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Thread: ASB Movelist

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

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

    Few things.

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

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

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

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

    Ok. Without any further Ado!


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

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

    ---A---

    Absorb: -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Special. Heals back a small percent of HP

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---B---

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

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

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

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

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

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

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

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

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

    Bind: -NRM- The user grabs the opponent and holds them still. The opponent remains in place until it can extricate itself from the grapple, which takes some effort.
    Fatigue: Low/Moderate
    Damage: Low/Good
    Accuracy: Good
    Other: Physical

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---C---

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---D---

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Fatigue: High
    Damage: Incredible
    Accuracy: Good

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    ---E---

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

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

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

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

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

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

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

    Electro Ball -ELE- A electrical sphere is created and flung toward the foe. The damage ranges on the foe’s speed:
    Light Damage: The Pokemon is slow and labored.
    Good damage: The foe has a generally good speed.
    Excellent damage: The foe has exceptional speed.
    This may be measured in a variety of ways; species (Snorlax is naturally slower than say a Manectric) or status (confused, paralyzed or injured Pokemon may be slower). It can also depend on how much evasion has been used during the match or if the foe has any stat boosts.
    Fatigue: Varying (depending on damage)
    Damage: See above. Maximum 12%
    Accuracy: Excellent
    Other: Special

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

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

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

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

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

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

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

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

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

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

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

    Extreme Speed -NRM- The user channels all of its speed into one brutal series of physical attacks. If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical
    Last edited by DarkestLight; 27th October 2013 at 12:34 PM. Reason: Added XY attacks.

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  2. #2
    2 hot to hold, 2 cold to fold Veteran Trainer
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Façade -NRM- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical

    Faint Attack -DRK- The user turns invisible and moves silently to attack a target by surprise. Attacks directed at the user are far less likely to succeed, since sight does not help a bit. The move is difficult to defend against due to the fact that the user can take a little extra time to attack from a poorly defended angle when the victim is not expecting it without so much risk of being attacked itself.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Fairy Lock -FRY- By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
    Fatigue: Moderate
    Accuracy: Excellent

    Fairy Wind -FAI- The user stirs up a fairy wind and strikes the target with it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Fake Out -NRM- The user darts in as quickly as possible and gets in a light hit, which can startle the opponent. The hit, unlike Astonish, is a straight on attack, not from the side, which makes repeated usage nigh impossible.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical. Can make the opponent flinch

    Fake Tears -DRK- The user pretends to cry, which may leave the victim(s) open to being attacked. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.
    Fatigue: Low
    Accuracy: Good
    Other: Sharply drops foe’s SpD

    False Swipe -NRM- The user takes a swipe with an appropriate limb at the opponent but feints the attack. This does not deal real damage, but it costs less fatigue than normal and can intimidate the opponent into submission. Additionally, an opponent that has gotten over the intimidating effects of the move may be less wary of further swipes, assuming them to be false as well.
    Fatigue: Low
    Damage: Trivial or none
    Accuracy: Good
    Other: Physical

    Fast Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
    Fatigue: High
    Accuracy: Excellent

    Featherdance -FLY- The user performs an intricate dance in an attempt to calm the victim, lowering its attack power if successful.
    Fatigue: Light/Moderate
    Accuracy: Good
    Other: Drops foe’s Atk

    Feint -NRM- A weak attack that only works if the foe is protecting or detecting from an attack.
    Fatigue: Light
    Damage: Light
    Accuracy: Only works when the foe protects or detects.
    Other: Physical

    Fell Stinger -BUG- When the user knocks out a target with this move, the user's Attack stat rises sharply.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Fiery Dance -FIR- Fire burns the recipient. Alot
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special. Can raise SpA

    Final Gambit -FGT- Knowing the risks are larger than the gain at this point, the user commits to a last gambit of explosive power! After this attack is done, the user faints.
    Fatigue: High
    Damage: Extremely high
    Accuracy: Excellent

    Fire Blast -FIR- A powerful blast of fire in the shape of a kanji (a Japanese letter) plows through the arena burning everything it runs into until it hits something it can’t ram out of the way. Takes a while to charge, and therefore can be dodged more easily.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Special. Chance of burning.

