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Attack List (Beta Version)

Information in this section are written by Eenaito, PojoPooka, Sleepy Wombat, The Knight of Deckness, as well as other ASBers who were willing to write this information up. Don't steal the information to claim as your own or Webmistress will stalk you and shoot you with a bazooka with the target as your head.



Webmistress Note: Some attacks are missing because they are being debated for one definite description and/or I couldn't find the attack descriptions in the first place. So you better not shoot me. Understand?

COMPLETE LIST OF ATTACKS:

PAGE 1

A - B - C - D - E - F - G - H - I - J - K - L

PAGE 2

!~~ A ~~!

Absorb 20 Grass 100%
The user latches onto the foe, or wraps them up with vines, and then procedes to sap some health and minor energy from them.

Acid 40 Poison 100%
The user spits up a burning goop, which on contact does some damage to the opponent from the burning.

Acid Armor - Poison 100%
The user makes its body much more like liquid. Being liquid, it more splatters when it is struck by a physical move, which repells most of the actual force of the physical attack. Therefore, in this state, the users defense is greatly risen. If Vaporeon uses this attack though, Vaporeon takes the shape and form, not just the physical makeup, of water(Makign it unseable in water).

Aerial Ace 60 Flying 100%
The user goes in a high-speed assault at the opponent. The user moves at such high speeds that the foe can almost never outrun them. Once the user reaches the foe, they quickly leap into the sky and strike them with a beak, claw, club, or body part. This move doesn't have 100% accuracy no matter what though, as a foe using Agility may be able to dodge it; or if the foe strikes back with a move as the attacker moves in.

Aero Blast 100 Flying 95%:
The user concentrates for 5 seconds, and releases an extremely large blast of wind. The wind pummels the opponent back or into the ground at extremely high speeds. The sheer impact of the wind deals great damage, and the victim gets a massive chunk more from the crash they get from going through the sky and landing/flattening into the ground. Since no pokemon not of legendary status can handle this attack, none can use it unless through Metronome.

Agility - Psychic 100%
The opponent gets a sudden burst of speed for a short time. The burst of speed is most often used to strike faster, or to quickly jump away from attacks. A lot of energy is used for the sudden speed boost.

Air Cutter 55 Flying 95%
The user focuses and gathers wind into their wings for a couple seconds. They then release the wind in a thin blast of extreme wind pressure. The sheer impact of the high-speed wind deals good damage to the foe, and anything they crash into afterwards from the force is additional damage.

Amnesia - Psychic 100%
The user concentrates for a few seconds, and forces the foe to have a mental mindblock over using a certain move. The move is decided by the user, but must be a move previously used in the current match.

Ancientpower 60 Rock 100%
Rocks jump out of ground, they slam into opponent, then the spirits may help user. The chance that the spirits will slightly raise all of the users stats is a very small .

Arm Thrust 15 Fighting 100%
The opponents quickly does a open-handed punch at the opponent several times. The skill of the user with their hands can greatly change the strength of this move. If the user is more skilled, the victim could go flying back several feet.

Aromatherapy - Grass N/A%
The user becomes cloaked in a soothing scent. This scent smells very beautifle, and lowers the opponents power in their attacks due to the soothing scent, if they smell it. The scent starts out around the user, but can travel around the arena depending on air currents, and can even effect ones partner in a double team battle.

Assist - Normal 100%
This only works in Double Team or greater battles. The user concentrates for a couple seconds, and uses a random move of its partner. This move is much like a smaller Metronome.

Astonish 30 Ghost 100%
The user jerks quickly at the foe in a scary and shocking way. Though this deals no phsyical damage, it can mentally hurt the foe and scare them. The first time it is used, the mental effects on the foe can be good, such as flinching, but this is up to the referee. After the first use, the chance of this attack working is much lower, and keeps decreasing with every use after the first. After the 3rd use, this attack can not work, as the opponent knows what is really happening by that time. The chance of this attack working is much, MUCH lower if the foe is more then 2x the size of the user.

Aurora Beam - 65 Ice 100%
The user fires a rainbow colored beam at the opponent, which is very cold. This deals good ice damage to the foe, and may chill to the point where they lose some physical movement for a short time.

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!~~ B ~~!

Barrage - 15 Normal 85%
The user fires ball-like explosives at the user. Though the user fires many, only several usually hit, but this is up to the ref. The explosion is very minor, and deals minor damage, though the damage can start adding up if more explosives hit. Exeggcute fires this attack from their head, after using the energy needed to use this move for creating the ball.

Barrier - Psychic 100%
The user focuses for a couple seconds, and creats a squared shield in front of them, slightly taller and wider then the user. It is up to the ref how this shield is taken down.

Baton Pass - Normal 100%
The user glows a redish color, and freezes in place all status changes and its mental state(confident, scared, etc), in the form of a glowing red ball. The user then returns to their PokeBall. The next Pokemon is sent into the glowing ball, and takes all status changes(note, status changes as in attack, defense, etc, but not poison, etc) and the mental state of the Pokemon before it. This attack can only be used if the trainer has another Pokemon left in the battle. For example: In a 2v2, if you are using your first Pokemon, you can use Baton Pass to your second. However, when your second Pokemon is KOed, you must send out the first Pokemon you used(the Baton Passer) again. If you are on your second Pokemon in a 2v2, then you may not use Baton Pass though.
The Pokemon sent out after Baton Pass is used only takes the mental state and status changes, not status conditions, energy usage or damage. Once the user of Baton pass is sent out again, they start from the exact place they were at before(damage, energy usage, conditions, etc).

