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Closed
Attack Descriptions
Topic Started: Sep 15 2009, 07:06 PM (3,444 Views)
★ Sora ★
Member Avatar
Overlord of Blowing $hit Up
Skook
 
If we accept a universe in which there are 493+ magical creatures with special powers running around, we should just accept the fact that **** happens.

Press Control and F, and enter -type- to jump to the beginning of the type section you want, or just search the name of the attack you are looking for.

Damaging attacks are ranked on an alphabetical scale, E - D - C - B - A - S, based on the move's game power, as follows:
E = 1 - 29
D = 30 - 59
C = 60 - 89
B = 90 - 119
A = 120 - 149
S = 150+
With the exception of Crunch and Dark Pulse

-GAL-
-Global Attack List-

The Global Attack List is a list of attacks that all pokemon can use regardless of type, level, size, etc. The down-side to this is that all attacks on the Global Attack List are Normal-Type, and don't do the full potential to the rank they're given. So, a Tackle by the same Pokemon would do more then it using Strike, both of which are D ranked.

Belly Flop :normal
Power: Varies - :physical
Desc: The user throws its weight at the target, dealing damage based on the user's weight vs the target's weight.
Effect: Power +1 for every unit of 1.5x the user weighs more than the target (For a 100 lb target, the user would get +1 if its 150 lbs, +2 for 200 lbs etc..), with a minimum of D to a max of B. Power is E if the user weighs 50% or less than the target.

Flap :normal
Power: D - :special
Desc: Using wings or wing-like appendages, one calls up a gust of wind to attack the target.
Effect: Requires Wings or wing-like appendages to use.

Focus :normal
Power: None - :other
Desc: User concentrates on doing better, increasing its effectiveness for a short time.
Effect: +1 in a specified stat for 2 turns. Cannot increase Accuracy or Evasiveness.

Intimidate :normal
Power: None - :other
Desc: User uses natural noises/motions to frightens the opponent from attacking with full strength.
Effect: Causes -1 Attack for 2 turns

Staredown :normal
Power: None - :other
Desc: The user glares at the target in order to make it angry and more reckless for a short time.
Effect: Causes -1 Defense for 2 turns.

Strike :normal
Power: D - :physical
Desc: The user attacks with a natural weapon.. appendage, claws, teeth, etc.
Effect: None.

- :bug -
-Bug-

Attack Order :bug
Power: B - :physical
Desc: The user summons a large number of small, Combee-like insects from the surrounding environment, and manipulates them into attacking the target in unison, targeting the vitals. The small insects are blind and thus are not affected by moves such as Heal Block or Mist.
Effect: +1 Critical Hit Ratio for this attack.

Bug Bite :bug
Power: C - :physical
Desc: The user rushes up to the target, using bug senses to focus on any Berries held, biting them for a small amount of bug damage, attempting to also eat any held Berries in the process.
Effect: User eats held Berry of the opponent, or sucks D damage off of the opponent's Energy if no berry is present.

Bug Buzz :bug
Power: B - :special
Desc: The user rubs its wings together rapidly, creating a wave of high-pitched buzzing noise that irritates a single target, greatly damaging them from within, and rendering them slightly more susceptible to other harmful energy.
Effect: 10% chance to cause -1 Special Defense.

Defend Order :bug
Power: None - :other
Desc: The user summons a large number of small, Combee-like insects from the environment, and manipulates them into a forming a moving wall around it, helping to defend against all attacks. More come out as they are destroyed throughout the rest of the battle.
Effect: User gains +1 Defense & +1 SP Defense.

Fury Cutter :bug
Power: E - :physical
Desc: The user strikes the opponent in a fury of slashes, each hit becoming more powerful than the previous, as the user devotes itself to a battle frenzy. If a hit misses or the user does something else, the users hits become weak again.
Effect: Increase Attack Power once each successful strike to the max of S, starts count back from E if the move misses or another is used.

Heal Order :bug
Power: None - :other
Desc: The user summons a large number of small, Combee-like insects from the environment, and absorbs them into it's body, via digestion, healing a good portion of it's wounds.
Effect: User recovers 1/2 of max HP.

Leech Life :bug
Power: E - :physical
Desc: The user bites the target and holds on, dealing some damage and then draining energy straight from the victim's body. The energy is then used to restore some health.
Effect: Half of damage dealt is recovered by user, and half of energy used is drained from the opponent.

Megahorn :bug
Power: A - :physical
Desc: The user smashes a horn glowing with bug energy into the target.
Effect: None.

Pin Missile :bug
Power: E - :physical
Desc: The user fires a barrage of small spikes from its body, doing slow but building damage.
Effect: Attacks 2 - 5 times in a row.

Signal Beam :bug
Power: C - :special
Desc: The user shoots out a multicolored beam of light which may leave the target dazzled.
Effect: 10% chance to Confuse.

Silver Wind :bug
Power: C - :special
Desc: The user flaps its wings or otherwise to give off a fine white powdery wind, concentrating it into blades of silver. The effort may well reward the user.
Effect: 10% chance to give the user +1 Attack, Special Attack, Defense, Special Defense, and Speed.

Spider Web :bug
Power: None - :other
Desc: The user shoots out a web which covers the target, preventing escape from the battle field.
Effect: Target cannot run or be switched out.

String Shot :bug
Power: None - :other
Desc: The user sprays out a fine, sticky string that hinders the target's movement and so slows it down, even sometimes holding it down.
Effect: Causes -1 Speed.

Tail Glow :bug
Power: None - :other
Desc: The user's tail glows, as they concentrate more on their ability to use energy, increasing its special attack power.
Effect: User gets +2 Special Attack.

Twinneedle :bug
Power: E - :physical
Desc: The user goes into a stabbing frenzy, delivering very quick alternating stabs with two pointed appendages.
Effect: Attacks twice, 20% chance to cause Poison.

U-Turn :bug
Power: C - :physical
Desc: - The user rushes in from one side, quickly hits the target using bug energy for a good amount of damage, and immediately returns to it's Pokeball, forcing it's trainer to choose to release another Pokemon.
Effect: User recalls itself after hit.

X-Scissor :bug
Power: C - :physical
Desc: - The user gathers bug energy in its blades or claws, and slashes at the target in an “X”-shape, delivering a good amount of damage.
Effect: None.

- :dark -
-Dark-

Assurance :dark
Power: D - :physical
Desc: The user concentrates their optimism and happiness into a punch (or quick tackle-like attack in the case of Koffing's or Carvanha's family), doing middling damage. If a teammate already assaulted the target that turn, the combined release of pleasure as the allies' hit struck home will be drawn to the user, turning a simple attack into an eruption of power, in the form of a massive strike.
Effect: Power is B if hit before attack is delivered.

Beat Up :dark
Power: E - :physical
Desc: Using Dark energy, the user summons energy from all healthy (no paralysed, frozen, or KO'ed) allies the trainer has to create dark images of these Pokémon that hit the opponent once, each for minor damage, then disappear.
Effect: User attacks once for every Pokemon in the trainer's team.

Bite :dark
Power: C - :physical
Desc: The user simply bites the opponent, possibly causing him/her to flinch.
Effect: 30% chance of flinching.

Crunch :dark
Power: B - :physical
Desc: The user ferociously bites down twice on the opponent to inject Dark energy into the target.
Effect: 20% chance to give -1 Special Defense.

Dark Pulse :dark
Power: B - :special
Desc: The user gathers dark energy into their mouth or hands, and fires off a beam of pure, pulsating Dark energy in an easily containable beam for good damage.
Effect: 20% to cause Flinching.

Dark Void :dark
Power: None - :other
Desc: The User blasts black orbs at opponents, dragging them down into the dark void of nightmarish sleep.
Effect: 100% chance to cause Sleep to all opponents, Wide Area.

Embargo :dark
Power: None - :other
Desc: The user fires a small shot of dark energy that curses the target, the Pokémon from using items or from being affect by items used on it. If either the target or the user is returned to a Pokeball, the curse fades away.
Effect: Target cannot use held items nor can items be used on it for 5 turns.

Faint Attack :dark
Power: C - :physical
Desc: The user uses Dark energy to become invisible for about a small while, to then come out of it for a physical hit when the opponent can't tell where it is coming from.
Effect: Cannot Miss.

Fake Tears :dark
Power: None - :other
Desc: The user pretends to cry, affecting the target's mindset to reduce mental defenses.
Effect: Causes -2 Special Defense to opponent.

Flatter :dark
Power: None - :other
Desc: The user, with dark energy powering it, attempts to flatter the target. In the heat of battle, an effective flatter causes the target to have high spirits, but becomes confused from its source.
Effect: Inflicts Confusion and +1 Special Attack.

Fling :dark
Power: Varies - :physical
Desc: - The user throws its held item at the opponent with dark energy, with the damage that is dealt varying based on the item.
Effect: Damage varies from E to A on object thrown.

Knock Off :dark
Power: E - :physical
Desc: The user charges with dark energy and attempts to strike the target's held item off of it.
Effect: Removes Held Item of target, or does E damage to the opponent's energy if no item is held.

Memento :dark
Power: None - :other
Desc: The user attempts to lower the ability of one opponent, and places a curse on the victim. The curse lowers the attack and special attack of the user, dropping abilities by a large amount. When the move is completed, the user always faints.
Effect: User faints, target gets -2 Attack and Special Attack.

Nasty Plot :dark
Power: None - :other
Desc: The user concentrates, focusing its mind on some evil, mischievous, or downright dirty scheme, increasing its own power in doing so.
Effect: +2 Special Attack.

Night Slash :dark
Power: C - :physical
Desc: Concentrating, the user extends a small aura of darkness around a claw or hand, before rushing into the target for a slashing attack.
Effect: +1 Crit hit chance for this attack.

Payback :dark
Power: D - :physical
Desc: The user focuses it's mind on getting vengeance for whatever the target does next battle.The attack is stronger if the thought of vengeance is backed by actually getting hit before the attack is delivered.
Effect: Power is B if the user is attacked before the attack is completed or if the target switches out.

Punishment :dark
Power: Varies - :physical
Desc: The user unleashes a furious dark energy punch that punishes the enemy for increasing its effectiveness.
Effect: Adds up all stat additions by opponent, taking negative changes off the number, and multiplying the damage by this number (EX: Target has a total of 3 stat increases, damage from attack is 6, it becomes 18)

Pursuit :dark
Power: D - :physical
Desc: The user becomes covered in a dark veil, charging the target and striking, even if the target tries to run or is recalled, and it takes double the damage if caught as so.
Effect: Power is C and strikes if the target attempts to switch out, with the exception of Baton Pass.

Snatch :dark
Power: None - :other
Desc: The user concentrates and radiates dark energy which prevents the next stat boosting move any other pokemon uses, giving the user the benefits instead.
Effect: Steals next Stat Boosting move any Pokemon uses in the area. Ends if the user performs another move or flinches.

Sucker Punch :dark
Power: C - :physical
Desc: The user gathers dark energy into its fist, wing, or foot, and launches itself at the target in an attempted preemptive strike. However, the dark energy is fickle, and will attack Energy instead if the target has no intentions on attacking.
Effect: Always strikes first, but does D rank damage to Energy if the target doesn't plan on performing a damaging move.

Switcheroo :dark
Power: None - :other
Desc: The user gets close to the target and distracts them, allowing it to quickly switch its held item with the targets
Effect: User and target switch held items.

Taunt :dark
Power: None - :other
Desc: The user simply taunts its victim(s), making it only use attacks against it, not recovery or status effect inducing moves that don't take HP away.
Effect: Target cannot perform non-damaging moves for up to 3 turns, but Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are not prevented.

Thief :dark
Power: D - :physical
Desc: The user uses a good deal of Dark energy to fade into a spot next to the target, performing a light attack and stealing the target's held item or Energy, in the case of lacking an item.
Effect: Takes target's held item, cannot take if user has a held item, and steals D damage Energy from opponent if no item is held.

Torment :dark
Power: None - :other
Desc: The user curses the victim, forcing it not to attempt the same move twice in a row for the remaining time that it's out.
Effect: Target cannot use the same move twice in a row until the target switches out or battle ends.

- :dragon -
-Dragon-

Draco Meteor :dragon
Power: A - :special
Desc: With a tremendous effort, the user summons s huge amount of dragon energy to form within it's body, where it then channels it up through it's mouth and fires it into the sky. On command, the orb of power explodes, sending meteor-like fallout to strike the target and the encompassing area.
Effect: User gets -2 Special Attack.

Dragon Claw :dragon
Power: C :physical
Desc: The user focuses Dragon energy into their claws and then swipes at the target, dealing very good damage.
Effect: None.

Dragon Dance :dragon
Power: None - :other
Desc: The user performs a dance while forming and building dragon energy, enhancing it's abilities.
Effect: +1 Attack and Speed.

Dragon Pulse :dragon
Power: B - :special
Desc: The user blasts a fast-moving, spinning orb of Dragon energy at the target for good damage.
Effect: None.

Dragon Rage :dragon
Power: None - :special
Desc: The user fires out a ball of Dragonfire. While it isn't very strong against higher leveled opponents, it ignores defenses.
Effect: Always inflicts 20 HP damage.

Dragon Rush :dragon
Power: B - :physical
Desc: The user summons Dragon energy in itself and quickly tackles the opponent for decent damage.
Effect: 20% chance to cause Flinch.

Dragon Breath :dragon
Power: C - :special
Desc: User breathes electrifying Dragonfire to cause the target's muscles to fail.
Effect: 30% chance to cause Paralysis.

Outrage :dragon
Power: A - :physical
Desc: The user goes on a battling frenzy for a short period of time, beating on the opponent relentlessly both with physical blows and bursts of blue dragon flame for 2-3 moves. After, the user becomes confused as the adrenaline wears off.
Effect: Repeats itself 2-3 times over the next 2-3 turns, ends in user Confusion.

Roar of Time :dragon
Power: S - :special
Desc: The user lets out a powerful roar of dragon energy that distrupts time in the area of effect, causing great damage to those caught in the chaos. However, this intense attack requires the user to take a breather.
Effect: Recharge Time required.

Spacial Rend :dragon
Power: B - :special
Desc: With great force, the user coat's its claws with dragon energy and performs a slash at the target, launching a slash shaped shockwave at the opponent, tearing subspace as it goes with it.
Effect: +1 Crit hit Chance.

