular dirt. Hard materials such as metal, of course, are too hard to burrow through. The user can duck into such a tunnel with surprising speed, potentially foiling attackers that did not expect such a move. Once underground, the user can move around slowly without coming up to the surface. While underground, the user can either sap out a portion of the arena to create a big hole or burrow up quickly for a surprise attack. Creating a hole under an opponent will cause trivial damage but now the opponent will be stuck in a hole. Surprise attacks are more likely to bypass defense mechanisms. It is very difficult to follow a Digging pokémon, since they move the earth from in front of themselves to the tunnel behind themselves, thus sealing it up as they proceed. A follower, whether hostile or friendly, must stay very close. Two Diggers are unlikely to run into each other by chance, although some pokémon would be able to detect the vibrations associated with Digging. Pokémon that do not know Dig can dig, but they will be much slower at doing so and therefore will not be able to act quickly enough to evade attacks or allow for either basic attack strategy. However, they may be able to dig down to find a Digger, given time.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Disable -PSY- The victim is lined in a red glow and is unable to move so long as the user of Disable continues concentrating on the psionic grapple. The user cannot do other actions without breaking this concentration, but a sudden attack may be able to catch the suddenly-released victim by surprise. The power fails over time if held too long, regardless of how much the user concentrates.
    Fatigue: Moderate
    Accuracy: Moderate

    Disarming Voice: -FAI- The user insults its taget with a nasty cry.
    Fatigue: Moderate.
    Damage: Low.
    Accuracy: Never misses.
    Other: Special.

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

    Dive -WAT- The user dives deep down, coming back up after several seconds to deliver a solid physical blow.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Dizzy Punch -NRM- The user swings a glowing white fist, charged with chi energy that immediately crackles through whatever the fist hits, causing disorienting confusion for a short while.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Low chance of confusion. Physical

    Doom Desire -STL- The user calls on a steel-version Future Sight which can come down from the heavens in anywhere from 1 to 3 rounds. Halfway before the attack comes, snowflakes of energy come raining down gently which calm the victim. The beam of energy which rains down is Steel-type. Stat changes or switching after Doom Desire has been launched don't change the damage. Furthermore, you can't use Doom Desire while one is still pending.

    Fatigue: High
    Damage: Incredible
    Accuracy: Good

    Double Edge -NRM- The user attacks with a series of basic attacks in an incredibly violent frenzy. This does significant damage, but the user may injure itself due to the incautious nature of the frenzy.
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Physical. Recoil damage

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

    Double Kick -FGT- The user kicks out with two legs, kicking the target viciously.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Doubleslap -NRM- The user slaps a target with open palms. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the slaps just keep coming back for another whack.
    Fatigue: Light
    Damage: Light/Moderate
    Accuracy: Good
    Other: Physical

    Double Team -NRM- Several images (usually 2-6) split off from the original user, each of which appears exactly like the user. Each of these images follows the orders of the original’s trainer, but each does so in slightly a different way so that the genuine article is virtually impossible to determine. They aren’t perfect mirror images; if they’re ordered to attack, for instance, they’ll all aim at the requested target instead of simply firing their attacks in parallel lines. These images have no substance and are destroyed if jarred in any way, but as long as they last they provide a distraction. Attacks that are aimed at an image instead of the original won’t harm the original, and attempts to dodge the original’s attacks will also have to contend with dodging several illusory attacks—after all, there’s no way to know which ONE attack is real.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

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

    Dragon Claw -DRG- The user focuses Dragon energy into their claws and then swipes at the target.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical

    Dragon Dance -DRG- The user performs a Swords Dance-esque spin, which increases their speed and attack prowess. All movement done after Dragon Dance, like Agility, will consume slightly less energy.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable . Raises the user’s Atk and Spd

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

    Dragon Rage -DRG- The user spits a mass of pinkish-red dragon energy, which is then shaped into a favored shape (usually a tornado or a spheroid) which engulfs the opponent. Most defenses have difficulty blocking this particularly energetic attack.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

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

    Dragon Tail -DRG- Waiting until the opponent is finished with its assault, the Pokemon uses its tail to fling the Pokemon far far away.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Dragonbreath -DRG- The user spits a stream of pinkish-red dragon energy, which may cause the muscles of the target to lock up in an erratic manner.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special. Can cause paralysis

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

    Draining Kiss: -FAI- User kisses the target and recovers over half the damage they inflict.
    Fatigue: Moderate.
    Damage: Moderate.
    Accuracy: Excellent.
    Other: Special. Classed as an indirect recovery move.

    Dream Eater -PSY- The user reaches out with an ethereal feeding tube into the dreams of a target that is either sleeping or in a healing trance. The forcible removal of these dreams causes massive psychic trauma, but this move alone reinforces sleep enough so that the victim is no more likely to awaken than if they’d never been attacked in the first place. Devoured dreams can be rapidly metabolized for healing, generally for a significant fraction of the damage caused.
    Fatigue: Moderate/High
    Damage: Excellent.
    Accuracy: Good
    Other: Special. Heals user a significant amount

    Drill Peck -FLY- The user pecks an opponent really, really hard. Repeatedly.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical.