Beat Up - 10 Dark 100%
The user creates dark forms, equal to how many teammates they have left(if it is a 3v3, and the first Pokemon out uses Beat Up, 2 dark forms appear, etc). The dark forms go into a physical beat down on the opponent for 3 seconds(3 seconds from when they first make contact with the opponent). Though the beat down appears to be physical, dark images are actually using dark energy to do it, so all the damage is purely Dark type. If the dark forms can not catch the victim within 5 seconds, the disappear.

Belly Drum - Normal 100%
The user strikes itself in the stomach with a feirce blow. The punch to the gutt energises the foe greatly in attack power, giving them an adrenaline boost somewhat. Though this does great damage, it raises the attack power by about the same amount. In example: If the user is strong, like Machop, it can do 50% of its health in damage to itself, but it also raises its attack power well past doubling it. Weaker users, such as Linoone, can not do as much damage to themselves, so their attack doesn't rise nearly as far. This is mostly up to the ref as to how much damage the user does to itself, and how much their attack rises.

Bide - Normal 100%
The user stands in one place, glowing a redish color. This must be the ONLY attack used the round it is used. Every damage dealing attack the user takes is stored in the user for more power. At the end of the 3 attacks in the round, the user releases all the typed damage(If a fire attack struck them, fire energy is released also) they took in a massive beatdown on the opponent, for roughly x2 the damage the user took that round.

Bind 15 Normal 75%
The user grabs the opponent with claws(Pinsir), a tongue(Lickitung), a tail(Onix), or anything that they can(usually specified by the trainer, but if not, the referee must decide based on the species). The user then squeezes as hard as they can. When they first grab the foe, the foe has little chance to break free, but as time goes by the chance gets greater, as the victim has had more time to wiggle free. Smaller foes can squeeze out easier, because they are harder to hang on to, though they take more damage from the move overall.

Bite 60 Dark 100%
The user Bites into the foe, and releases dark energy from their teeth. The dark energy can make the foe flinch in pain, though that is up to the ref. The user lets go of the foe after a short time, unless told to do otherwise.

Blaze Kick 85 Fire 90%
The user's foot become engulfed in fire. The user the does a kick of various sort to the opponent, general a straight-out kick to the mid section. The kick itself does good Fighting damage, and the fire does good Fire damage.

Blizzard 120 Ice 70%
The user opens their mouth, and concentrates for a couple seconds. They then release a very thick burst of snow from their mouth. The snow is extremely cold, and about 5 feet wide, and does excellent ice damage. The wind and force involved can hurl smaller foes through the air.

Block - Normal 100%
If the foe is attempting to run from something, such as another foe, the user jumps in front of them as quick as possible, blocking them from running in that direction anymore. This is most usefull in DoubleTeam or higher battles. Example: If Pokemon 1 and 2 are fighting 3 and 4: 1 starts using an attack, but 3 tries to run. 2 could use Block, to jump in front of 3 and stop them from fleeing from the attack. This attack can even outrun Agility, depending on the species and what the ref thinks.

Body Slam 85 Normal 100%
The user either leaps onto the foe, or falls on top of them. Depending on the users weight, and the foes weight, the attack can do average or good damage. If a Snorlax Bodyslammed a Caterpie, the damage would be extremely high. However, if a Pikachu BodySlammed a Snorlax, the damage would be small. If the user is around the opponents weight(within 150 lbs), the damage is good. If the user outweighs the foe, the sudden slam of weight on the victim can shock their nerves, and cause paralyzes, but this is up to the ref.

Bone Club 65 Ground 85%
The user charges at the foe and quickly swings a bone into the sky and down on their head, for good damage.

Bone Rush 25 Ground 80%
The user charges at the foe and repeatedly swings the bone at them. Though each hit does less then Bone Club by a good amount, multiple hits can add up and do more. The user generally swings the bone 3-6 times. The first couple swings can sometimes miss the foe though.

Bonemerang 50 Ground 90%
The user throws a bone at the opponent, after the bone hits the opponent, it comes back towards the user.

Bounce 85 Flying 85%
The user leaps high into the sky, usually with the use of strong legs or a spring-like tail. The user generally gets about 20 feet up, and then come crashing down on the foe from above. The damage to the victim is very good, depending on if the foe weighs a lot more then the victim or not. The damage to the user is also decent(around 1/4 in recoil), seeing as landing on something from 20 feet up is going to hurt. The victim has a good chance of becoming paralyzed, and the chances greatly raise if the user weighs 100 or more pounds then the victim.

Brick Break 75 Fighting 100%
The user lays a 3-punch-combo on the foe, one low(lower stomach), one high(jaw), and one in the middle(Upper stomach). The punches shatter any shields, such as Light Screen, Barrier, or Reflect, as they come in. The first punch shatters through all shields, and loses no strength whatsoever. The general damage of this move is decent.

Bubble 20 Water 100%
The user fires several bubbles at the foe, which explode into water energy as they come in contact with something. The bubbles are slow-moving, and do light damage.

Bubblebeam 65 Water 100%
The user fires high-speed bubbles at the foe, which explode into a lot of water energy on contact. The damage done is good.