Twister :dragon
Power: D - :special
Desc: The user either flaps its wings or spins very fast, creating winds that develop quickly into a tight but high cyclone and travels across the arena. The blue dragonfires of the cyclone also burn away Energy from the target. Although the damage from it isn't fairly heavy, it deals more if the opponent is airborne when hit.
Effect: Wide Area; Does D rank damage to the opponent's Energy. 20% chance to cause Flinch, Power is C against targets in midair.

- :electric -
-Electric-

Charge :electric
Power: None - :other
Desc: The user charges up their electric energy and stores it for later use, which makes the next electric attack more powerful.
Effect: Next electric attack's base power is doubled. +1 Special Defense gained for each use consecutively, but the doubling effect for charge will not increase; Sp. Defense increases fade once Charge's effect is used or ended.

Charge Beam :electric
Power: D - :special
Desc: The user concentrates electrical energy within their body, then the energy is fired out in a concentrated beam. However, this manner of attack usually doesn't discharge all of the stored energy, increasing Special Attack for future attacks.
Effect: 70% chance of +1 Special Attack.

Discharge :electric
Power: C - :special
Desc: Tapping into the inner Electric power reserve, the user blasts electricity throughout the area, hurting friend and foe alike, with a chance to shock muscles into paralysis.
Effect: Super-Wide Area; hits friend or foe, 30% chance to paralyze.

Magnet Rise :electric
Power: None - :other
Desc: The user is able to lift itself up by reversing its own polarity via electricity, and thus helps it to levitate off the ground.
Effect: User gains Ground type immunity for 5 turns.

Shockwave :electric
Power: C - :special
Desc: The user lets loose many tiny lightning bolts of energy that are sure to strike.
Effect: Cannot miss.

Spark :electric
Power: C - :physical
Desc: The user strikes the target in a full body electrical tackle, causing sparks to fly.
Effect: 30% chance to cause Paralysis.

Thunder :electric
Power: A - :special
Desc: he user fires a massive burst of electricity skyward, which then returns straight down onto the target.
Effect: 30% chance to Paralyze, hits Flying or Bouncing Targets just as easily as other targets.

Thunder Fang :electric
Power: C - :physical
Desc: The teeth of the user begin to charge with electricy, and are used to chomp down on the opponent. There is a small chance of the electricity causing loss of muscular movement where the biting occurred.
Effect: 10% chance to cause Paralysis, 10% chance to cause Flinch

Thunder Wave :electric
Power: None - :other
Desc: The user sends out a small bolt of electricity, with which will directly affect the target's muscular system.
Effect: Causes Paralysis.

Thunderbolt :electric
Power: B - :special
Desc: The user quickly charges a strong burst of electricity, which it then fires off directly at the opponent for fairly high damage.
Effect: 10% chance to cause Paralysis.

Thunder Punch :electric
Power: C - :physical
Desc: The user punches the target hard with a fist charged with electricity, which may affect the target's muscular system.
Effect: 10% chance to cause Paralysis

Thundershock :electric
Power: D - :special
Desc: The user shoots off a small bolt of electricity.
Effect: 10% chance to cause Paralysis.

Volt Tackle :electric
Power: A - :physical
Desc: Sparkling with electricity, the user slams into the target.
Effect: 1/3 Recoil Damage, 10% chance to cause Paralysis.

Zap Cannon :electric
Power: A - :special
Desc: The user charges up for several seconds, and fires a large beam of super concentrated electric energy. It's a relatively slow and straight forward beam, making it fairly easy to evade.
Effect: Highly inaccurate; Causes Paralysis.

- :fighting -
-Fighting-

Arm Thrust :fighting
Power: E - :physical
Desc: The user gives several quick open-palm (if applicable) thrusts, which each deal light damage individually.
Effect: Strikes the foe 2 - 5 times.

Aura Sphere :fighting
Power: B - :special
Desc: With extreme concentration, the user materializes a sphere via using the energies present in its aura signature, and fires it forcefully at the opponent. The aura in the sphere, separated from its host, then acts as a magnet to the nearest aura signature, fading away if the only other source is the user and it's trainer, or an ally.
Effect: Cannot miss.

Brick Break :fighting
Power: C - :physical
Desc: The user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals good damage, and shatters Reflect and Light Screen without weakening the attack.
Effect: Destroys Reflect and Light Screen, even if the attack misses or doesn't effect the opponent.

Bulk Up :fighting
Power: None - :other
Desc: The user toughens up, focusing energy on physical attack, and is able to take and deal with physical punishment better.
Effect: +1 Attack and Defense.

Close Combat :fighting
Power: A - :physical
Desc: The user throws care, defense, and restraint entirely to the side, instead opting for concentrating on a brutal, close-in beating using every technique they know; the attack is lethal and highly accurate, but the amount of energy expended attacking, and making sure each blow hits, takes away from their endurance and metal resistance.
Effect: User gets -1 Defense and Special Defense.

Counter :fighting
Power: Varies - :physical
Desc: The user glows red, and allows the next attack to hit it, and performs a quick strike back at a greater power than what was taken.
Effect: Allows a physical attack to hit, to strike back with x2 power.

Cross Chop :fighting
Power: B - :physical
Desc: The User's hands glow with focused energy and both strike down at a specific part of the target's body.
Effect: Critical Hit Ratio +1 for this attack.

Detect :fighting
Power: None - :other
Desc: The user focuses all of its energy into concentrating on its opponent for the round. While focusing, the user has a heightened sense of everything around him/her and dodges incoming attacks. Fails if used in progression.
Effect: Works like Protect, as all moves will miss but Shadow Force and Fient.

Double Kick :fighting
Power: D - :physical
Desc: The user kicks twice.
Effect: Strikes the foe twice.

Drain Punch :fighting
Power: C - :physical
Desc: The user concentrates, focusing on its arms in particular, then delivers a swift jab to the target. However, the punch itself inflicts only minor damage from the actual hitting; the majority of the damage is dealt instead when the user starts to literally drain energy from the target to use for itself to heal wounds and such. This energy is usually drained from a pressure point on the body of the opponent when hit, but may come from any blood drawn, as well.
Effect: 1/2 damage dealt heals the user. 1/2 energy used to attack drained from opponent's energy.

Dynamic Punch :fighting
Power: B - :physical
Desc: The user punches the opponent hard with an energy-charged fist, the energy creating a loud small-scale explosion on contact, sending the opponent flying, and confusing it.
Effect: Highly inaccurate, always causes Confusion.

Focus Blast :fighting
Power: B - :special
Desc: The user focuses as hard as they can, turning that very focus into raw power which then is sent as a single blast towards the target, dealing a heavy amount of damage, and may make the target even more susceptible to subsequent special attacks.
Effect: 10% chance to cause -1 Special Defense.

Focus Punch :fighting
Power: S - :physical
Desc: The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. If the user is hit before the punch is delivered, the energy backfires and makes the user Flinch.
Effect: Charges first, then launches the attack. User will Flinch if hit before attack is delivered.

Force Palm :fighting
Power: C - :physical
Desc: Palm fully exposed, the user focuses energy into them to exert into the opponent during the attack to try and paralyze the target.
Effect: 30% chance to paralyze the target.

Hammer Arm :fighting
Power: B - :physical
Desc: The user exerts a lot of energy into swinging their arm in a hammer-like motion to slam the opponent, however the muscles ache afterwards, reducing speed.
Effect: User Speed -1.

Hi Jump Kick :fighting
Power: B - :physical
Desc: The user jumps really high into the air, then falls down towards them with a foot extended to deal a hard kick. If it misses, some damage is taken to the leg as it lands with its full weight on the one leg.
Effect: 1/8th Recoil if misses.

Jump Kick :fighting
Power: C - :physical
Desc: The user jumps into the air, then falls down towards them with a foot extended to deal a hard kick. If it misses, some damage is taken to the leg as it lands with its full weight on the one leg.
Effect: 1/8th Recoil if misses.

Karate Chop :fighting
Power: D - :physical
Desc: The user chops at the target, aiming for a weak spot or pressure point for a stronger hit.
Effect: +1 Critical Hit Ratio for this attack.

Low Kick :fighting
Power: Varies - :physical
Desc: The user kicks at the opponent in its lower areas, usually the legs, attempting to cause it to fall over.
Effect: Damage increases with the targets weight. up to 22lb - E, 23lb to 110lb - D, 111lb to 220lb - C, 221lb to 440lb - B, 441lb and up - A.

Mach Punch :fighting
Power: D - :physical
Desc: The user delivers a sudden punch at mach speeds.
Effect: Always Strikes first.

Revenge :fighting
Power: C - :physical
Desc: The user allows other pokemon to use their moves first, then goes in for an attack. If the user is damaged while waiting, the damage is increased.
Effect: Power is B if user is damaged while waiting for other pokemon to move first.

Reversal :fighting
Power: Varies - :physical
Desc: The user strikes with desperation, the more desperate the more damage.
Effect: Power level depends on HP percentage: 71% - 100% = E, 36% - 70% = D, 21% - 35% = C, 11% - 20% = B, 5% - 10% = A, 1% - 4% = S.

Rock Smash :fighting
Power: D - :physical
Desc: The user uses a karate chop or punch which focuses the momentum to a single spot, which is designed to break armor.
Effect: 50% chance to give -1 Defense.

Rolling Kick :fighting
Power: C - :physical
Desc: The user tumbles forwards towards the opponent in a roll, then springs off its hands to deliver a kick into the opponent from the ground.
Effect: 30% chance to cause Flinch.

Seismic Toss :fighting
Power: None - :physical
Desc: The user grabs the opponent, then slams them to the ground hard, ignoring any sort of defense the target has.
Effect: Does equal to level until level 10. From Level 10 on the damage raises by 1 point every two levels. So Lv 12 does 11 Damage, Lv 14 does 12 damage, so in and so forth.

Sky Uppercut :fighting
Power: C - :physical
Desc: - The user performs a vicious uppercut punch, jumping while performing it, which sends the victim flying.
Effect: User can hit opponents in the air, and while using Fly and Bounce.

Submission :fighting
Power: C - :physical
Desc: A move with a lot of possible applications, the variety of a Submission attack is hindered only by the imagination of the trainer. The user grabs its opponent, and can perform any reasonable hold or throw.
Effect: 1/4 of damage as recoil damage, except when hitting a Substitute.

Superpower :fighting
Power: A - :physical
Desc: he user expends significant amounts of energy to perform a physical attack so powerful it leaves the user quite tired afterward.
Effect: User gets -1 Attack and Defense.

Triple Kick :fighting
Power: E - :physical
Desc: The user delivers three fast kicks, each increasing in power if the previous kick has hit.
Effect: Attacks 1 - 3 times, damage doubles each hit.

Vacuum Wave :fighting
Power: D - :special
Desc: The user concentrates, gathering fighting energy into its fist or foot. It then delivers a swift jab/kick from far away, sending the gathered energy at the target as a wave. The wave behaves as though it was traveling through a vacuum, and thus, with no air resistance or refraction, it travels much faster than any other attacks, hitting its target first.
Effect: Always strikes first.

Vital Throw :fighting
Power: C - :physical
Desc: - The user patiently waits out the turn defending against or evading attacks as best as it can, waiting for an assured opening to use this attack successfully, usually as the last move of the round. The user then rushes in and grabs the opponent, then throws the opponent harshly.
Effect: Cannot miss, except against an opponent in a Fly, Bounce, Dig, or Dive attack.

Wake-up Slap :fighting
Power: C - :physical
Desc: The user delivers a powerful slap to the target, dealing decent damage and waking the target from its slumber, if possible. However, the shock of being wakened by such a slap quite literally boggles the target's mind.
Effect: Power is B against sleeping targets, waking the target.

- :fire -
-Fire-

Blast Burn :fire
Power: S - :special
Desc: 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 is exhausted afterwords.
Effect: Recharge Time required.

Blaze Kick :fire
Power: C - :physical
Desc: The user's leg becomes covered in flames a la Fire Punch, and the user deals a well placed kick which can burn an opponent.
Effect: Crit. Hit Ratio +1 this attack, 10% chance to cause Burn.

Ember :fire
Power: D - :special
Desc: The user shoots out a spray of miniature fireballs that have a chance to seriously burn the target.
Effect: 10% to cause Burn.

Eruption :fire
Power: S - :special
Desc: The user unleashes a fury of fire energy/lava at the target(s), however the effectiveness of this attack is heavily influanced by current HP.
Effect: Wide Area, Power Varies by HP, every 20% loss = -1 Power. (80% = A Power, 60% = B etc..)

Fire Blast :fire
Power: A - :special
Desc: The user gathers up a lot of Fire energy and unleashes it in a single blast.
Effect: 10% to cause Burn

Fire Fang :fire
Power: C - :physical
Desc: Several teeth of the user begin to charge with fire energy, and are used to bite the opponent with light force. There is a small chance of partial area burn or quick loss of muscular movement where the biting occurred.
Effect: 10% to cause Burn, 10% to cause Flinch

Fire Punch :fire
Power: C - :physical
Desc: The user punches the target hard with a flaming fist charged with fire energy.
Effect: 10% chance to cause Burn

Fire Spin :fire
Power: E - :special
Desc: The user entraps the target in fire to deal damage and sap energy over time until the target breaks free.
Effect: For up to 5 turns, Target takes 6% Max HP and Energy damage every turn and cannot be recalled.

Flame Wheel :fire
Power: C - :physical
Desc: The user surrounds themselves in a mass of flame and rolls towards the target in a wheel like motion to slam into them with a firey tackle. The important part of this move is that it can unfreeze the user.
Effect: 10% chance to Burn, Unfreezes the User in addition to the rest of the attack.

Flamethrower :fire
Power: B - :special
Desc: A basic staple of any fire Pokémon's arsenal, the user fires out a long, straight beam of fire that hits the target for heavy damage.
Effect: 10% chance to Burn

Flare Blitz :fire
Power: A - :physical
Desc: The user’s body is literally consumed by an overwhelming flame, as the user charges at the opponent, ramming them with significant force. This flame is powerful enough that the user will take some of the heat.
Effect: 1/3 Recoil damage, 10% chance to burn

Heat Wave :fire
Power: B - :special
Desc: The user exhales an extremely hot breath infused with fire energy at the foe.
Effect: Wide Area, 10% chance to burn

Lava Plume :fire
Power: C - :special
Desc: The user spews an extremely deadly and very hot lava substance onto the area. The user's allies best be quick to dodge the incoming attack.
Effect: Super Wide Area, 30% chance to cause Burn.