    Drill Run -GRD- The user spins so fast that it imitates a drill, as it crashes into its opponent with a focused intensity.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Can cause a crit hit.

    Dual Chop -DRG- Two sharp attacks are dealt to the foe in quick succession. Each individual attack is weak.
    Fatigue: Moderate
    Damage: Light/Moderate
    Accuracy: Good
    Other: Physical

    Dynamic Punch -NRM- The user swings a glowing white fist, charged with chi energy that immediately crackles through whatever the fist hits, causing disorienting confusion for a short while.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Low
    Other: Physical. Causes confusion.


    ---E---

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

    Earthquake -GRD- The user slams a paw or other appendage into the ground, giving the strike a telekinetic boost so that a widening cone of seismic unrest proceeds through the ground ahead. Anything caught in this cone will be slammed about as the earth buckles and jumps. This move may cause certain constructs, such as tunnels, to collapse, in which case environmental damage may be sustained by anything under the falling debris. Conceivably, pokémon could be pinned in place if sufficient debris fell on them. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected.
    Fatigue: Moderate/High
    Damage: Excellent
    Accuracy: Good
    Other: Physical

    Echoed Voice -NRM- The Pokemon using this attack uses its voice as a weapon-forcing sonic waves to harm its foes. If used in unison, this attack grows in effectiveness.
    Fatigue: Moderate
    Damage: Good/Excellent if more than one uses it.
    Accuracy: Excellent
    Other: Special

    Eerie Impluse: -ELE- The user exposes its target to an unsettling impulse, lowing their Sp Atk harshly.
    Fatigue: Moderate
    Damage: None
    Accuracy: Excellent

    Egg Bomb -NRM- The user throws an explosive resembling an egg at a given location. All targets in the blast radius suffer damage.
    Fatigue: Moderate
    Damage. Good
    Accuracy: Good
    Other: Physical

    Electric Terrain: -ELE- The user charges the ground below, creating a vibrant effect for five rounds. Any pokémon touching the ground will be unable to fall asleep.
    Fatigue: Moderate
    Damage: None
    Accuracy: Excellent

    Electrify: -ELE- The user strikes the target in such a way that their body remains unharmed. However, if they try to attack, that attack will now be an electric-type attack instead of it's regular type.
    Fatigue: Moderate
    Damage: None
    Accuracy: Excellent

    Electro Ball -ELE- A electrical sphere is created and flung toward 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: Special

    Electroweb -ELE- A charged blitz of energy expands and encumbers the opponent while causing pain.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Lowers Spd

    Ember -FIR- A wide-angle, short-range spray of fire that may burn.
    Fatigue: Light
    Damage. Light
    Accuracy: Good
    Other: Special. Slight chance of burning

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

    Encore -NRM- The victim’s trainer’s orders are rewritten so that the last move taken is done again, overwriting whatever was there before. The victim pokémon will be under the mistaken impression that it has successfully carried out its trainer’s orders, so ordering substitutions to bypass Encore is an exercise in futility. For instance, if a Clefable’s attack orders were “Clear Skies, Moonlight until successful, and then Flamethrower if you have time” and the Clear Skies was Encored, the Clefable would Clear Skies twice and then Flamethrower, under the mistaken impression that its second order was successful. However, it is difficult to maintain this illusion if the Encore is overused.
    Fatigue: Light/Moderate
    Accuracy: Excellent but decreasing

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

    Endure -NRM- The user braces itself for incoming attacks. All incoming attacks inflict significantly less damage than normal, and they never successfully reduce the user of Endure to less than 1% health, unless it is already below 1% health. Endure burns no relevant fatigue, but constant abuse from an opponent will break through this defense eventually.
    Fatigue: None.
    Accuracy: Excellent

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

    Entrainment -NRM- Always the life of the party, this move gets the foe and the user to dance about and shake their groove thang. By the time the jig is over, the Pokemon both share the user's ability.
    Fatigue: Low
    Accuracy: Excellent

    Eruption -FIR- Using a large amount of fire energy, the user focuses and sends out a thick stream of fire and rocks which can easily burn the victim.
    Fatigue: High
    Damage: Good/Excellent
    Accuracy: Moderate
    Other: Special. Chance of burning

    Explosion -NRM- The user creates an explosion, centered on itself. Anything in the blast radius will suffer multiple exposures to incredible damage. It is difficult to block the full effect with most defenses, because the shockwaves just keep washing through the blast radius. Unfortunately, the user itself will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
    Fatigue: Incredible
    Damage: Multiple waves of incredible damage.
    Accuracy: Excellent
    Other: Physical. User faints after using this move.

    Extrasensory -PSY- The user shoots out a beam of psychic energy which deals slightly higher than moderate damage, but also attacks one of their senses at random, which can startle, irritate or confuse the victim.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special. Small chance of confusion or flinch

    Extreme Speed -NRM- The user channels all of its speed into one brutal series of physical attacks. If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical
    Last edited by DarkestLight; 27th October 2013 at 11:34 AM. Reason: Added XY attacks.

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