Bulk Up - Fighting N/A%
The user bulks up their body, to allow it to have better defense and attack. Mutliple uses(2 or more) can end up greatly reducing evasion and speed though. The user must burn extra energy as to reproduce cells as larger and stronger body mass and strength, though.

Bullet Seed 10 Grass 100%
The user fires large seeds(about hail size) at the user in rapid succession. The general ammount of seeds fires is around 20, though each deals extremely light damage. The seeds are fired in somewhat machine-gun fire.

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!~~ C ~~!

Calm Mind - Psychic N/A%
The user calsm their mind and gets more "in focus". This cures confusion, and makes the powers of Psychic attacks do slightly more.

Camouflage - Normal 100%
The user chanegs their chemical and biological makeup so that they blend in with the backround they are currently on to a good point. There types also changes when they use this, depending on the area. It is up to the ref what type they become.

Charge - Electric 100%
The user charges up electric energy throughout their body, which is obvious, because they spark rapidly until they use there next attack. If they touch a foe before using their next attack, the foe is "shocked", but for no damage, just a small suprise. The next electric attack that is used is 2x the normal power. The user can hold Charge for no more then 2 rounds after the initial use, after which it dies out and vanishes into the sky.

Charm - Normal 100%
The user acts very charming and cute, making the foe more reluctant to attack. The overall powers of the foes moves are cut down a good amount, depending on the species using Charm. The attack loses effect fast though. After the first use, the attack has a lesser chance of working, depending on what the referee thinks.

Clamp 35 Water 75%
The user grabs the opponent with a shell usually, and then squeezes as hard as they can. When they first grab the foe, the foe has little chance to break free, but as time goes by the chance gets greater, as the victim has had more time to wiggle free. Larger foes can pry the shell off easier, but smaller foes will find it harder to escape the shell, because they are basically being squeezed between it. Larger foes may be nearly impossible to Clamp onto(A Shellder trying on an Onix, etc).

Comet Punch 18 Normal 85%
The user fires a barrage of straight-out knuckle punches to the opponent. The more skilled the user is with punches, the stronger the punches are. Generally though, the punches are pretty weak, but so many are fired(around 10), that the damage can add up.

Confuse Ray - Ghost 100%
The opponent fires a bright light at the foe, which upon contact enters their mind and mentally confuses them. The beam moves fast, and is hard to avoid.

Confusion 50 Psychic 100%
The user fires a blue, fast moving beam of psychic energy at the foe for decent damage. The beam has a chance of confusing the victim.

Constrict 10 Normal 100%
The user wraps the foe up with vines, tentacles, etc, and gives one quick squeeze before letting go. The squeeze is weak, but the sudden, quick "jab" can sometimes temporarily lower the foes speed(for a very short time).

Cosmic Power - Psychic N/A%
The user calls out odd powers to empower them and make their mental strength and special defense raise by a decent amount for a short time. When using this move, the user needs 5 seconds of interrupted time for the move to work, because it takes time to power up to this extent. When concentrating, the user glows an eerie darkish purple color.

Cotton Spore - Grass 85%
The user releases a large amount of Cotton spores at the user, clouding around them and lowering their speed and evasion, and overall ability to move at the normal rate they do.

Counter Varies Fighting 100%
The user gets in a resisting stance as to resist the next physical attack the user uses. Physical, as in anything physical(rocks, sand, etc). If directly physical, like a punch, the user will thrust their body outwards, and send the damage they took back at the opponet x1.5. The user's damage is reduced by some due to the stance they take to resist it. If the physical thing is a rock or something of the sort, the projectile is sent back at the user for exactly the same damage it dealt to the user of Counter. This attack takes high energy to perform though.

Covet 40 Normal 100%
The user leaps at the foe in a quick jump, and takes whichever item they hold(Spoons, Bone, etc). Though this deals no damage, it can hurt the foe by stealing a vital item to them.

Crabhammer 90 Water 85%
The user strikes the foe with a large crab claw, dealing good damage. The damage depends on the claws size, and the foes size. In the end, it is up to the ref as to how much damage it exactly does.

Cross Chop 100 Fighting 80% 5
The user crosses both hands, with each in a "chop-like" pose. The user then chops out with both hands at once, dealing very good damage to the foe. Damage is stronger depending on the users arm-strength.

Crunch 80 Dark 100%
The user chomps into the foe and lets loose a large amount of dark energy. The bite itself is equal to a regular Bite attack, but with how much Dark energy is released, the foe takes good dark damage.

Crush Claw 75 Normal 95%
The user does an overhand claw strike into the foe, attempting to crush them into the ground with the brute force of the claw. This attack does very good damage.

Curse - ??? 100%
The user, always a ghost type, uses a ghostly power to sacrifice half of their health. As a result, a sort of curse is put on the chosen opponent. That opponent shall now lose 1/4 health at the very end of every round. The half health loss is not effected by damage caps at all, as is the 1/4 health loss to the opponent. (Look at Slow Wave for non-ghost version of this attack)

Cut 50 Normal 95%
The user uses a tentacle, claw, vine etc, to lay a cut across the user in a scratch/whip like manner. Overall damage greatly depends on the thing being used to cut the foe.

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!~~ D ~~!

Defense Curl - Normal 100%
The user curls into a ball, so that all physcial damage to them is reduced by some. In the way they curl into a ball, all their weak spots are generally hidden also.

Destiny Bond - Ghost 100%
The user psychically links itself and one opponent in such a way that if the user of Destiny Bond is KOed in the round they use it, the foe that was linked to them is also KOed by a ghostly power.