Magma Storm :fire
Power: A - :special
Desc: The user fires a stream of spiraling magma towards the opponent that develops into four pillars of magma, trapping the opponent inside for constant fire damage after the initial hit.
Effect: Deals 6% of max Hp damage to the target every turn they stay trapped, for up to 5 turns.

Overheat :fire
Power: A - :special
Desc: The user pulls out all its got and shoots out a heavy stream of fire. However, this effort leaves the user's future attack more difficult to perform at optimum level.
Effect: User gets -2 Special Attack.

Sacred Fire :fire
Power: B - :physical
Desc: The user releases a powerful, high energy flame to cover itself, and charges into the target. This move is powerful enough to thaw a frozen user, and has a very high chance to leave the target burned.
Effect: Thaws Frozen Users, 50% chance to cause Burn.

Sunny Day :fire
Power: None - :other
Desc: The user sends a small beam of energy skyward, causing all clouds to clear out and sunlight to shine brightly, however the energy fades after a while.
Effect: For up to 5 turns, Fire attacks get 1.5x Power, Water attacks get .5x Power, Thunder's accuracy is halved, and Morning Sun, Synthesis, and Moonlight's healing amount is doubled.

Will-o-Wisp :fire
Power: None - :other
Desc: The user sends a very small, very intense bit of blue flame in an attempt to burn the opponent.
Effect: Causes Burn.
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★ Sora ★
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Overlord of Blowing $hit Up
- :flying -
-Flying-

Aerial Ace :flying
Power: C - :physical
Desc: The user moves at an untraceable speed, striking before the target is able to have a thought of dodging.
Effect: Cannot Miss.

Aeroblast :flying
Power: B - :special
Desc: The user focuses energy and lets out a powerful vacuum blast of compressed air. Only the true masters of wind can perform this move.
Effect: +1 Crit. Hit Ratio.

Air Cutter :flying
Power: D - :special
Desc: User quickly lashes out, creating a wave of sharp wind to cut enemies and their vital points
Effect: +1 Critical Hit Ratio this attack only, Wide Area.

Air Slash :flying
Power: C - :special
Desc: User throws out a blade of air very quickly, having a good chance of surprising opponents.
Effect: 30% chance to cause Flinch.

Bounce :flying
Power: C - :physical
Desc: The user uses its own body to bounce or jump as high as possible, and landing on the opponent for good damage and possible paralysis.
Effect: 30% chance to Paralyze.

Brave Bird :flying
Power: A - :physical
Desc: The user focuses its mind, quelling its fears, and in a fit of sheer bravery, it flies high into the sky, and then daringly sky dives the target with great force. However, with the sheer force of the impact, as well as any damage it took as it charged, will cause the user to suffer damage as well.
Effect: User takes 1/3 Recoil Damage.

Chatter :flying
Power: C - :special
Desc: This move is very race specific Move, as such it cannot be used by Metronome and cannot be Sketched, but Mimic, Me First, Transform, and similar moves can use Chatter. The user babbles in a high-pitched key that can cause internal disruption for minor damage. If the User is a natural Chatot (Not even Transformed Chatot have this.), this move causes confusion. The louder, and thus more energy, spent the better chance it has of causing confusion.
Effect: 1% - 31% chance to cause Confusion if the User is Chatot, based on volume.

Defog :flying
Power: None - :other
Desc: The user beats its wings to eliminate any enemy field effects. The single target this move is used against is also affected mentally, reducing evasion. Certain cases may have different methods of using this move. For example, a Lumineon would use its fins like wings to perform the moves action; in Skuntank’s case, a wind expelled from its hind quarters is used.
Effect: Removes obstacles such as Light Screen, Reflect, Safeguard, Mist, Spikes, Toxic Spikes, and Stealth Rock, while it gives the target -1 Evasion.

Drill Peck :flying
Power: C - :physical
Desc: The user spins rapidly as it dives to peck at the opponent, like a flying drill, for heavy piercing damage.
Effect: None.

Featherdance :flying
Power: None - :other
Desc: The user performs an intricate dance in an attempt to calm the victim, throwing feathers everywhere and lowering its attack power if successful.
Effect: Causes -2 Attack to opponent.

Fly :flying
Power: B - :physical
Desc: The user flies up very high, moving at an erratic pace in an attempt to evade attacks levied against it. The user then swoops down and strikes the target.
Effect: User flies up, or is already, high above the target and almost all attacks for a turn at maximum, and then striking.

Gust :flying
Power: D - :special
Desc: The user flaps its wings, creating gusts of wind which hit the target. It can either be in the form of a slightly strong wind, or miniature whirlwind like tornadoes.
Effect: None.

Mirror Move :flying
Power: None - :other
Desc: The user creates a light barrier, similar to a mirror, around themselves that they use to create reflections of the energy from oncoming attacks, which it then is able to use against the target.
Effect: The User is hit by the attack, and then is able to use the same attack once, needing to be hit again by it in order to use it a second time.

Peck :flying
Power: D - :physical
Desc: The user uses an appendage, usually the beak or horn, to peck the target with a piercing blow.
Effect: None.

Pluck :flying
Power: C - :physical
Desc: - The user rams into the target, dealing decent damage and also getting the two near enough for the user to steal the target’s berry, or nib off the target's Energy, using its nimble beak/mouth.
Effect: User eats target's held berry, or does D damage to the opponent's Energy if there is no berry.

Roost :flying
Power: None - :other
Desc: The user calms itself, and if it is in the air, it lands. It rests its muscles, and its wings, until they have restored a decent portion of their health.
Effect: User recovers 50% of health, and gives up Ground immunity for the turn.

Sky Attack :flying
Power: A - :physical
Desc: The user spends a short time charging up energy, and glows white, flying very fast at its opponent, dealing high damage if it hits.
Effect: Uses one action to charge and a second to attack. 30% chance to cause Flinch.

Tailwind :flying
Power: None - :other
Desc: The user beats its wings heavily to create a gust of wind which will push itself or anyone on its team, enabling quicker movement.
Effect: Doubles speed for user and allies team for 3 turns.

Wing Attack :flying
Power: D - :physical
Desc: The user strikes the opponent with an extended wing, either out of the sky or on the ground.
Effect: None.

- :ghost -
-Ghost-

Astonish :ghost
Power: D - :physical
Desc: 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.
Effect: 10% chance to cause Flinch

Confuse Ray :ghost
Power: None - :other
Desc: The user directs a single, slow moving bright wave of light at the target that affects it mentally, causing it to become confused. If it fails to contact the target, the ray will dissipate, however.
Effect: Confuses target if hits.

Destiny Bond :ghost
Power: None - :other
Desc: The user attempts to seal the target's fate by making sure that if it faints this round, the opponent will also faint too. Destiny Bond must be used as a single move, never in a combo. Each pokémon may use this technique only once per battle.
Effect: If the User faints before the next turn, the opponent that fainted the user will also faint.

Grudge :ghost
Power: None - :other
Desc: The user focuses its ghostly energy internally. If the user is fainted while this occurs, that energy flows out and into the Pokémon that fainted the user, sapping away some of their energy.
Effect: Halves Energy of Pokémon that faints the user.

Lick :ghost
Power: E - :physical
Desc: The user licks the target with its tongue enhanced with spirit energy. The lick may have an effect like a paralytic poison.
Effect: 30% chance to cause Paralysis.

Night Shade :ghost
Power: None - :special
Desc: The user emits a large, black thunderbolt shape from its eyes that ignores Special Defense status modifiers.
Effect: Does equal to level until level 10. From Level 10 on the damage raises by 1 point every two levels. So Lv 12 does 11 Damage, Lv 14 does 12 damage, so in and so forth.

Nightmare :ghost
Power: None - :other
Desc: The user causes its sleeping opponent to have a nightmare that's so severe, it affects them physically.
Effect: Target loses 25% of max HP for as long as it remains asleep.

Ominous Wind :ghost
Power: C - :special
Desc: The user breathes out or creates a strong wind laced with Ghost energy, sometimes keeping some of the energy to power itself up.
Effect: 10% chance user gains +1 Attack, Defense, Special Attack, Special Defense, and Speed.

Shadow Ball :ghost
Power: C - :special
Desc: The user charges up and fires a ball of black ghost energy at the opponent, which may rattle the target's mind.
Effect: 20% chance to give -1 Special Defense.

Shadow Claw :ghost
Power: C - :physical
Desc: Utilizing Ghost energy, any of the user’s claws begin to pulse with this ghostly energy (Creating claws if the user has none). The user then swipes at the opponent with its new ghost claws, aiming for the vitals.
Effect: +1 Crit hit chance for this attack.

Shadow Force :ghost
Power: A - :physical
Desc: The user uses Ghost energy to phase out of the world, gather ghost energy on the other side, and phases in to strike the target with great power, the enemy unable to anticipate the move.
Effect: Becomes invisible/intangible for the first half of the attack, ignores Protect/Detect when it hits. Takes 2 actions to use.

Shadow Punch :ghost
Power: C - :physical
Desc: User punches fist, sending a ghost fist out that seeks out and strikes the target.
Effect: Cannot miss.

Shadow Sneak :ghost
Power: D - :physical
Desc: The user disappears momentarily and quickly reappears behind the opponent to strike with ghostly power.
Effect: Always strikes first.

Spite :ghost
Power: None - :other
Desc: The user consumes significant energy putting a sort of "curse" on the target, which will feel like it performed the last move it pulled off again.
Effect: Target loses energy equal to the last attack it used, x2.

- :grass -
-Grass-

Absorb :grass
Power: E - :special
Desc: The user fires a curvy green stream of energy at the opponent. Once hit, half the damage done is transfered back to the user as recovering HP.
Effect: 50% Damage dealt is recovered, 50% eng used drained from opponent.

Aromatherapy :grass
Power: None - :other
Desc: The user lets out a strong fragrance which has the same properties as smelling salts. All Pokemon on user's team and allied to user are healed of status problems.
Effect: Cures all Status Effects.

Bullet Seed :grass
Power: E - :physical
Desc: The user shoots out 2-5 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.
Effect: Attacks 2 - 5 times.

Cotton Spore :grass
Power: None - :other
Desc: The user releases a cloud of cotton dust that, when breathed by the opponent, causes the opponent to slow down by triggering reactions, such as itchy eyes and sneezing.
Effect: -2 Speed.

Energy Ball :grass
Power: C - :special
Desc: The user expels a charge of solar energy that is naturally gathered by the body towards the opponent for good damage, and may reduce the opponents defenses.
Effect: 10% to cause -1 Special Defense

Frenzy Plant :grass
Power: S - :special
Desc: The user unleashes its inner plant in a fury of Grass energy, however this takes a large amount of energy and exhausts the user.
Effect: Recharge Time required.

Giga Drain :grass
Power: C - :special
Desc: The user fires a large green stream of energy at the opponent. Once hit, half the damage done is transferred back to the user as health and energy.
Effect: 50% Damage dealt is recovered, 50% eng used drained from opponent.

Grass Knot :grass
Power: Varies - :other
Desc: The user summons up some grass energy to cause the plants to grow in a certain spot to trip the target, and as they say, the bigger they are the heavier they fall.
Effect: Damage increases with the targets weight. up to 22lb - E, 23lb to 110lb - D, 111lb to 220lb - C, 221lb to 440lb - B, 441lb and up - A.

Grasswhistle :grass
Power: None - :other
Desc: The user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a bit, all Pokémon who can hear it will start to become drowsy and fall asleep.
Effect: Wide Area; causes Sleep to all.

Ingrain :grass
Power: None - :other
Desc: The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.
Effect: Recovers 6% Hp & Energy every turn. Immobilized on the ground, vulnerable to Ground attacks for as long as this is kept up.

Leaf Blade :grass
Power: B - :physical
Desc: The user performs a grass energy powered slash attack.
Effect: +1 Critical Hit Chance with this attack.

Leaf Storm :grass
Power: A - :special
Desc: Using tremendous energy, the user summons a storm of leaves from either its environment or from inside itself to attack the enemy with great force. Because of the sheer power it takes, it makes future attacks harder to pull off with normal power.
Effect: User gets -2 Special Attack.

Leech Seed :grass
Power: None - :other
Desc: The user fires a seed onto the target, which then releases vines and drains health from the victim, sending a green stream of recovery to the user.
Effect: 6% of HP & Energy drained to user every turn.

Magical Leaf :grass
Power: C - :special
Desc: The user throws out a bunch of leaves enchanted with a bit of mystical energy that gives them their rainbow glow. The leaves have tracking abilities, always hitting.
Effect: Cannot Miss.

Mega Drain :grass
Power: D - :special
Desc: The user fires a green stream of energy at the opponent. Once hit, half the damage done is transferred back to the user as health.
Effect: 50% Damage dealt is recovered, 50% eng used drained from opponent.

Needle Arm :grass
Power: C - :physical
Desc: The users arm or other appendage with spikes glows with energy (or energy spikes should the user not have any), as the user smacks it into the opponent.
Effect: 30% chance to cause Flinch.

Petal Dance :grass
Power: B - :special
Desc: The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent. The user gets so involved that the Petal Dance lasts for several moves, at the end of which the user becomes confused from all the spinning.
Effect: User attacks for 2-3 moves uncontrollably, then become confused.

Power Whip :grass
Power: A - :physical
Desc: The user utilizes vines to lash its opponent in a very rapid and extremely hurtful manner.
Effect: None.

Razor Leaf :grass
Power: D - :physical
Desc: The user fires off a large number of sharp-edged leaves at the opponent, using the leaves on their body as ammunition. Honed by concentrated energy, the edges are very sharp, and cut most things easily, having a good chance to strike the vitals.
Effect: +1 Critical Hit Chance for this attack.

Seed Bomb :grass
Power: C - :physical
Desc: The user charges grass energy into the shape of a small seed and expels it towards the target. When contact is made, the seed explodes.
Effect: None.

Seed Flare :grass
Power: A - :special
Desc: The user builds up grass energy inside itself until it's form looks almost like that of a seed, and then expels the energy in an explosive manner.
Effect: 40% chance to cause -2 Special Defense.

Sleep Powder :grass
Power: None - :other
Desc: - The user releases a fine powder, which if inhaled, causes the target to go to sleep.
Effect: Causes Sleep.

Solarbeam :grass
Power: A - :special
Desc: The user absorbs sunlight for a short time, and then unleashes a beam of grass energy.
Effect: Charge Time required, unless Sunny Day is in play.

Spore :grass
Power: None - :other
Desc: User releases a small, very localized mist that heads for the target. When the target inhales or is hit by the Move, it promptly falls into a deep sleep.
Effect: Causes Sleep.

Stun Spore :grass
Power: None - :other
Desc: The user releases a cloud of spores that paralyzes the opponent if inhaled. If the spore simply comes into contact with the opponent but is not breathed in, it can still paralyze if left on the skin.
Effect: Paralyzes the target.

Synthesis :grass
Power: None - :other
Desc: The user, using the sun's rays and an enhanced version of a basic function in all plant life, regrows damaged body parts. The amount varies on the amount of sunlight available.
Effect: Restores 25% of Hp during the early morning or night, and 1/2 during the day. Healing is doubled via Sunny Day, and cut in half during Rain Dance, Hail, and Sandstorm.

Vine Whip :grass
Power: D - :physical
Desc: The user uses its vines to lash at the opponent, delivering stinging pain. Vine Whip can also be used to grab onto and lift objects within reason outside of battle.
Effect: None.

Wood Hammer :grass
Power: A - :physical
Desc: The user charges a large amount of grass energy into a limb of its body and slams it into the target for great damage. Due to the extremely hard-hitting nature of the attack, the user suffers recoil.
Effect: 1/3 Recoil damage.

Worry Seed :grass
Power: None - :other
Desc: The user fires a peculiar seed towards the opponent which is designed to distract the opponent from performing its ability. Instead, the seed forces the target to feel so worried that it can no longer be put to sleep due to the level of tension caused in the body.
Effect: Changes the target's abilities to Insomnia. Cannot replace Multitype or Truant.

- :ground -
-Ground-

Bone Club :ground
Power: C - :physical
Desc: The user hits the opponent with their bone, that deals some damage and may cause opponent to flinch
Effect: 10% chance to cause flinch

Bone Rush :ground
Power: E :physical
Desc: The user rushes forth and strikes the opponent with their bone numerous times, each strike causing minor damage.
Effect: Strikes the foe 2 - 5 times.

Bonemerang :ground
Power: D - :physical
Desc: The user throws his/her bone at the opponent, which strikes again when flying back.
Effect: Attacks 2 times.

Dig :ground
Power: C - :physical
Desc: The user digs underground and attacks the opponent from underneath shortly after. As the digger digs, the tunnel simply collapses, leaving nary a trace, however while underground the user is vulnerable to attacks that move through the ground.
Effect: While underground, the user is vulnerable to double damage from Earthquake, Earth Power, & Magnitude.

Earth Power :ground
Power: B - :special
Desc: Summoning elemental power, the user sends energy through the ground, which erupts out from underneath the target.
Effect: 10% chance to reduce Special Defense.

Earthquake :ground
Power: B - :physical
Desc: The user either jumps or pounds the ground, sending shockwaves through the ground to possibly multiple opponents. The type of ground involved determines the effectiveness of this attack, as sand could possibly hinder or even prevent this attack from working.
Effect: Super Wide Area, affects everything near the ground in the area.

Fissure :ground
Power: None - :physical
Desc: The user splits the ground in half causing a huge crevasse in the ground. Any Pokémon unlucky enough to fall in is bound not to come back out.
Effect: Extremely inaccurate; OHKOs the opponent if hits; can only work on opponents of a lower level then the User.

Magnitude :ground
Power: Varies - :physical
Desc: The user causes the ground to shake, however the affect it has on the ground is essentially random.
Effect: Damage picked at random from Magnitudes 5-10, equal chance at all (Magnitude 5: E , Magnitude 6: D, Magnitude 7: C, Magnitude 8: B, Magnitude 9: A, Magnitude 10: S). Doubles in damage if used on an underground opponent.

Mud Bomb :ground
Power: C - :special
Desc: The user hurls mud at the foe for decent damage. The mud may obscure movement and usually obscures vision.
Effect: 50% chance to cause -1 Accuracy.

Mud Shot :ground
Power: D - :special
Desc: The user shoots a stream of mud at the target that quickly covers the target, also dropping their speed.
Effect: Causes -1 Speed.

Mud Sport :ground
Power: None - :other
Desc: The user kicks up mud to cover the entire area. The mud absorbs electricity, anything covered by it takes less electric damage.
Effect: Wide Area; 50% electric damage reduction.

Mud-Slap :ground
Power: E - :special
Desc: The user throws mud, or whatever available debris is around, at the target's eyes, trying to prevent them from seeing properly.
Effect: Causes -1 Accuracy.

Sand Tomb :ground
Power: E - :physical
Desc: The user creates a very high powered and localized sandstorm on the target, which both damages and saps energy. While the target can still act normally, the sand prevents it from being recalled as long as Sand Tomb is in effect.
Effect: For up to 5 turns, Target takes 6% Max HP and Energy damage every turn and cannot be recalled.

Sand-Attack :ground
Power: None - :other
Desc: The user kicks up sand or dirt into the target's face, making it harder for them to see.
Effect: Gives -1 Accuracy.

Spikes :ground
Power: None - :other
Desc: The user spins around, spreading small spikes all over a small area around the opponent's side of the field.
Effect: 6% Hp Damage to opponent's Pokemon when they switch in, unless immune to Ground.

- :ice -
-Ice-

Aurora Beam :ice
Power: C - :special
Desc: The user fires a wide, rainbow-coloured beam which expands as it travels. Does good ice-type damage, and may chill the opponent into dropping their attack.
Effect: 10% Chance to give -1 Attack.

Avalanche :ice
Power: C - :physical
Desc: The user concentrates all the Ice energy in their body, and summons a tremendous amount of snow and ice, sending it hurtling towards the opponent (Snow and ice present in the area are also used). However, if the user is attacked before Avalanche is used, the power of the slide becomes uncontrollable.
Effect: If user is damaged Power is A, but attack is uncontrollable and becomes Wide Area.

Blizzard :ice
Power: A - :special
Desc: The user produces a blast of cold air, ice, snow, and freezing rain, which hit the opponent for heavy damage. This powerful attack may freeze the opponent entirely.
Effect: Wide Area; 10% chance to cause Freeze, +2 Accuracy to this attack while hailing, 30% chance to break Protect/Detect while Hailing.

Hail :ice
Power: None - :other
Desc: The user spends energy sending a mixed beam of ice and water energy to the sky. The water gives this move something to work off of and the ice causes it to solidify into small balls of ice that pelt the field.
Effect: Causes Hail to fall for up to 5 turns. Damages non-ice types, increases accuracy of Blizzard and gives 30% chance to ignore Protect/Detect, Effect of Solarbeam, Morning Sun, Synthesis, and Moonlight is halved.

Haze :ice
Power: None - :other
Desc: The user exhales a light purple mist to fill the arena that normalizes all Pokémon's status modifiers.
Effect: Smokescreen-like cloud created, removes status modifiers from all on field.

Ice Ball :ice
Power: E - :physical
Desc: The user covers itself in ice energy and rolls towards the target to become uncontrollable for several moves as the user attempts to bash the target again and again and stronger with each strike. Should the user miss the target or is struck hard enough, the effect of Ice Ball ends.
Effect: User attacks repeatedly, with an increase in Move Power with each successful hit. If the user misses or is interupted, Ice Ball ends. Using Defense Curl before this attack doubles it's damage through the cycles.

Ice Beam :ice
Power: B - :special
Desc: The user shoots an erratic beam of Ice energy, dealing fairly good Ice damage.
Effect: 10% chance to cause Frozen.

Ice Fang :ice
Power: C - :physical
Desc: The teeth of the user begin to charge with ice energy, and are used to chomp down on the opponent. There is a small chance of the Ice energy encasing the target or short loss of muscular movement where the biting occurred.
Effect: 10% chance to Freeze. 10% chance to Flinch

Ice Punch :ice
Power: C - :physical
Desc: The user punches the target hard with a fist charged with ice energy, that may spread and freeze over the target.
Effect: 10% chance to Freeze.

Ice Shard :ice
Power: D - :physical
Desc: The user fires off a piece of ice that is very thin and sharp on all edges in an extremely light and fast.
Effect: Always strikes first.

Icicle Spear :ice
Power: E - :physical
Desc: The user creates and tosses a few sharp icicles to pierce the target.
Effect: Attacks 2-5 times.

Icy Wind :ice
Power: D - :special
Desc: The user sends a freezing gust of wind at the opponent(s) chilling their muscles, making them slower.
Effect: Wide Area, Causes -1 Speed.

Mist :ice
Power: :none - :other
Desc: The user exhales a freezing cold mist laced with energy that prevents the user and allies from gaining losing their physical abilities.
Effect: Creates a mist on the field, obscuring view to a degree. Prevents the User and Allies from gaining negative status effects for up to five turns.

Powder Snow :ice
Power: D - :special
Desc: The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does little damage, but chills the opponent with a chance to freeze the target solid.
Effect: 10% chance to cause Frozen.

Sheer Cold :ice
Power: None - :special
Desc: The user shoots out a blast of extremely super cold wind that causes freezing completely throught the body of the target, isntanly KOing it.
Effect: Extremely inaccurate; OHKOs the opponent if hits; can only work on opponents of a lower level then the User.

- :normal -
-Normal-

Acupressure :normal
Power: None - :other
Desc: The user concentrates, and puts pressure on two small pressure points on its body, stimulating its nervous system and boosting one of its stats. However, without a significant knowledge of it's body's pressure points, as well as precision, the user has no control over which stats get boosted.
Effect: Random stat (including evasion & accuracy) +2 on user or targeted ally.

Assist :normal
Power: Varies - :other
Desc: The user's hand or paw glows with energy, and performs a random attack known by a fellow party member. Either by emulating the attack with the paw energy, or blasting it out through the sphere made on the paw.
Effect: Copies random attack known by a party member, although Counter, Mirror Coat, and Sketch fail.

Attract :normal
Power: None - :other
Desc: The user charms the target to such an extent that, if the target is of an opposite gender, it will become infatuated with the user.
Effect: Causes Attraction.

Barrage :normal
Power: E - :physical
Desc: The user creates small of balls of energy, and shoots them at their opponent. The user repeats this process a few times in a single attack.
Effect: Attacks 2 - 5 times.

Baton Pass :normal
Power: None - :other
Desc: The user focuses all of the changes and effects it has accumulated during it's time in battle, and throws it into the air in a baton-like shell of energy. It then quickly switches back out, and the next Pokemon out catches the baton, and absorbs the effects.
Effect: Switches out the user, passing all temporary stat increases and decreases on to the Pokémon that replaces it in battle. Even moves that ensure hits, such as Lock-On, are passed. Substitutes, battle status ailments such as Confusion, Aqua Ring, Ingrain, and the effects of other moves that prevent ordinary switching (e.g., Mean Look) can also be passed.

Belly Drum :normal
Power: None - :other
Desc: The user slams its fists into its belly, mentally psyching itself up for battle. It then converts energy used for endurance into raw attacking power, making it's battle time shorter, but allowing it to do beastly damage.
Effect: Cuts HP in half to gain +5 Attack.

Bide :normal
Power: Varies - :physical
Desc: The user becomes dormant for two turns, absorbing each hit given to it. It then strikes back with all of the accumulated damage at twice the power, and if used right, can deal devastating damage.
Effect: Always strikes first on the turn first used and released; cannot use any attacks during the two turns that it builds itself up, but cna be recalled. Damage taken during the two moves are added together and doubled, resulting in this move's damage. Damage is typeless, meaning nothing resists or is effected greatly by the damage, also meaning it can hit Ghost types. It ignores evasivness and accurayc stats when damage is dealt, and can also hit Pokemon during attacks such as Fly and Dig.

Bind :normal
Power: E - :physical
Desc: The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. The opponent's and user's move selections during this time are hampered as common sense dictates.
Effect: Deals 6% of max Hp damage to the target every turn they stay trapped, for 2 - 5 turns. Cannot deal more than the initial hit dealt damage.

Block :normal
Power: None - :other
Desc: The user sends an energy-born X mark onto the target, that infects the mind, making it unable to be recalled, or leave a ratius of 15 ft from the user.
Effect: +1 Defense while active, prevents recall or passage.

Body Slam :normal
Power: C - :physical
Desc: The user concentrates energy into his/her lower body, and slams into the target. May cause Paralysis.
Effect: 30% chance to Paralyze.

Camouflage :normal
Power: None - :other
Desc: The user blends in elementaly with their surroundings.
Effect: The user's first type is made to matche the environment: Grasslands, Grass-type; Sand/Marsh, Ground-type; Rocky Surfaces/Caves, Rock-type; Water, Water-type; Snow/Ice, Ice-type; Building/Other, Normal-type.

Captivate :normal
Power: None - :other
Desc: The user tries to impress the target, but will only succeed if the target is of the opposite gender. In impressing the target, the user makes them more susceptible to special attacks by lowering their mental guard.
Effect: Causes -2 Special Defense on Opposite Gender.

Charm :normal
Power: None - :other
Desc: The user becomes more charming, showing off how cute the user is, lowering how ahrd the opponent hits the user .
Effect: Causes -2 Attack.

Comet Punch :normal
Power: E - :physical
Desc: The user throws a lightning-fast barrage of punches at the opponent, each jab hitting for minor damage.
Effect: Attacks 2 - 5 times.

Constrict :normal
Power: E - :physical
Desc: The user sends out vines, tentacles, etc to wrap around a part of the enemies body to squeeze for some light damage. If performed correctly, it hinder's the target's ability to move in the future.
Effect: 10% chance to cause -1 Speed.

Conversion :normal
Power: None - :other
Desc: The user's type becomes identical to the type of an attack known by the user.
Effect: Matches the user's type to a random known move.

Conversion2 :normal
Power: None - :other
Desc: The user's type becomes any type of choice that is resistant to the last type of attack that struck the User.
Effect: Changes to be resistant to the type the user last suffered from.

Copycat :normal
Power: None - :other
Desc: The user copies the last move succesfully used in battle from anyone, but fails if it was the user's own.
Effect: Use the last successful move in battle.

Covet :normal
Power: D - :physical
Desc: 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.
Effect: Steals item if item is available.

Crush Claw :normal
Power: C - :physical
Desc: The user focuses energy into his/her claw and slams it hard into the target, designed to break hard outer shells.
Effect: 50% chance to give -1 Defense.
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★ Sora ★
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Overlord of Blowing $hit Up
- :normal -
-Normal Continued-

Crush Grip :normal
Power: Varies - :physical
Desc: The user grabs onto the opponent and squeezes. The power of this attack varies on the opponent's current Hit Points. The less the target has, the less damage this deals.
Effect: Power depends on HP remaining: 100% - 91% = A, 90% - 81% = B, 80% - 61% = C, 60% - 31% = D, 30% - 1% = E.