Detect - Fighting 100%
The user greatly hightens their senses, and depending on the species, the evasion rate of the user is risen to a certain point, for the rest of the round, but after the user dodges the first move used at it, its evasion rate greatly decreases. In example: If a Scyther uses Detect, it would have a very good chance of evading the first attack thrown at it. After that, if a second attack comes, it would have a much smaller chance. It is generally up to the ref on how much base chance the species has. This attack uses a lot of energy, depending on how many moves it attempts to dodge though.

Dig 60 Ground 100%
The user starts digging at the ground, or leaps into the sky to burrow under if they are larger, attempting to get under it by generally about 10 feet, but how deep under they go depends on the species. Depending on the species, getting under takes different amounts of time. How hard the ground is also greatly determines it, and Pokemon such as Charmander wouldn't be able to dig into a hard ground, whereas a Steelix would have no problem.
If the opponent has moved from the place they were at when the user dug, the accuracy of this move goes down greatly, depending on the ref. General damage is good, more if a larger and harder species uses it. The user can use no additional attacks until they come back up.

Disable - Normal 55%
The uses focuses on the foe for a few seconds, in the end, if they have not been interrupted, they lock the foe in the exact position they were in at the end of the few seconds. The foe is locked in that position for about 10 seconds, more or less, depending on the user and the referee.

Dive 60 Water 100%
This move only works if at least a 10 foot deep water mass is around, sometimes more is needed depending on the user. The user will leap up and quickly dive down in the water. After about 5 seconds, the user will leap out of the water, with a burst of water around the user, into the foe. General damage is physical type, but the water around the user deals water damage also.

Dizzy Punch 70 Normal 100%
The user quickly punches the foe in any place the trainer choses, generally in the head area tough(if they can not reach the head, then the highest possible area they can reach). If struck in the head, the victim has a good chance of confusion.

Double Kick 30 Fighting 100%
The user fires a barrage of kicks at the foe at very high speed. Though each kicks does light damage, the damage can add up. The damage is increased if the user is skilled in kicks.

Double Team - Normal 100%
The user moves extremely fast for a couple seconds, making the illusion that there is more then one of it. Depending on the speed of the user, Double Team will creat more or less clones. It can creat anywhere from 1-4 clones. Any damage the user has taken in battle, if it is a good amount(Up to the referee), then the amount of clones that appear decreases. There energy level also plays a part in this(again, up to the ref). Faster Pokemon, such as Scyther, will never generate less then 2 clones though. The only way for the clones to vanish is if they are struck by an attack(in which case they dissapear instantly), or if the real Pokemon is struck by an attack(in which case they dissapear instantly). By attack, that qualifies for ANY phsyical or special form attack, such as Karate Chop, Psy beam, or even Sandstorm or Toxic. Sound moves do not effect the clones, acept for Super Sonic, seeing as the sound waves from Super Sonic would disturb the makeup of the clones. This attack generally takes good energy to use.

Double-Edge 120 Normal 100%
The user glows a whitish color, and recklessly, but with extreme force, charges into the opponent. This attack is an extremely strong move, but deals great recoil to the user, based on the situation and what the referee thinks.

Doubleslap 15 Normal 85%
The user rapidly slaps the opponent back and forth(generally in the face), wth both hands, for decent damage.

Dragon Claw 80 Dragon 100%
The user's body becomes engulfed in dragon type energy. The energy curculates throughout the user, quickly traveling to the claw. The user then quickly charges at the foe and slashes them as hard as they can. This attack takes a few seconds to use, and takes good energy. However, the slash is fierce, and deals strong physical type damage, and the dragon energy also deals good dragon type damage.

Dragon Dance - Dragon N/A%
The user moves in a mystical and ancient way, summoning dragon energy to course through their body. The user gets a sort of adrenaline boost, raising their attack and speed to higher levels then they previously were. Repeated uses of this attack results in lesser stat boosts then previously used one. The dance itself takes a few seconds to finish though.

Dragon Rage 40 Dragon 100%
If in an area with liquid-like masses(such as lava or water) around, the user will spin quickly in a circle. A twister will appear and instantly go into the liquid, swirling to a massive cyclone, with the liquid coursing through the twister. The twister will then quickly move towards the foe, and do at least good damage, most likely also hurling the foe many feet, depending on the user and the opponent. This version though takes good energy.
The other version is if no liquid is around. In this version the user fires a flamethrower-like stream of fire, but with a large fireball on the end. The fireball will explode into dragon and fire type energy upon contact with anything, for very good damage. The energy usage for this version is less then the previous, but the damage is also a little less, and it can not hurl the foe at all generally.

Dragonbreath 60 Dragon 100%
The user opens their mouth, and releases a burst of greenish/blueish Dragon energy. The attack looks like a strong gust of wind, which stops the foe from moving while it is hurting them(usually lasts for 3-5 seconds). The dragon energy is hot, and also deals some fire damage to the foe. This attack has some chance for paralysis.

Dream Eater 100 Psychic 100%
This move can only work if the victim is asleep. The user will concentrate, and as their eyes glow pink, they will starts eating the opponents dream. This takes very good energy from the foe, and minor HP. However, if the victim has been terribly scared, they may be having a nightmare, in which case the user will lose energy instead of gaining it, though the victim will still lose the same amount of energy(No health shall be drained if the victim is having a nightmare). After this move is used once, the victim will start having a nightmare(not the attack Nightmare, justa regular Nightmare).