Cut :normal
Power: D - :physical
Desc: The user draws a large, shallow cut across the target's body, with some sort of sharp appendage.
Effect: None.

Defense Curl :normal
Power: None - :other
Desc: The user curls up into a defensive position and squeezes his/her body tight, focusing energy and hardening the body.
Effect: User gains +1 Defense.

Disable :normal
Power: None - :other
Desc: The user gains slight access into the opponent's mind, switching off it's ability to use the last attack performed. It will eventually wear off, but multiple attacks can be sealed.
Effect: Last move used by opponent is disabled for 4 - 7 turns. Only three moves can be blocked per Pokemon at once.

Dizzy Punch :normal
Power: C - :physical
Desc: The user hits the target with a heavy punch, which rattles the brain and may cause the target to see stars.
Effect: 20% chance to Confuse.

Double Hit :normal
Power: D - :physical
Desc: The user strikes the target twice with a natural weapon.
Effect: Attacks twice.

Double Team :normal
Power: None - :other
Desc: The user switches between 3 - 6 close range locations with extremely quick speed, making it seem like it's making 3 - 6 clones of itself, and also making it much harder to hit.
Effect: +1 Evasivness.

Double-edge :normal
Power: A - :physical
Desc: The user slams into the opponent hard, in a fashion to maximize the damage dealt, but also in a rather reckless way to attack, taking a third of the damage it inflicted itself.
Effect: 1/3 Recoil damage.

Doubleslap :normal
Power: E - :physical
Desc: The user hits the opponent in a fury of slaps, each hit for minor damage.
Effect: Attacks 2 - 5 times.

Egg Bomb :normal
Power: B - :physical
Desc: The user fires out a powerful egg shaped object that explodes upon contact.

Encore :normal
Power: None - :other
Desc: The user applauds the opponent on its last move, and attempts to force the opponent to repeat it's last move by showing that the move was so impressive or astounding, that it must be done again.
Effect: Target attempts to perform its last move 2-6 times.

Endeavor :normal
Power: None - :physical
Desc: A desperation move, this attempts to bring the target's health down to the user's. Doesn't do anything on targets with less health.
Effect: Target's HP is taken down to match the user's, fails if the user's is higher then the target.

Endure :normal
Power: None - :other
Desc: The user grits its teeth and prepares for the worst, focusing energy on just staying alive. Effectiveness goes down with successive usage.
Effect: The user cannot go below 1 HP for the turn; 50% chance of it working the next turn, and 25% after that.

Explosion :normal
Power: S - :physical
Desc: The users creates a huge explosion with its body, Usually fainting in the process but doing major damage to anything nearby. The sheer force of the explosion can also bypass about half of the target's defenses.
Effect: Super Wide Area, user faints after use. Half of the opponent's defenses are ignored, making this attack do double the damage it seems to do.

Extremespeed :normal
Power: C - :physical
Desc: The user moves as quickly as it possibly can, striking the opponent for very good physical damage, which is boosted thanks to the increased momentum.
Effect: Always strikes first.

Facade :normal
Power: C - :physical
Desc: The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a Burn, Posion, or Paralysis.
Effect: Power is A if Burned, Poisoned, or Paralyzed.

Fake Out :normal
Power: D - :physical
Desc: 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.
Effect: Always strikes first; 100% chance to cause Flinch, cannot be used after the first move that the user is in battle.

False Swipe :normal
Power: D - :physical
Desc: The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent.
Effect: Cannot KO the target.

Feint :normal
Power: D - :physical
Desc: The User feints, attacking while pulling back at the last moment to not deal damage. However, if the target throws up a guard to prevent the 'incoming' attack, the user attacks as soon as the guard is down before the target has a chance to react.
Effect: Deals no damage unless the target uses Detect or Protect.

Flail :normal
Power: Varies - :physical
Desc: Using the damage it has taken so far as a measure of its desperation, the user flings forward and slams into the opponent, dealing more damage the user itself has taken.
Effect: Power increases the less HP the user has: 100% - 71% = E; 70% - 36% = D; 35% - 21% = C; 20% - 11% = B; 10% - 5% = A; 4% - 1% = S.

Flash :normal
Power: None - :other
Desc: The user flashes brightly somehow to cause the foe's accuracy to be cut, due to the sudden daze.
Effect: Wide Area; -1 Accuracy to all opponents.

Focus Energy :normal
Power: None - :other
Desc: The user concentrates the mind to heighten awareness and key in on the weak points of the user's enemies.
Effect: +1 Critical Hit Chance.

Follow Me :normal
Power: None - :other
Desc: The user taunts the opponent(s), coaxing them to attack the user instead of anything or anyone else.
Effect: Opponents forced to attack only user for 2 - 3 turns.

Foresight :normal
Power: None - :other
Desc: The user concentrates and analyzes the target with a strange energy until the user can sense the target's Aura. The target's evasion bonuses or the user's accuracy penalties are ignored for the user, also allowing the user to track the real one in a Double Team. In addition, this allows the user to use Normal/Fighting attacks on Ghost types should the target be a Ghost type, reducing Immunity to normal effectiveness.
Effect: Ignores target's Evasion+, User's -Accuracy, and target's Double Team. Removes Immunity to Normal/Fighting type attack from Ghost types, and removes immunity to Ghost type attacks from Normal/Fighting types.

Frustration :normal
Power: Varies - :physical
Desc: The user releases its frustrations at life out on the target. The less overall happy the user is, the more powerful this attack is.
Effect: Unhappy Pokémon deal more damage, from a power of E to B. Happiness is at reff's disgression.

Fury Attack :normal
Power: E - :physical
Desc: - The user rushes the opponent and throws an assault of strikes in rapid succession.
Effect: Attacks 2 - 5 times.

Fury Swipes :normal
Power: E - :physical
Desc: The user swipes at the opponent numerous times, usually with claws or something sharp.
Effect: Attacks 2 - 5 times.

Giga Impact :normal
Power: S - :physical
Desc: The user charges for the opponent with the strongest force that it can muster to deal as much damage as possible. The reckless use of energy causes the user to become exhausted for a short time.
Effect: Recharge Time required.

Glare :normal
Power: None - :other
Desc: The user gives the target a scary glare, so powerful that the target's mind affects the body causing Paralysis.
Effect: Causes Paralysis.

Growl :normal
Power: None - :other
Desc: User growls to change the targets mindset to force them to hesitate before attacking.
Effect: Causes -1 Attack.

Growth :normal
Power: None - :other
Desc: The user expends energy to grow in power and increase special power.
Effect: +1 Special Attack.

Guillotine :normal
Power: None - :physical
Desc: The user attempts to trap the weakest part of the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent.
Effect: Extremely inaccurate; OHKOs the opponent if hits; can only work on opponents of a lower level then the User.

Harden :normal
Power: None - :other
Desc: The user's exterior glows, toughening the outer layers of skin, for raised physical defense.
Effect: Defense +1.

Headbutt :normal
Power: C - :physical
Desc: The user charges and butts the opponent with its head, often causing the opponent to flinch long enough for another attack.
Effect: 30% chance to cause Flinch.

Heal Beal :normal
Power: None - :other
Desc: The user glows with regenerative energy, making the targets of the attack also glow. Their ailments are then healed, while the energy emits a calming chime sound.
Effect: Cures Status Effects of all on user's side of the field, except for users with the Soundproof ability.

Helping Hand :normal
Power: None - :other
Desc: The user assists in performing the move its ally uses, in order to increase the ally's move's power.
Effect: Increases the Power of the partner's Move to the next rank, fails if there is no partner.

Hidden Power :normal
Power: Varies - :special
Desc: The user shoots several coloured waves of energy out of its eyes, which deal very good damage. The type of this attack is unknown until the user uses the move.
Effect: A random Power between D - B and a random type is picked, and these choosings stick to the attack for the level, to be reset when the user gains another level. Type and Rank are shown in the profile. [EX (Hidden Power (Fire, C)]

Horn Attack :normal
Power: C - :physical
Desc: The user concentrates energy into the horn and charges to pierce the target with a horn.
Effect: None.

Horn Drill :normal
Power: None - :physical
Desc: The user's horn spins at high speeds. If the user manages to land the strike, the attack is enough to knock out the toughest of Pokémon. However, its unable to strike Pokémon more experienced than the user.
Effect: Extremely inaccurate; OHKOs the opponent if hits; can only work on opponents of a lower level then the User.

Howl :normal
Power: None - :other
Desc: The user howls, increasing their confidence in battle, which in turn increases their attack power.
Effect: Attack +1 to user.

Hyper Beam :normal
Power: S - :special
Desc: The user gathers tremendous energy into a point, releasing it all in one concentrated blast.
Effect: Recharge Time required.

Hyper Fang :normal
Power: C - :physical
Desc: The user bites very hard into the target. The vivaciousness of this attack sometimes causes the target to flinch.
Effect: 10% chance to cause Flinch.

Hyper Voice :normal
Power: B - :special
Desc: - The user creates a loud, violent boom with its voice, which strikes all opponents in the area.
Effect: Wide Area.

Judgement :normal
Power: B - :special
Desc: The user shoots off a multitude of attacks to all fall from the sky impacting the area around the target. The type of the move is determined by the Plate Item the user holds, Normal otherwise.
Effect: Type changes according to the user's held Plate item.

Last Resort :normal
Power: A - :physical
Desc: When all other options have been attempted, the Pokémon can gather a single attack, charging at their opponent for a powerful slam.
Effect: Cannot be used until Energy is down to 25%.

Leer :normal
Power: None - :other
Desc: The user stares at the target menacingly, using energy threw the eyes to affect the target's mindset to lower defenses.
Effect: Causes -1 Defense.

Lock-On :normal
Power: None - :other
Desc: The user focuses on a point of the target, and a small target manifests itself on the point. It guides the Energy of the user's next attack to it, ensuring a hit. Lasts for 1-2 rounds, or until the next move is used.
Effect: The next move made by the user will not miss even if the target has used a move similar to Fly or Dig. However, if the target uses a move such as Protect or has switched out, the user's next move will miss.

Lovely Kiss :normal
Power: None - :other
Desc: The user kisses the target or sends a few heart shaped pieces of energy which sooths the target into a deep sleep.
Effect: Causes Sleep.

Lucky Chant :normal
Power: None - :other
Desc: The user recites a chant, which creates small, invisible fields of energy that shield weaker areas from more intense hits.
Effect: Prevents Critical Hits to all allies for 5 turns (Even if the is recalled/fainted).

Me First :normal
Power: None - :other
Desc: The user focuses its mind on trying to predict the opponent's next attack. If it a damaging attack, the user will copy that attack before the opponent can use it, and the attack's power is increased. Only works on the targeted Pokemon.
Effect: Copy's target's attack and uses it before them at x1.5 the damage it usually does.

Mean Look :normal
Power: None - :other
Desc: The user glares at the opponent for several seconds, covering it in a blue glow for a moment, which quickly fades. This move makes the victim unable to be recalled or run away until it has fainted, or the battle ends.
Effect: Causes unable to retreat until user is recalled/faints.

Mega Kick :normal
Power: A - :physical
Desc: The user's foot glows white with energy, and deals a high impact kick that sends opponents flying.
Effect: None.

Mega Punch :normal
Power: C - :physical
Desc: The user's fist glows white with energy, and deals a high impact punch that sends opponents flying.
Effect: None.

Metronome :normal
Power: None - :other
Desc: 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 real explanation. The user will use a completely random attack.
Effect: Random Move except for the following: Metronome, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Switcheroo, Thief, Trick, or any move the user already knows.

Milk Drink :normal
Power: None - :other
Desc: User creates milk to drink that restores a large portion of vitality.
Effect: User recovers by 50% max HP, or restores 50% Max HP and 25% Max Energy of another Pokemon.

Mimic :normal
Power: None - :other
Desc: The user copies the technique that the target last used and now has the ability to use that attack for the rest of the battle. After the battle, the user forgets the attack.
Effect: Copies last move target used and the user knows it for the rest of the battle. Cannot copy Sketch.

Mind Reader :normal
Power: None - :other
Desc: The user reads the target's body language and facial expressions to 'read' their mind and determine what they are going to do next, in order to ensure that the user's next move makes its mark.
Effect: The next move made by the user will not miss even if the target has used a move similar to Fly or Dig. However, if the target uses a move such as Protect or has switched out, the user's next move will miss.

Minimize :normal
Power: None - :other
Desc: The user's body shrinks in size, grealy increasing evasion. After a second use, the user mearly becomes more agile, instead of shrinking even further.
Effect: +1 Evasion, user shrinks to a smaller size for battle, unless the +1 Evasion is taken away. User also takes double damage from Stomp.

Moonlight :normal
Power: None - :other
Desc: Restores the user's life based on the waxing and waning of the moon, and how much of it reaches the user.
Effect: Restores health by 50% of total HP during the nightly hours, 25% of total HP during daylight hours. The health gained is cut in half when its raining or during Rain Dance, when it is snowing, or during Hail, and in a Sandstorm; It is doubled under the effect of Sunny Day.

Morning Sun :normal
Power: None - :other
Desc: Restores the user's life based on the amount of available sunlight and how much of it is hitting the planet at the time.
Effect: Restores health by 25% of total HP during the nightly hours, 50% of total HP during daylight hours. The health gained is cut in half when its raining or during Rain Dance, when it is snowing, or during Hail, and in a Sandstorm; It is doubled under the effect of Sunny Day.

Natural Gift :normal
Power: C - :physical
Desc: The user enhances its held berry with its own natural power, and throws the result at the opponent.
Effect: Type depends on what berry is held/thrown: Fire: Cheri/Bluk/Watmel/Occa, Water: Chesto/Nanab/Durin/Passho, Electric: Pecha/Wepear/Belue/Wacan, Grass: Rawst/Pinap/Rindo/Liechi, Poison: Oran/Qualot/Kebia/Petaya, Bug: Figgy/Cornn/Tanga/Enigma, Psychic: Sitrus/Tamato/Payapa/Starf, Ghost: Mago/Rabuta/Kasib/Custap, Dark: Iapapa/Spelon/Colbur/Rowap, Fighting: Leppa/Kelpsy/Chople/Salac, Rock: Wiki/Magost/Charti/Micle, Ground: Persim/Hondew/Shuca/Apicot, Steel: Razz/Pamtre/Babiri, Ice: Aspear/Pomeg/Yache/Ganlon, Flying: Lum/Grepa/Coba/Lansat, Dragon: Aquav/Nomel/Haban/Jaboca, Normal: Chilan/Anything else.