Drill Peck 80 Flying 100%
The user flies(or jumps high for Doduo) into the sky(if they are already in the sky, they do not go further up), and dives down towards the opponent. As they get to the opponent, they spin around quickly, at the same time as rapidly pecking them many times. Overall damage is very good.

Dynamicpunch 100 Fighting 50%
The user pulls their fist back, and the first then starts to glow. The user then punchs at the victim, and on contact, a small explosion appears on the victim. The punch does decent damage, and the explosion does a good amount also. The victim has a chance of confusion, depending on where the punch hit, and the referee.

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!~~ E ~~!

Earthquake 100 Ground 100%
The user stomps or hits the ground, to make it start shaking like crazy. The ground shakes for a few seconds, depending on the user. If a Cuboen used it, it would shake for a lot less time then if an Onix used it. While the ground shakes, all Pokemon but the user are thrown about, hitting the ground hard repeated times. Depending on the arena, the damage can be a lot more, or a lot less. In sand arenas though, the sand absorbs the shock, and Earthquake fails.

Egg Bomb 100 Normal 75%
The user sends a glowing ball like orb at the opponent, using the energy needed to creat the orb. Upon impact, the ball will explode with energy, doing good damage. The ball moves through the air fast, but is unsteady and easily blown away by winds.

Ember 40 Fire 100%
The user either opens their mouth, spins in a circle, or wags their tail quickly, depending on the species and referee, to release small amounts of fire for minor damage on the opponent. The fire is is weak though, and easily put out. It has a minor burn chance though.

Encore - Normal 100%
The user claps their hands for a foe. In a double team or higher battle, the Pokemon will all know which one the user is clapping for, so only the desired user will be effect. The opponent will then repeat that move 1-2 times out of pride that they did well last time. If this move is attempted to be used again on the same foe, it fails, as they have by then realized it was a trick.

Endeavor ??? Normal 100%
The user turns all HP they have lost in the current battle into fuel for a fast-charging tackle-like move. The move HP the user has lost, the more they are motivated to try harder. If they are extremely weak though, depending on the referee, they may not have enough strength to use this move.

Endure - Normal 100%
The user braces themself for the round to survive it. After the user starts this move, they can not use another move that round, seeing as they are focusing to endure everything for the rest of the round. While using this, the user glows a blueish color. If struck by a move whiel Endure is up, the user of Endure will use good energy to survive that hit(if they would have been KOed, if not, they take it like a normal hit). Enduring additional moves after the first though has a much lesser chance, depending on the referee, and enduring additional moves in the round Endure is used takes much more energy.

Eruption - 150 Fire 100%
The user must have some sort of hole or vent in their body for this to work. The user will focus and glow a red color, and then erupt lava and fire from the hole or vent in their body towards all foes. This attack does extreme damage generally, depending on how much lava and fire strikes the victim. This attacks strength lowers though if the user has less HP, seeing as they can't muster enough strength to send out as much. How much is released is also effected by their energy level. This attack itself takes a very large amount of energy to use, and is not recommended for more then one use per Pokemon.

Explosion 250 Normal 100%
The user glows for a few seconds(3-4), and then explodes. Depending on how close to the victim they are, this attack does different amounts of damage. The explosion is small, but has great force to it. If within 8 feet generally(depending on the ref), this attack will do heavy damage. This attack takes a very large amount of energy though, and takes away 2/3 health from the user, and greatly lowers their speed.

Extrasensory 80 Psychic 100%
The Pokemon uses its mind to sense an opponents weakness in its mind and attacks that point mentally. Due to the complexity of most minds, this attack takes 2-5 seconds, but when an opponents mental weak point is found and attacked, the pokemon sometimes loses all body movement, rendering any action it was taking at the time obselete.

Extremespeed 80 Normal 100%
The user gets a sudden, extreme burst of speed. This move is impossible to react to in nearly all cases, accept the victim does has enough time to turn their face or block a body part with their hands. With the burst of speed, the user charges into the victim for good damage. This attack takes good energy to use, and can do more to foes of 1/2 the size of the user or less.

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!~~ F ~~!

Facade 70 Normal 100%
The attacker performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses.

Faint Attack 60 Dark 100%
The Pokemon using the attack vanishes from sight and moves in for an attack on the opponent. As the opponent can't see the attacker, it can't defend very well as the attacker may attack from any side. The attacker reappears just after hitting the opponent.

Fake Out 40 Normal 100%
The attacker moves in as quickly as possible and gets in a light hit, which can startle the opponent. The hit is a straight on attack which makes repeated usage nigh impossible.

Fake Tears - Dark 100%
The attacker pretends to cry, which may leave the opponent open to being attacked.

False Swipe 40 Normal 100%
The attacker fakes a scratch or slash tipe attack, which may put the opponent off momentarily. The attack itself does very little damage and takes little energy to do, but the opponent may lower it's defences to such attacks in the future, thinking they may be fake as well.

Featherdance - Flying 100%
The attacker performs an intricate dance in an attempt to calm the opponent, lowering its attack power if successful.

Fire Blast 120 Fire 85%
After a quick charge up, the attacker releases a large and powerful blast of fire in the shape of a Kanji (Japanese character). The blast keeps moving until it hits something and has a high chace of burning the opponent.

Fire Punch 75 Fire 100%
The attackers fist becomes a ball of fire as it punches the opponent with it.

Fire Spin 15 Fire 70%
The attacker creates a twister of fire which stays in play for a few actions. Anything which comes into contact with it takes fire damage (Obviously). The twister may completely surround the opponent, trapping it inside unless it wants to brave running through a screaming wall of flames.

Fissure Varies Ground 30%
The attacker slowly tears open a huge crack in the ground with seismic activity. The walls of the chasm opened slide around as if attempting to swallow the opponent. Due to the slow nature of the opening, the opponent can escape the impending doom, but if caught does extreme damage and if not KO'd, gets trapped in the hole left behind.

Flail Varies Normal 100%
This close range attack is normally used in moments of desperation as the attacker flails around to get itself out of a sticky situation. Attack is raised the more desperate the situation and generally get's it out of it, but is very tiring.

Flame Wheel 60 Fire 100%
A circle of flames surround the attacker momentarily hitting anything that comes into contact.

Flamethrower 95 Fire 100%
The attacker blasts out a string of flames. (Really, if you don't know what a Flamethrower does, you shouldn't be here).

Flash - Normal 70%
The attacker emits a brilliant flash of light, blinding anything that sees it momentarily, lowering their vision based accuracy for a couple of actions.

Flatter - Dark 100%
The attacker attempts to flatter the opponent which initially startles them, leaving them slightly confused, but will also boost their confidence in their own attacks, usually the last 1 or 2 the victim performed before the Flatter.

Fly 70 Flying 95%
Not necessarily used as a straight out attack. The attacker may Fly into the air as a defence to lower the accuracy of attacks coming from the ground. Attacks from the air generally work well and have the added bonus of a gravity boost.

Focus Energy - Normal 100%
The attacker concentrates and boosts it's readiness for battle. This lowers the effect of moves that affect the mind (Confusion, charm etc) and also helps to dispel illusions from the opponent. Unless the focus is broken, the attacker, being more focused on the battle has a better chance of scoring a good hit.

Focus Punch 150 Fighting 100%
The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack. Energy and damage are equivalent to Hyper Beam, with damage also being modified by the user of the move. The charge time, as well, is like Hyper Beam, with a full charge doing the lethal damage, but consuming a very significant amount of time and energy.

Follow Me - Normal 100%
The user taunts the opponent coaxing them to attack the user instead of anything else.

Foresight - Normal 100%
A red beam of light is emitted from the user’s eyes, sweeping the arena. All pokémon in the area of effect, including the user itself, are stripped of their abilities of manipulating illusions and phasing, leaving them on equal footing with the user of Foresight. Illusions regardless of power will shatter instantly and cannot be restored for a long time, while ghosts will be locked into the real world, totally visible, vulnerable to virtually any attack.

Frustration Varies Normal 100%
The attacker beats on the opponent with a series of physical attacks. If the attacker is feeling bad emotions, the attack is greater. The attack will normally leave the attacker feeling better having vented it's bad mood.

Fury Attack 15 Normal 85%
The attacker stabs at it's opponent repeatedly and rapidly with any sharp object it has (Beak, spike, Stingers etc).

Fury Cutter 10 Bug 95%
The attacker swipes at the opponent hard, if used in succession with out being blocked the attack gets more ferocious.

Fury Swipes 18 Normal 80%
The attacker swipes the opponent hard, fast and in rapid succession. Difficult to block the full attack.

Future Sight 80 Psychic 90%
The user’s eyes glow as it looks into the future and finds the best possible time to attack. A delayed psionic blast is then set to go off at that time directed at whatever point the victim will be occupying then. The pokémon itself decides exactly when the attack goes off; generally speaking it won’t be when the victim sets up a defense to ward it away and is never after the end of the battle (if there’s no other choice but to go off after the battle, then Future Sight just plain fails). A wise trainer does not try to tell their pokémon when to have Future Sight go off. After all, the pokémon is the one with Future Sight, not the trainer. When the attack finally goes off, the victim will be struck with a tremendous ball of brilliant psychic energy.

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!~~ G ~~!

Giga Drain 60 Grass 100%
The attacker latches onto it's opponent, generally with a tentacle or a vine, and leaches out some health, taking roughly half of the damage done to heal itself.

Glare - Normal 75%
The attacker stares down the opponent and locks gazes with it. The attacker then intimidates the opponent that much that it is paralysed.

Grasswhistle - Grass 55%
The attacker generates a soothing whistle which makes all opponent hearing it drowsy.

Growl - Normal 100%
The attacker growls fiercely, intimidating the opponent.

Growth - Normal 100%
The user uses the sun to charge it's energy reserves, not only to gain energy but allowing it to use high energy moves quicker and easier.

Guillotine - Normal 30%
The attacker clamps down onto the opponent with the deepest part of of it's pincers (where there is the most strength) for incredible damage. It is easy for the opponent, however to escape, due to the fact that it is difficult for the attacker to get it's opponent into the correct position for best effect.

Gust 40 Flying 100%
The attacker forms a small gust of wind, usually into a small whirlwind, which makes it difficult to move momentarily until the gust passes. It can also be used for blowing awat light objects or smoke.

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!~~ H ~~!

Hail - Ice N/A%
The user extends it's arm directly in front of it and slightly elevated while saying "hail Hitler"(Little Joke, just to see if anyone is paying attention)
No really..... The user sends a beam of Ice energy into the cloudscausing them to become heavy and start to rain, the energy also cools the air around the clouds to freezing temperatures causing the rain to become hailstones that rain down onto the field. If no clouds are present, the user will more than likely have to summon them with a rain dance first.