Nature Power :normal
Power: None - :other
Desc: The user grabs whatever is available and attacks with it.
Effect: Attacks with a move varying on environment. On a Path/Sand, turns into Earthquake; in a Building, Tri Attack; Rock/Cave, Rock Slide; Tall grass, Seed Bomb; Water, Hydro Pump; Snow, Blizzard.

Odor Sleuth :normal
Power: None - :other
Desc: The user focuses on identifying the smell of the opponent and follows it, regardless of copies, sight, or other accuracy/evasion changing effects.
Effect: Ignores target's Evasion+, User's -Accuracy, and target's Double Team. Removes Immunity to Normal/Fighting type attack from Ghost types, and removes immunity to Ghost attacks from Normal/Fighting types.

Pain Split :normal
Power: None - :other
Desc: The user creates a direct link between it and the target, attempting to balance the health between the two.
Effect: Adds the user and target's current HP, then divides it in half, distributing the halved number to the both of them as their new HP.

Pay Day :normal
Power: D - :physical
Desc: The user creates coins out of Energy that fly at the opponent.
Effect: None.

Perish Song :normal
Power: None - :other
Desc: The user sings a haunting song, cursing all pokemon in the area. If those pokemon stay in battle, the Perish curse will cause them to knockout automatically in three turns.
Effect: Wide Area attack, all pokemon affected faint in 3 turns if they stay in combat, to include user and allies.

Pound :normal
Power: D - :physical
Desc: The user attacks with an appendage such as an arm, leg, or tail.
Effect: None.

Present :normal
Power: Varies - :physical
Desc: The user creates a ball of energy and releases it towards the opponent. The effect level varies, from light, near harmless damage, to a very powerful attack, and may even restore some health to the opponent.
Effect: 40% chance to do C damage, 30% to do B, 10% to do A, 20% to restore half the target's HP.

Protect :normal
Power: None - :other
Desc: A multi faced shield is created and completely surrounds the user, or anything extremely close to it, blocking from almost all known attacks. The more it's used, the more likely it is for the shield to shatter and fail.
Effect: Blocks all damage attacks for the turn, except for Fient, Shadow Force, Future Sight, & Doom's Desire. Using Thunder in rain and Blizzard in hail, or both attacks with Lock On, will have a 30% chance of breaking through. Consecutive uses cut the success rate. (50% second use, 25% third & on)

Psych Up :normal
Power: None - :other
Desc: The user concentrates, and then gains the target's mindset.
Effect: Copies positive and negative stat modifications of the target, replacing the user's own. Future changes to the target's stats do not show on the user.

Quick Attack :normal
Power: D - :physical
Desc: The user runs towards the opponent with super speed into a tackle.
Effect: Always strikes first.

Rage :normal
Power: E - :physical
Desc: The user goes into an angry rage and strikes wildly at the target. Getting hit during continous uses of Rage will fuel the fire, strengthening the attack.
Effect: User gets an additional +1 Attack each time the user takes damage. This modifier attack stays with the user until the user stops using Rage.

Rapid Spin :normal
Power: E - :physical
Desc: The user spins round very quickly, and making contact with the target for light damage. This attack can also be used to get out of trapping attacks and removing objects left on the ground/user from certain attacks.
Effect: Removes Spikes, Stealth Rock, Toxic Spikes, Leech Seed, and frees the user from Bind, Clamp, Constrict, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, and Wrap.

Razor Wind :normal
Power: C - :special
Desc: The user creates a strong wind (usually by flapping wings, blowing, etc.) that builds up and blows towards the opponent. Within this wind, small pockets of air become compressed, creating small pieces of razor sharp air and have a good chance of striking the vitals. However, this move requires some time to work up.
Effect: Wide Area; +1 Critical Hit ratio for this attack; Requires 1 Action for Charge Time.

Recover :normal
Power: None - :other
Desc: The user suddenly glows, and it begins to heal at an incredible pace.
Effect: User recovers by 50% of max health.

Recycle :normal
Power: None - :other
Desc: The user attempts to reuse a broken or previously used item which it was/is currently holding.
Effect: Recovers used items from the battle, including held berries used by enemy attacks.

Refresh :normal
Power: None - :other
Desc: The user purges its body, ridding itself of burns, toxins, and/or muscle paralysis.
Effect: Removes Burn, Poison, and Paralysis.

Return :normal
Power: Varies - :physical
Desc: The user releases its happiness out on the target. The more overall happy the user is, the more powerful this attack is.
Effect: Happy Pokémon deal more damage, from a power of E to B. Happiness is at reff's disgression.

Roar :normal
Power: None - :other
Desc: The user roars loudly, scaring most opponents and distracting them from the battle, sometimes even forcing them to recall themselves back into the pokeball.
Effect: Forces wild enemies to retreat; Trainer Pokemon to switch out with another team member.

Rock Climb :normal
Power: B - :physical
Desc: The user digs it's limbs into the earth, allowing for movement on all terrain. Charging forward, it creates an almost unstopable tackling attack, which may jolt the target into confusion.
Effect: 20% chance to cause confusion.

Safeguard :normal
Power: None - :other
Desc: The user creates a dome of semi-transparent white energy around it, affecting any Pokemon the user considers an ally. Those enhanced by Safeguard cannot be burned, frozen, paralyzed, poisoned, or put to sleep.
Effect: User and nearby allies are protected from Burned, Frozen, Paralysis, Poison, and Sleep status.

Scary Face :normal
Power: None - :other
Desc: The user makes a face that scares the target, making it more difficult to act quickly.
Effect: Gives -2 Speed.

Scratch :normal
Power: D - :physical
Desc: The user scratches at the target with claws or another sharp appendage.
Effect: None.

Screech :normal
Power: None - :other
Desc: The user lets out a high pitched screech that affect's the target's natural armor, making it less effective.
Effect: Gives -2 Defense.

Secret Power :normal
Power: C - :physical
Desc: The user focuses, gathering energy from the environment and charging the target for a full force tackle attack, inflicting some sort of effect on the target based on the surrounding environment.
Effect: 30% chance to inflict a status effect based on location: Tall Grass, can cause Sleep; Sand/Plain terrain, -1 Accuracy; Cave/Rough Surface, can cause Flinching; Water, -1 Attack; Snow/Ice, Can cause Freezing; Buildings, can cause Paralysis.

Self-Destruct :normal
Power: S - :physical
Desc: The user glows, focusing all energy internally and then blows up, created a large explosion that hurts anything close by. The user then promptly faints.
Effect: Super Wide Area, user faints after use. Half of the opponent's defenses are ignored, making this attack do double the damage it seems to do.

Sharpen :normal
Power: None - :other
Desc: The user reduces its polygon count to make itself more jagged, raising the Attack stat.
Effect: +1 Attack.

Sing :normal
Power: None - :other
Desc: The user sings a soothing tune that sends all Pokemon in battle into a deep sleep.
Effect: Wide Area; Causes Sleep.

Sketch :normal
Power: None - :other
Desc: Smeargle spashes his tail paint on the last move used on him. Smeargle then takes the attack and learns the same attack that was painted. To reuse the attacks, Smeargle will use the paint on a part of its body. (Blow over the tail for breath attacks, slash his tail outward or paint on his paws to use physical attacks.)
Effect: Smeargle copies the attacks used against it in battle and adds them to his attack pool. Smeargle can only copy 10 attacks and every time it copies a new attackpast this limit, one of choice is replaced. Smeargle can only copy moves used on it in battle, this means Smeargle cannot copy any Indirect Damage Attack, Copy Attack, Random Attack generator, Legendary Attack (simply because you will not be doing battle with one., Custom Attack (Custom Attacks =/= Fakemon Signature Attacks), and Elemental Hyperbeams.

Skull Bash :normal
Power: B - :physical
Desc: The user bends over, head parallel to the ground and increasing defense. Then the user launches itself head-first at the target in a flying headbutt, set to do heavy damage.
Effect: +1 Defense on first move, attack on second.

Slack Off :normal
Power: None - :other
Desc: The user takes a break, restoring Hp.
Effect: User recovers 50% of Max Hp..

Slam :normal
Power: C - :physical
Desc: The user quickly picks up the opponent and slams it to the ground.
Effect: None.

Slash :normal
Power: C - :physical
Desc: The user slashes at the target with its claws, aiming for the vitals.
Effect: +1 Crit hit chance for this attack.

Sleep Talk :normal
Power: None - :other
Desc: The user, if it is asleep, which it must be for this attack to work, uses a random technique that it knows in the direction that it is facing.
Effect: Passive Move, this move is always used while sleeping. User performs a random Move it knows with certain exceptions. Assist, Bide, Chatter, Copycat, Focus Punch, Me First, Metronome, Mirror Move, Uproar, attacks the require charge time (but not recharge time) or Moves that have been disabled.

Smellingsalt :normal
Power: C - :physical
Desc: User rams the target with painfult Smellingsalt, while it cures paralysis it has more effect if it does so.
Effect: Cures Target of Paralysis, Power is B if target has Paralysis.

Smokescreen :normal
Power: None - :other
Desc: The user exhales a smoke that fills the arena to greatly inhibit sight. The smoke is mostly harmless, but it reduces visibility to everyone in the area, and causes accuracy loss in enemies that leave the cloud.
Effect: -1 Accuracy.

Snore :normal
Power: D - :special
Desc: While asleep, the user snores very loud so that it creates a shockwave of sound, capable of delivering minor damage.
Effect: Automatically used while asleep, used over Sleep Talk. 30% chance to cause Flinch.

Softboiled :normal
Power: None - :other
Desc: The user eats one of its lucky eggs, which restores its health.
Effect: User recovers by 50% Max HP, or restores 50% Max HP and 25% max Energy of another Pokemon.

Sonic Boom :normal
Power: None - :special
Desc: The user darts forward a short distance of a few inches, and in the process creates a small sonic boom, creating a loud noise and a small force that shoots forward to hit the target, ignoring it's defenses.
Effect: Always does 10 HP damage.

Spike Cannon :normal
Power: E - :physical
Desc: The user launches a series of 2 - 5 small spikes at the target.
Effect: Attacks 2 - 5 times.

Spit Up :normal
Power: Varies - :special
Desc: The user shoots out a beam of energy comprised of the energy taken during Stockpile.
Effect: Power is B with 1 Stockpile, Power is S with 2 or more, fails if Stockpile not used.

Splash :normal
Power: E - :physical
Desc: The user flops around randomly, doing next to nothing. Can do a small bit of damage if close enough to contact a target while splashing.
Effect: None.

Stockpile :normal
Power: None - :other
Desc: The user concentrates and manipulates its own energy, storing it for future use.
Effect: Addes 1 Stockpile to Stockpile count. Gives +1 Defense & SP. Defense while holding a Stockpile count, lost on use of Swallow or Spitup.

Stomp :normal
Power: C - :physical
Desc: The user brings its foot down on the target, and the smaller is it, the more powerful it is.
Effect: May cause confusion, does double damage to targets using Minimize.

Strength :normal
Power: C - :physical
Desc: The user picks up the target, and smashes it into ground, or plainly smashes itself into the target in a show of raw strength.
Effect: None.

Substitute :normal
Power: None - :other
Desc: The user creates a copy of itself, which takes the place of the user, who is now free to move on its own. 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 mis-perception in all opponents that the Substitute is the actual Pokémon it was built by. The substitute also performs attacks for the user, the energy transferring between the user and its substitute for the move to be successful. The user is strangely no where to be found during the attack, however.
Effect: Costs 25% of max HP, makes copy of user that takes damage for the user, HP equal to the HP sacrificed. Fails if HP to be sacrificed is unavailible.

Super Fang :normal
Power: None - :physical
Desc: The user bites down hard on the target.
Effect: Cuts the target's current HP in half.

Supersonic :normal
Power: None - :other
Desc: The user emits a high-pitched stream of noise that has a very high chance of confusion.
Effect: Causes Confusion

Swagger :normal
Power: None - :other
Desc: The user moves about in an odd fashion, which can send the opponent into a violent rage, which increases their attack power but causes it to be confused.
Effect: Causes Confusion and +2 Attack to target.

Swallow :normal
Power: None - :other
Desc: The user consumes the energy which was taken through Stockpile, restoring health and energy.
Effect: Restores 1/4 max HP & Energy with one Stockpile, 1/2 with 2, and all with 3.

Sweet Kiss :normal
Power: None - :other
Desc: The user kisses the target, which causes Confusion in the target's mind.
Effect: Causes Confusion.

Sweet Scent :normal
Power: None - :other
Desc: The user secretes a strong scent that covers the target, allowing the user to sniff it out.
Effect: Causes -1 Evasion, attracts wild Pokemon outside of battle.

Swift :normal
Power: C - :special
Desc: The user fires a straight stream of many small solid stars at the target, being very accurate.
Effect: Cannot miss.

Swords Dance :normal
Power: None - :other
Desc: The user spins rapidly, building up confidence and strength while clashing sharp appendages against each other.
Effect: User gets +2 Attack.

Tackle :normal
Power: D - :physical
Desc: The user runs straight towards opponent and knocks into them to deal damage.
Effect: None.

Tail Whip :normal
Power: E - :physical
Desc: The user goes up to the target and whips the target with an appendage, usually the tail.
Effect: Causes -1 Defense.

Take Down :normal
Power: B - :other
Desc: he user tackles the opponent hard and drives them to the ground, delivering high damage and taking some recoil damage.
Effect: 1/4 Recoil Damage.

Teeter Dance :normal
Power: None - :other
Desc: The user does a goofy and mind bending dance, which confuses all Pokémon around it who see it.
Effect: Super Wide Area, causes Confusion to enemies and allies alike.

Thrash :normal
Power: B - :physical
Desc: The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs, however the user cannot stop and they become dizzy afterwords.
Effect: User continues to use Thrash 2 - 3 times, then becomes Confused.

Tickle :normal
Power: None - :other
Desc: The user tickles the opponent, attempting to lower its attack and defense.
Effect: Causes -1 Attack and Defense.

Transform :normal
Power: None - :other
Desc: Causes the user to change into an exact copy of the target Pokémon, or any object it can see if it's out of a battle. The user has halved energy after the change, however. The user will revert back to it's original form if recalled or KO-ed.
Effect: Halves Energy, the user assumes the exact form of the target, copying all attacks and abilities of the target, only using them at the User's level. Attacks copied from the target are the only attacks able to be use, regardless of the level of the user.

Tri Attack :normal
Power: C - :special
Desc: The user fires off a spiraling beam of energy, powered with small amounts of fire, ice, and electric energy.
Effect: 20% chance to cause burn, paralysis, or frozen.

Trump Card :normal
Power: Varies - :special
Desc: The user summons various balls of energy, drawing more and more from the inner reserve of energy that is usually untappable, except to highly trained fighters. As the user's "normal" energy drops, the move gains power as more and more is dredged from the inner reserve.
Effect: Gains Power as the User's energy falls: +50% = D, 49% - 30% = C, 29% - 20% = B, 19% - 10% = A, 9% - 1% = S.

Uproar :normal
Power: D - :special
Desc: The user lets out a very loud scream which deals a decent amount of damage, and gets the user into the swing of it, attacking repeatedly.
Effect: User repeats Uproar for 2-5 Moves, prevents Sleep.

Vicegrip :normal
Power: D - :physical
Desc: The user clamps an appendage, usually a claw or shell, down hard on the opponent, delivering high concentrated damage to a small area.
Effect: None.

Weather Ball :normal
Power: D - :special
Desc: The user collects the current weather in a ball of energy and sends it at the target.
Effect: Power is B if a Weather influancing move is in effect. Type changes based on current weather/weather inducing move. Water for Rain Dance, Fire for Sunny Day, Ice for Hail, Rock for Sandstorm; If no abnormal weather is present, this move stays Normal.

Whirlwind :normal
Power: None - :other
Desc: The user flaps its wings or blows hard to generate powerful winds, used to blow the back into their Pokeballs, or far away from the battling area.
Effect: Recalls opponent trainer Pokemon, forces wilds away, doesn't work against trapped targets.

Wish :normal
Power: None - :other
Desc: The user sees a shooting start and makes a wish, after a little while its granted giving the user or friendly target (nearest friendly target if the user or target is missing) health.
Effect: Target gains 50% of max Hp at the end of next turn. If target is unavailable, nearest friendly target is chosen.

Wrap :normal
Power: E - :physical
Desc: The user wraps an appendage around the target, usually a tail or vine, and squeezes hard, not letting go, and continuing to crush the target.
Effect: Traps the target for 2-5 turns, dealing 6% Max Hp damage every turn. Target may still be recalled or use Baton Pass/U-Turn to escape.

Wring Out :normal
Power: Varies - :special
Desc: The user grabs the target as best it can, squeezes, and twists it with all its might. The more the target struggles, the more powerful the user's hold on them gets, much like a boa constrictor, and so the attack does more damage to healthier foes that put up more of a fight.
Effect: Power depends on HP remaining: 100% - 91% = A, 90% - 81% = B, 80% - 61% = C, 60% - 31% = D, 30% - 1% = E.

Yawn :normal
Power: None - :other
Desc: The user yawns towards the opponent, which might make it drowsy, as they say yawns are infectious.
Effect: Causes target to become Drowzy, and fall asleep next turn.
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★ Sora ★
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Overlord of Blowing $hit Up
- :poison -
-Poison-

Acid :poison
Power: D :special
Desc: The user spits an acidic liquid substance at the target, that also burns away the enemy's energy. It may lower the opponent's Sp. Defense, as well.
Effect: Does additional D damage to the opponent's Energy; 10% chance of -1 Special Defense to opponent.

Acid Armor :poison
Power: None - :other
Desc: The user becomes coated in a thick, acidic substance that dramatically increases the user's defense. This also allows the user to blend in with liquid enviornments (Muk in sludge, Magcargo in lava, Vaporeon in water, etc.).
Effect: +2 Defense.

Cross Poison :poison
Power: C - :physical
Desc: The User's claws, hands, etc.. glow with poisonous energy to strike down in an X pattern at a specific part of the target's body.
Effect: Critical Hit Ratio +1 for this attack, and 10% chance to cause Poison.

Gastro Acid :poison
Power: None - :other
Desc: The user vomits up a sticky, acidic substance all over the target enhanced with a strange toxin that removes species abilities from the target.
Effect: Removes all Abilities from the target.

Gunk Shot :poison
Power: A - :physical
Desc: The user forces a poisonous solidified goo from its mouth, and blasts it at the target.
Effect: 30% chance to poison.

Poison Fang :poison
Power: D - :physical
Desc: The teeth of the user begin to charge with poison energy, and are used to chomp down on the opponent, having a good chance to infect the target from the wounds caused.
Effect: 30% chance to badly Poison the foe.

Poison Gas :poison
Power: None - :other
Desc: The user spits a cloud of weak, light, poisonous gas. This gas will probably poison anything that breathes it in and quickly dissipates in open areas.
Effect: Causes Poison.

Poison Jab :poison
Power: C - :physical
Desc: - The user’s primary attacking limb (such as a horn, claw, or tentacle) glows a bright purple and charges with Poison energy. With a swift strike, the user jabs the target with a decent chance to cause poison.
Effect: 30% chance to cause Poison.

Poison Sting :poison
Power: E - :physical
Desc: The user fires a massive amount of pin-like projectiles from its mouth or quills, and can poison if enough hit.
Effect: 30% chance to cause Poison.

Poison Tail :poison
Power: D - :physical
Desc: The users tail glows with poison energy as it smacks at the target's weak points with a good chance to poison the target.
Effect: +1 Crit hit chance for this attack, 10% chance to cause Poison.

Poison Powder :poison
Power: None - :other
Desc: The user releases a cloud of poisonous dust that poisons when inhaled or when absorbed through the skin.
Effect: Causes Poison.

Sludge :poison
Power: C - :special
Desc: The user fires a large mass of toxic sludge at its target that splatters on contact.
Effect: 30% chance to cause Poison.

Sludge Bomb :poison
Power: B - :special
Desc: The user fires a few large round 'bubbles' of sludge at the target. The bubble itself becomes hard in mid-flight, then explodes on contact like a tiny bomb.
Effect: 30% chance to cause Poison.

Smog :poison
Power: E - :special
Desc: The user exhales a thick cloud of smoke at the target, which is poisonous if inhaled.
Effect: 40% chance to cause Poison.

Toxic :poison
Power: None - :other
Desc: The user blasts the target with a highly infectious Poison.
Effect: Target is Badly Poisoned.

Toxic Spikes :poison
Power: None - :other
Desc: The user releases four glowing masses from their body, forming a ring of four small to medium-sized poison spikes hovering around the battlefield. When the opponent calls out a different Pokémon (whether voluntary or by force), the four spikes crash into the target to infect it.
Effect: Poisons Pokemon that switch in to the battle. Normal Poison for one layer, Toxic Poison for two layers. If a Poison Pokemon is switched in, the Toxic Spikes are absorbed by the target. Does not hit flying or levitating targets.

- :psychic -
-Psychic-

Agility :psychic
Power: None - :other
Desc: The user concentrates their energy into their mobility, relaxing their body and greatly increasing speed.
Effect: +2 Speed.

Amnesia :psychic
Power: None - :other
Desc: User expends energy to empty the mind, greatly increasing special defense by numbing the nerves.
Effect: +2 Special Defense.

Barrier :psychic
Power: None - :other
Desc: A large, transparent square wall is set up in front of the user, that greatly reduces physical hits passing through it. More then one barrier can stack on each other.
Effect: +2 Defense.

Calm Mind :psychic
Power: None - :other
Desc: The user meditates, calming it's mind and focusing itself on it's special strengths and defenses.
Effect: +1 Special Attack and Special Defense.

Confusion :psychic
Power: D - :special
Desc: The User extends psychic waves to immobilize the target, bringing it into midair and holds them immobile. Then, the user delves into the mind of the target, creating chaos and damage in the target's brain. The attack may also leave the target confused.
Effect: 10% chance to cause Confusion.

Cosmic Power :psychic
Power: None - :other
Desc: 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.
Effect: Defense/Special Defense +1.

Dream Eater :psychic
Power: B - :special
Desc: The user drains the target's drreams whilst asleep, causing the target to lose some health and a significant amount of energy, and uses it to replenish some of the user's health and energy.
Effect: Only works on sleeping targets. User gains life equal to half the damage dealt, and takes half the energy used in the attack from the target.

Extrasensory :psychic
Power: C - :special
Desc: 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 the victim.
Effect: 10% chance to cause Flinch.

Future Sight :psychic
Power: C - :special
Desc: The user summons an attack that will arrive 2 rounds later. The attack itself is a large, powerful sphere of energy which comes from where the user is currently at, or was at, and can be aimed anywhere right before it's sent.
Effect: Summons an attack to strike 2 rounds later.

Gravity :psychic
Power: None - :other
Desc: The user intensifies gravity, forcing all Pokemon out fo the air for 5 turns.
Effect: Flying types and Levitate/Magnet Rise users lose their immunity to ground types for 5 turns.

Guard Swap :psychic
Power: None - :other
Desc: The user concentrates and uses Psychic energy to affect the target's and user's mind and body, switching defenses bonuses/penalties with the target.
Effect: Swaps stat modifiers for Defense and SP. Defense with the opponent.

Heal Block :psychic
Power: None - :other
Desc: Invades the target's mind with psychic energy, blocking it from being able to recover itself, or be recovered for a while.
Effect: Prevents the target from using Ingrain, Leech Seed, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, Synthesis, and blocks the healing effects of Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch, and healing abilities of Volt Absorb and Water Absorb. Anything unlisted can continue to work as normal. Wears off after 5 turns.

Healing Wish :psychic
Power: None - :other
Desc: The user wishes the next battler luck, and causes itself to faint. The next Pokemon sent out is then fully restored by the will left psychically by the previous Pokemon.
Effect: User faints restore the health and status of the replacement Pokemon.

Heart Swap :psychic
Power: None - :other
Desc: Using psychic energy, the user switches bodily conditions with the target, gaining all positive and negative changes that have happened during the battle.
Effect: Switches all stat changes with the target.

Hypnosis :psychic
Power: None - :other
Desc: The user sends slow moving hypnotic waves at the opponent, which use psychic suggestion to lull them to sleep.
Effect: Causes Sleep.

Imprision :psychic
Power: None - :other
Desc: The user invades the targets mind and creates a mental block, using its own memory as a guide.
Effect: The opponent cannot use moves known by the user.

Kinesis :psychic
Power: None - :other
Desc: The user sends psychic suggestion to jam the brain of the opponent, making it harder for them to aim their attacks
Effect: -1 Accuracy to foe.

Light Screen :psychic
Power: None - :other
Desc: A thick wall of light is psychically erected around the user and allies, lessening the force from special attacks.
Effect: Creates a barrier that lessens SP. Attack damage; used on self and allies.

Lunar Dance :psychic
Power: None - :other
Desc: The user dances a mystical dance in the likeness of the moon, and then faints afterwards.
Effect: The user faints, and completely heals the next Pokemon sent out.

Luster Purge :psychic
Power: C - :special
Desc: The user releases a concentrated burst of psychic light that may affect the mind of the target.
Effect: 50% chance to lower Special Defense by 1.

Magic Coat :psychic
Power: None - :other
Desc: The user erects a thin, form fitting and almost completly transparent barrier around itself, that deflects status attacks. Damaging attacks aren't phased by this barrer, however.
Effect: User reflects status inducing moves like Thunder Wave or Leech Seed back at the caster.

Meditate :psychic
Power: None - :other
Desc: The user concentrates and focuses its energy more effectively, boosting its attack power.
Effect: Attack +1.

Miracle Eye :psychic
Power: None - :other
Desc: Using a special type of psychic energy, the user dispels all illusions, allowing it to see its opponent clearly. In addition, it suppresses any resistances to the Dark type holds over psychic energy.
Effect: Ignores Evasion and removes the Dark type immunity to the Psychic type.

Mirror Coat :psychic
Power: None - :other
Desc: The user gains a shiny, mirror-like coat. The user lets the next attack strike so that Mirror Coat absorbs the first Special Attack that hits it, then reflects it back at twice the strength.
Effect: Allows a special attack to hit, to strike back at x2 power.

Mist Ball :psychic
Power: C - :special
Desc: The user throws a ball of psychic energy that leaves behind a trail of psychic mist. After exploding, the remaining Psychic energy attempts invades the target's mind.
Effect: 50% chance to give -1 Special Attack.

Power Swap :psychic
Power: None - :other
Desc: The user focuses, and uses psychic energy to manipulate any alterations either combatant has made for offensive purposes, be they attack stances, mind-sets, or simple growth, and switches such alterations between itself and one opponent.
Effect: User and target swap attack/special attack modifiers.

Power Trick :psychic
Power: None - :other
Desc: The user concentrates, using its psychic energy to turn its physical prowess into defense and vice-versa.
Effect: Attack and Defense modifiers of user switches.

Psybeam :psychic
Power: C - :special
Desc: The user creates a rainbow-colored beam of powerful Psychic energy, which is fired at the target and has a chance to affect the mind of the target.
Effect: 10% chance to cause confusion.

Psychic :psychic
Power: B - :special
Desc: The User extends powerful psychic waves to immobilize the target, bringing it into midair and holds them immobile. The User then blasts powerful kinetic waves at the opponent with its mind, damaging it both from the frontal assault and what the opponent is crashed into.
Effect: 10% chance to cause -1 Special Defense

Psycho Boost :psychic
Power: A - :special
Desc: The user blasts out an extremely powerful wave of psychic energy, which does a great deal of damage, but leaves the user very tired afterwards.
Effect: User gets -2 Special Attack.

Psycho Cut :psychic
Power: C - :physical
Desc: The user manipulates it's psychic energy into the form of a blade, or to sharpen an existing blade. It then rushes in for a precision strike against the target's vitals.
Effect: +1 Crit hit Chance for this attack.

Psycho Shift :psychic
Power: None - :other
Desc: The user uses its psychic energy to manipulate its ailments, whether it is poison, paralysis, or something else, removing them from its body, and transferring them to its target.
Effect: Gives user's status effects to the target, target must not already have a status effect.

Psywave :psychic
Power: Varies - :special
Desc: - The user emits powerful waves of chaotic mental energy in the direction of the target that take the form of a number of rings, the power of the move varying randomly on the user's level and ignores defense.
Effect: Defenses are ignored; Direct number damage to HP can be figured with this formula: (X + 5) × (User's level / 10), where X is a random number between 0 and 10. The resulting number is directly taken from the opponent's Hp, disregarding all type attatchments.