Harden - Normal 100%
The user flexes their muscles, giving their body more resistance to physical attacks. The more this is used the more energy it takes to compile the hardness.

Haze - Ice 100%
The user creates a foggy haze, making visibility very poor. Sight based attacks are very difficult in the haze.

Headbutt 70 Normal 100%
The user headbutts the enemy. If used on hard opponents or used multiple times, may cause a sore head for the user.

Heal Bell - Normal 100%
The user sounds a chime on a bell, whether it be a physical one or a psychic one. The chime washes away any status effect that may be on the user or any allies. The only status it won't heal is Fainted.

Heat Wave 100 Fire 90%
The user sends a wave of super heated air towards the opponent. not only making life very uncomfortable for the opponent, but doing very good damage, very low chance of burns.

Helping Hand - Normal 100%
The user compliments and encourages an allie raising their confidence as well as attack and special attack power due to a better focus on themselves.

Hi Jump Kick 85 Fighting 90%
The user jumps high into the air and lands a crashing kick on the opponent. Not good for the user though if it misses, causing it to crash on the ground or wall in this case.

Horn Attack 65 Normal 100%
The user attacks once with it's horn. better damage is dealt if the user can get a running or flying start.

Horn Drill Varies Normal 30%
The user jabs at it's opponent with a spinning horn. the attack takes time to aim so it is easy to escape. The attack will do massive damage if it connects and the opponent can't wriggle free.

Howl - Normal N/A%
the user takes a deep breath and let's out an almighty Howl.. Arrooooooo..... The howl gives a feeling of wellbeing and confidence to the user, raising it's attack and special attack power. may also intimidate the opponent into hesitating.

Hydro Pump 120 Water 80%
The user blasts out massive amounts of water to pummel the opponent. A long use can be used in a sweeping motion, taking out multiple targets.

Hyper Beam 150 Normal 90%
The user concentrates and forms a glowing yellow ball in its mouth or between the hands (depending on the Pokemon) When fully charged it releases a huge, powerful plasma beam for incredible damage.

Hyper Fang 80 Normal 90%
The users front teeth glow menacingly as it tears into the opponents flesh. soing high amounts of damage as well as intimidating the opponent badly.

Hyper Voice 90 Normal 100%
The user shouts causing about three rings of sound energy to form and blast towards the opponent, knocking it over with the booming sound wave.

Hypnosis - Psychic 60%
The user makes eye contact with the opponent and lulls them to sleep with a mixture of Hypnotic stares and deep chanting. The hypnotic suggestion will not work without eye contact.

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!~~ I ~~!

Ice Ball 30 Ice 90%
The user creates a ball of ice and toss it at their target, usually at the head. The user then repeats this process 4 more times or until they miss, each time becoming more confindent in their aim and adding an extra layer of ice to the ball making the attack more powerful. When the first, small, accurate Ice Ball the last is heavy, unweildly so it's inaccurate, and can cause massive damage when it hits, if it hits. Each Ice Ball takes it's own turn to use so the entire attack can span up to 1 and two thirds (2/3) a round. The trainer can order the pokemon to have the attack last less than 5 Ice Balls and turns but this is general seen as not worthwhile because of how weak the first few Ice Balls are compared to the last few.

Ice Beam 95 Ice 100%
The user takes a few seconds to gather a glowing light blue ball of light, usually in their mouth and then fires the light as a freezing beam of energy. The beam can cause moisture in the air to freeze to ice when it the beam passes by and ice to form on it's target. On some weaker pokemon and most to all grass types the intense cold of the beam can cause permanent cell damage as freeze burns which are characteristed by their black appearance. If charging the beam is interrupted the beam may possibly still be fire, but it is far waeker than had it been able to charge properly. Can also freeze smaller Pokemon into a solid block of ice.

Ice Punch 75 Ice 100%
The user first reduces the temperature in it's hand then launches a heavy punch at the target. Because of how cold the fist is, it usually cause a rock hard impact that freezes whatever it touches and can cause decent damage to even the hardest of rock-like skins. Ice usually forms on the users hand before impact and on the target after being hit.

Icicle Spear 10 Ice 100%
The user creates long, sharp icicles usually by freezing drips of water on it's shell or body and then coverig those same frozen drips with more water and freezing that. The processes are repeated until a number of nicely sized, pointy icicles, usually 3-7 have formed and then fires them at the target through use of some propulsion (a quick jet of water to get them moving, or neing tossed by a slap from a tail for example) The entire attac can be excuted quickly, typically taking only a few second to form the icicles.

Icy Wind 55 Ice 95%
There are two ways the user can carry out the attack which depends on the weather. If there is already a decent wind going the user will likely just chill the air around them to freezing themperatures and let the wind that's already there carry the cold air to the target, this method saves the user a bit of energy. The other option is the user takes in a large breath of air, chills it inside of them and blows the cold air at the target. The cold air lightly lowers the target dexterity and accuracy if it hits.

Ingrain - Grass 100%
The user sends vines or roots to the ground where they anchor the user in place. Although the user is stuck to one spot while using the attack it can losen the vines a bit to allow it absorb impact from a physical attack or tighten them to keep itself from being knocked out of place or being blown somewhere. While the vines are in the ground the user recovers energy and HP each round, usually ranging from 3% - 8% each, the type of ground affects how much is abssorbed. Places where plants can be found (forests, plains genrally yield more energy and Hp than a place where you normally wouldn't find plants. The roots and vines used for the attack are typically very though and resilliant and can find ground to latch onto almost anywhere. The roots/vines can be withdrawn on command but it may take a number of seconds to withdraw them. If the vines or roots are severed while in the ground while in use the owner take some damage.

Iron Defense - Steel N/A%
The user stiffens their muscels to the point where most physical attacks berely affect the user but aren't stiffenned to the point where they never give way. Maintaining that same bit of fexibility in absorbing impact is what seperates Iron Defense from lower defense raisers such as Harden. The flexibility and ridginous alows for the obtimal resistance to taking damage. Althoguh it does offer some resistance to energy based attacks Iron Defense offers better protection against physical attacks. Effects typically last 2 rounds (6 turns) but if the user is ordered an attack that requires a lot of movement like Agility or Double Team the effects will disappear.

Iron Tail 100 Steel 75%
The user stiffens the muscels in their tail to the point where their tail mimics iron. The tail is then smashed heavily into the target for blunt, physical damage, often resulting in bruises for the target. A Rock or Steel type pokemon tends to expend less energy using this attack than a pokemon of an other type would. Damage would also depend on the size of the users tail, plus the ability to swing it.

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!~~ J ~~!

Jump Kick 70 Fighting 95%
The user jumps into the air, usually after a short run for added effect and lands a kick to the target form the air. The added force from the jump causes this move to be effective against larger pokemon. If the user misses their target they recieve a small amount of damage.

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!~~ K ~~!

Karate Chop 50 Fighting 100%
The user stiffens and aligns the muscels in their hands to harden their hand for the blow which is done with the edge of their hand opposite their thumb. The attack can cause some deep bruises on softer pokemon (think Jigglypuff-like). A move like this would be less affective on softer Pokemon because they've got alot more give in them.

Kinesis - Psychic 80%
Using psychic abilities the user toys around with the target's mind. The toying and taunting causes the target to lose accuracy. Often their sight or hand co-ordination is realigned so when it looks like they'd hit their target they'd actually be off by about half a metre. The target of the attack will adapt to this usually around the 3rd turn of be afflicted with it.

Knock Off 20 Dark 100%
Using hands, tails, head, or whatever else the user swipes at whatever their target maybe holding, even if the swipe doesn't touch the object it still infflicts it with dark energy that causes damage to the holder and forces them to drop the object.

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!~~ L ~~!

Leaf Blade 70 Grass 100%
The user slashes the target with sharp edged leaves multiple times to form many light, but extremely painful cuts on the opponent. The attack is carried out quickly and causes Grass type damage.

Leech Life 20 Bug 100%
The user latches on to their target and sinks its teeth in. Once it manages to sink its teeth into the target it injects a small amount of poisonous saliva into the target before sucking some of it's HP. HP recovered is roughly equal to half the damaged caused. After letting go of the target the saliva may cause an itchy welt on the target where it was bitten.

Leech Seed - Grass 90%
Seeds, usaually 1-3, but it doesn't matter how many, are launched, through some means, usually spat, at the target. Once at leat one seed lands it begins to embed itself on the target. The first round of being afflicted cause minimal damage to the target, around 1-3% but over the next few rounds the seeds begin to grow, sap more energy, and restrict the targets movement until it's unable to move easily because the seeds have grown so much. The seeds do not affect other plant types well, and can be burned off with a fire based attack.

Leer - Normal 100%
The user stares menicingly at its target. The target at first may disregard the stare, but after a few seconds will do a double take and begin to wonder what's "wrong' with the user and become paranoid, lowering it's defence when doing so. Requires eyecontact, or at least the target's attention.

Lick 20 Ghost 100%
The user licks the target for ghost type damage. Slobbery or not the lick cause the target to be to disturbed or grossed out to retaliate will the attack is being executed. The memory of the sickenning feeling caused by the lick attack will linger in the target and cause the to seize up if torment and disgust at later times during the match when reliving the event. The effect is it it's own right a form of Paralysis.

Light Screen - Psychic 100%
A barrier of light is formed by the user. Light Screen lasts for 6-9 turns and remians in one spot the entire time. The screen is curved but only offers significant protection from front on. There are two sides to the screen. If two pokemon were on either side of the screen one would be able to ttack the other, its attacks would pass through the screen but the other's attacks would not. The screen stays up regardless if the one who set it up is removed from battle and it offres almost complete protection from energy based attacks but provides little to no protection from physical ones. The screen would dissappear when the user stops concentraing to keep it up

Lock-On - Normal 100%
The user observes it's targets movements and considers the movement of it's next attack. It does calculations in it's head about how and when to land it's next attack for best effect. Although the calculations for Lock-On require one turn, they almost garuntee the users next attack will hit and will likely hit well.

Lovely Kiss - Normal 75%
The user kisses the target which causes the target to become lost in thoughts and fantasy and quickly enough the target falls asleep. If the attack is ordered it is unaffected by the status condition "Attract". The sleeping effects of the kiss could also be from a narcotic saliva solution that the user produces.

Low Kick 50 Fighting 90%
The user gives the target a low level kick. The kick itself is typically weak but where it lands more than makes up for it. Knees, and ankles are mostly hit and occasionally the target may have it's mobility impared.