Reflect :psychic
Power: None - :other
Desc: A thick wall of light is psychically erected around the user and allies, lessening the force from physical attacks.
Effect: Creates a barrier that lessens Attack damage; used on self and allies.

Rest :psychic
Power: None - :other
Desc: The user settles down and goes to sleep in order to regain energy at a fast rate.
Effect: User recovers HP to 100% and 25% of Max Energy, while going to sleep for 2 turns. 5% HP and Energy are healed these two turns.

Role Play :psychic
Power: None - :other
Desc: The user consumes significant energy to replace its own innate abilities with that of the target, though Wonder Guard cannot be immitated.
Effect: Replaces the user's Abilities with the Target's, however cannot copy Wonder Guard.

Skill Swap :psychic
Power: None - :other
Desc: The user copy's the target's innate abilities, and causes the target to take on the user's old innate abilities for the battle.
Effect: User and target swap abilities.

Teleport :psychic
Power: None - :other
Desc: The user concentrates for a few seconds, and then disappears in a quick white flash lasting no more than a second, then 1-2 seconds later reappears in a similar flash at any nearby location. The user can also use this on a friendly target as long as the target allows it. It can be used to escape any battle, as well as visit any location that the User has seen already.
Effect: Warps to a nearby location.

Trick :psychic
Power: None - :other
Desc: The user mentally tricks the opponent and attempts to swap items.
Effect: Swaps Held items with the target, swaps current Energy of both battlers if no items are held.

Trick Room :psychic
Power: None - :other
Desc: The user concentrates, using psychic energy to temporarily warp the space around it, giving a normally slower Pokémon the advantage over a faster one. However, it does not affect moves that are meant to be first strikes.
Effect: Speed is reversed for all Pokemon in the area, Fast Pokemon are slow and Slow Pokemon are fast.

Zen Headbutt :psychic
Power: C - :physical
Desc: The user calms itself, reaching a near Zen-like state. It then lowers its psychically-enhanced head and charges at the target, hitting it for a large amount of damage. Upon contact, some of the psychic power from the user may transfer into its opponent and cause the opponent to flinch.
Effect: 20% chance to cause Flinch.

- :rock -
-Rock-

Ancient Power :rock
Power: C - :special
Desc: The user gathers primal rock energies from its core until it is forced to release them, concentrating them into a beam that slams into the opponent for middling damage. Approximately 10% of the time, though, the Pokémon is able to retain some of the power, and all stats go up one stage.
Effect: 10% chance of +1 Attack, Defense, Special Attack, Special Defense, and Speed.

Head Smash :rock
Power: S - :physical
Desc: The user flares up its energy, expelling it into the air around it, and, with all of the energy concentrated in the head region, it charges the opponent, blasting the opponent back with huge force. Although, huge Recoil damage is delivered after the hit.
Effect: 1/2 of damage dealt taken as recoil damage.

Power Gem :rock
Power: C - :special
Desc: The user creates and solidifies energy using the power within a gem on its body, and then fires the beam at the opponent.
Effect: None.

Rock Blast :rock
Power: E - :physical
Desc: The user shoots out/throws a series of rocks at the target.
Effect: Attacks 2 - 5 times.

Rock Polish :rock
Power: None - :other
Desc: The user adds an attractive gleam to it's body, making it more streamlined and smooth, increasing speed.
Effect: User gains +2 speed.

Rock Slide :rock
Power: C - :physical
Desc: The user hits the ground at an angle with great force, causing a blast of rocks to come out of the ground, and towards the opponent.
Effect: 30% chance to cause Flinch.

Rock Throw :rock
Power: D - :physical
Desc: The user picks up a rock and throws it at the target, or uses it's rock like body to smash the opponent.
Effect: None.

Rock Tomb :rock
Power: D - :physical
Desc: The user traps the opponent's legs under rocks, and the hits it out of the trap. This leaves the targets legs damaged, reducing speed.
Effect: Gives -1 Speed.

Rock Wrecker :rock
Power: S - :physical
Desc: The user finds a large, solid boulder, or something close to the description, and slams it into the target with extreme force. However, this attack exhausts the user and requires some time to recuperate.
Effect: Recharge Time Required.

Rollout :rock
Power: D - :physical
Desc: The user curls up and rolls towards the opponent, intending to collide and deal damage. Each attempted collision will count as a move. If the user misses once, the momentum is lost, but if it strikes the power increases.
Effect: +1 Power for each successful hit, for a max of 5 successful hits, while using Defense Curl before the attack starts doubles the damage. A failed hit ends the move.

Sandstorm :rock
Power: None - :other
Desc: The user kicks up massive quantities of sand and dirt, and generates quite powerful winds. Unless pokemon in the area of effect are a ground, rock, or steel type, the sand and loose stones being blown around in the wind begins to do damage to those pokemon.
Effect: For 5 turns, Defense of Rock types increased by 50%, non-rock/steel/ground types take 6% max HP damage, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis, and Moonlight are halved.

Stealth Rock :rock
Power: None - :other
Desc: The user releases four glowing masses from their body, forming a ring of four small to medium-sized stones hovering around the battlefield. When the opponent calls out a different Pokémon (whether voluntary or by force), the four floating rocks crash into it, dealing a small amount of Rock damage.
Effect: Deals E Rock type damage to Pokemon switching in.

Stone Edge :rock
Power: B - :physical
Desc: The user concentrates, its body taking on the properties of solid rock, and rams the target, aiming to strike the vitals.
Effect: +1 Crit hit chance for this attack.

- :steel -
-Steel-

Bullet Punch :steel
Power: D - :physical
Desc: The user runs towards the target with a great burst of speed and throws a light, close-range punch.
Effect: Always strikes first.

Doom Desire :steel
Power: A - :special
Desc: The user calls on a mysterious force which can come down from the heavens in 2 rounds. Halfway before the attack comes, snowflakes of energy come raining down gently which calm the victim. The beam of energy which rains down after is extremely powerful and will hit regardless of the situation of the user.
Effect: Attack waits 2 turns to strike and strikes regardless if the user or opponent is recalled during that time.

Flash Cannon :steel
Power: C - :special
Desc: Concentrating, the user gathers and compacts steel energy into a ball of shining force, and fires it at the enemy at high speeds.
Effect: 10% chance to -1 Special Defense

Gyro Ball :steel
Power: Varies - :physical
Desc: The user adopts metallic qualities and spins at a high speed, slowly advancing and speeding up at the target. Faster opponents, due to their higher rate of movement, allow more time for speeding up of the attack, resulting in more force. Slower opponents are easier to hit, resulting in less speed building time.
Effect: Deals greater damage the faster the target is compared to the user, with a minimum of D to a max of S. This speed includes Speed Modifiers, Pokémon Species, and compared levels of the user and the target.

Iron Defense :steel
Power: None - :other
Desc: The user focuses steel energy to harden its hide, reducing physical damage taken.
Effect: +2 Defense.

Iron Head :steel
Power: C - :physical
Desc: The user focuses steel energy into the head to create a metal helmet structure, that it uses to ram the opponent. The opponent may flinch at the suprise force of the headbutt-like attack.
Effect: 30% chance to cause Flinch.

Iron Tail :steel
Power: B - :physical
Desc: The user's tail glows with steel energy, fortifying it as the swings or thrusts it at the opponent intent on damaging the armor of the target.
Effect: 30% chance to cause -1 Defense.

Magnet Bomb :steel
Power: C - :physical
Desc: The user fires off a ball of magnetic steel energy that locks onto an enemie's magnetic field and detonates upon impact.
Effect: Cannot Miss.

Metal Burst :steel
Power: Varies - :physical
Desc: The user counters the last move that was used against it (as long as it was a Damaging Move), sending back a burst of metal energy at the target that used the move at a greater power than the move.
Effect: Power = Last Move's Power x2

Metal Claw :steel
Power: D - :physical
Desc: A claw of the user becomes covered in a metallic silver-coloured shell, which flickers with a silver lightning, which it then uses to slash the opponent.
Effect: 10% chance to give user Attack +1

Metal Sound :steel
Power: None - :other
Desc: The user creates a very high pitched sound enhanced with steel energy that causes the target to lower its mental defenses.
Effect: Causes -2 Special Defense.

Meteor Mash :steel
Power: B - :physical
Desc: The user's fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, comparible to the force of a meteor striking the ground.
Effect: 30% chance to give user +1 Attack.

Mirror Shot :steel
Power: C - :special
Desc: The user shoots out a ball of metalic energy that shatters upon impact.
Effect: 30% chance to give -1 Accuracy.

Steel Wing :steel
Power: C - :physical
Desc: The user's wings glow with Steel energy as they're rammed into the opponent.
Effect: 10% chance to raise user's Defense.

- :water -
-Water-

Aqua Jet :water
Power: D - :physical
Desc: The user gathers water from either inside its body or from its environment and collects it on its body. Then, the user charges towards the enemy with great speed to perform a Quick Attack-like move.
Effect: Always strikes first.

Aqua Ring :water
Power: None - :other
Desc: The user creates a ring of regenerative water around itself, which slightly heals the user's wounds as time passes.
Effect: Heals 1/16th Hp per turn. Can be Baton Passed.

Aqua Tail :water
Power: B - :physical
Desc: The user concentrates a large amount of energy into forcing water out from pores in their tail, similar to an aquatic Iron Tail. After a brief excretion period, the water is whipped into a frenzy by energy, then the user swings their tail to bring the weight of both the tail itself, and the water on the tail, into the target for great damage.
Effect: None

Brine :water
Power: C - :special
Desc: The user secretes a high amount of salt into the surrounding water, or it's own water, and then sends a small wave of the brine at the target, dealing a decent amount of damage to it. If the target is wounded enough on the outside, the salt will causes the pain to flare up, doubling the damage taken.
Effect: Power A if opponent's Current Hp is 50% less than Max Hp, slight bonus in power if used in a salty body of water.

Bubble :water
Power: E - :special
Desc:The user spits a stream of watery bubbles out, which pop on contact, dealing some damage and can slow opponents.
Effect: 10% chance to cause -1 Speed, Wide Area.

Bubblebeam :water
Power: C - :special
Desc: The user spits a stream of watery bubbles hard, fast, and focused to one target. Basically a focused version of "Bubble," dealing very good damage to a single opponent rather than an area.
Effect: 10% chance to cause -1 Speed.

Clamp :water
Power: D - :physical
Desc: The user grabs the target with its jaws or shell, squeezing tightly. The opponent's and user's move selections during this time are hampered as common sense dictates.
Effect: Deals 6% of max Hp damage to the target every turn, for up to 5 turns. This damage cannot be more than the initial hit.

Crabhammer :water
Power: B - :physical
Desc: The user's fist, claw, or pinsir gathers Water energy to bring it to smash into the target at a specific part of the body.
Effect: Critical Hit Ratio +1 for this attack.

Dive :water
Power: C - :physical
Desc: The user dives deep down into the depths, coming back up after several seconds to deliver a solid physical blow.
Effect: Vulnerable to Surf, Muddy Water, and Whirlpool while underwater, requires a large and/or deep body of water. Does not avoid Locked On attacks.

Hydro Cannon :water
Power: S - :special
Desc: The user overcharges water energy in the body until its almost bursting, then lets it loose in an even more high pressure water blast then Hydro Pump. Its charge time is quick, but the user makes up for it later.
Effect: Recharge Time required.

Hydro Pump :water
Power: A - :special
Desc: The user unleashes a high pressure stream of water at the target.
Effect: None.

Muddy Water :water
Power: B - :special
Desc: The user summons a large, but muddy, wave of water to wash over the field, opponents and allies alike.
Effect: Must be in a body of water to use, 30% chance to cause -1 Accuracy; strikes enemies and allies.

Octazooka :water
Power: C - :special
Desc: The user fires off a high powered water attack from its mouth which is filled with ink. If the ink-filled water hits its the opponents eyes, it could hinder the opponent's vision.
Effect: 30% chance to cause -1 Accuracy.

Rain Dance :water
Power: None - :other
Desc: The user shoots a powerful energy beam into the sky, causing water from the environment to focus onto sky above the local environment and forming a rain storm that lasts for a while.
Effect: Lasts for 5 turns, cancels other weather effects, increases the power of Water attacks by 1.5x and decreases the power of Fire attacks to .5x, Thunder gains 100% accuracy, The power of Solarbeam is halved, and Morning Sun, Synthesis, and Moonlight heal less. Swift Swim ability users also have the ability to 'swim around in the air' while it is raining, enabling much better mobility on land and/or sea.

Surf :water
Power: B - :special
Desc: The user creates a large wave to crash down on the field, at friend and foe alike. Some sort of body of water is required for use.
Effect: Super Wide Area; Body of water required, does double damage against targets using Dive.

Water Gun :water
Power: D - :special
Desc: The user fires a high-pressure stream of water, usually from its mouth, at the target.
Effect: None.

Water Pulse :water
Power: C - :special
Desc: The user shoots out a pulsing water blast, which has supersonic waves imbeded in it.
Effect: 20% chance to cause confusion.

Water Sport :water
Power: None - :other
Desc: The user shoots out water all over the place attempting to weaken fire attacks.
Effect: Fire moves get -1 Power until the user switches out.

Water Spout :water
Power: S - :special
Desc: The user unleashes a fury of water at the target(s). However, the effectiveness of this attack is heavily influenced by current HP.
Effect: Wide Area, Power varies by HP: Every 20% loss = -1 Power. (80% = B Power, 60% = C etc..)

Waterfall :water
Power: C - :physical
Desc: The user coats itself in a viel of rushing water, plowing into and past the opponent with great force. Costs less energy if a body of water is present.
Effect: 20% chance to cause Flinch.

Whirlpool :water
Power: E - :special
Desc: The user entraps the target in water to deal damage over time and sap Energy, until the target breaks free.
Effect: For up to 5 turns, Target takes 6% Max HP and Energy damage every turn and cannot be recalled.

Withdraw :water
Power: None - :other
Desc: The user retracts into its shell to hide more of its body from attack, taking the hit on its shell where in most cases it will do less damage.
Effect: User gains +1 Defense.

- :??? -
-???-

Curse :???
Power: None - :other
Desc: The use of the move depends on the user's type. If it is a Ghost type, they sacrifice half of their health to put a curse ont he opponent, that will slowly take their health down, until they faint. If the user is not a ghost type, they will sacrifice energy used for speedy movements, and add it to their natural strength and defenses.
Effect: Ghost types place Curse status on Target while sacrificing half of his/her max Hp. All others, on the first use, lose -1 Speed and gain +1 Attack and Defense.
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