    Fire Fang –FIR– Fangs sink into the foe and a mass of curling flames and projected into the wound. This attack has a high chance of burning the foe.
    Fatigue: Moderate
    Damage: Moderate/Good
    Accuracy: Good
    Other: Physical. Chance of burning the foe

    Fire Pledge -FIR- This move causes ample damage to an area with flame energy-though if mixed. Its effect increases if mixed with the Grass or Water Pledge Manuvear.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Power rises with use of another Pledge move.

    Fire Punch -FIR- The user’s fist flames as they punch their opponent.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical. Chance of burning.

    Fire Spin -FIR- A tornado of flames rushes toward a particular location in the arena and stays there for a few actions. Anything that tries to pass through the sides of said tornado of flames will take fire damage and may or may not be pushed back by the crackling flames.
    Fatigue: Moderate
    Damage: Low
    Accuracy: Moderate
    Other: Special. Chance of burning

    Fissure -GRD- The user smashes the ground with a telekinetic boost, causing a huge chasm to tear open in the arena. The chasm warps and shifts for a short while as the seismic disturbance continues, and anything too slow to dodge that falls in will get severely injured by the grinding rock. This move develops fairly slowly, so an alert and cautious opponent can usually get to safer territory, but the consequences are dire if the opponent for some reason fails to escape. This move is dependent on the presence of a ground that is subject to seismic disturbances, and anything that is not in contact with the ground is unlikely to be directly affected.
    Fatigue: High
    Damage: Incredible
    Accuracy: Abysmal
    Other: Physical

    Flail -NRM- If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Flail goes up a great deal. If successful, the violent flailing of the user extricates itself from whatever sticky situation it is in, at the expense of the opponent. Flail is very tiring, and it is not always possible to counterattack, since not all attackers will be near enough to be struck by the flailing.
    Fatigue: High
    Damage: Highly variable
    Accuracy: Variable
    Other: Physical

    Flame Burst -FIR- The user unleashes a torrential cauldron of fire, that will explode upon contact and douse any nearby victims with its unforgiving fury.
    Fatigue: Moderate
    Damage: Good, Variable in vicinity.
    Accuracy: Good
    Other: Special

    Flame Charge -FIR- The user fights with fire, literally. Flares shoot from its appendages as it lays the hurt on its foe, but it keeps some of that energy to attack even faster next time.
    Fatigue: Low
    Damage: Good
    Accuracy: Excellent
    Other: Physical. Increases Spd

    Flame Wheel -FIR- Flames encircle the user for a moment, burning anything that’s gotten too close. Short range.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special. Slim chance of burning.

    Flamethrower -FIR- The user blasts a long stream of fire at an opponent.
    Fatigue: High
    Damage: Good/Excellent
    Accuracy: Good
    Other: Special. Chance of burning.

    Flare Blitz –FIR– A powerful flaming skid attack that the user executes by flaming up and tearing across the arena. The speed helps boost the attack power but accuracy is lowered slightly and the user will receive recoil damage.
    Fatigue: High
    Damage: Incredible damage
    Accuracy: Moderate
    Other: High chance of burning the victim. Physical

    Flash -NRM- The user emits a dazzling flash of light. Pokémon who accidentally look directly at the flash will suffer temporary eye damage and have difficulty performing vision-dependent moves, leading to a loss of accuracy.
    Fatigue: Light
    Accuracy: Excellent
    Other: Lowers foe accuracy.

    Flash Cannon –STL– A charged beam of sparkling liquid steel is blasted from a cannon, mouth or focus point by the user. It can lower the foe’s attack power.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. Lowers the foe’s attack

    Flatter -DRK- The user attempts to flatter the opponent(s), which initially startles them, leaving them slightly confused, but will also boost their confidence in their own attacks, usually the last 1 or 2 the victim performed before the Flatter. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.
    Fatigue: Light
    Accuracy: Good
    Other: Raises foe’s Sp Atk,-but confuses them

    Fling –DRK– The user finds an item nearby and hurls it at the foe. The power ranges from what the foe hurls, but do not expect any more than 10/11% to be dealt MAXIMUM. Also consider what the Pokemon can and cannot hurl.
    Fatigue: Light to Moderate
    Damage: Ranging
    Accuracy: Ranging (depending on the item’s weight, size, texture etc)
    Other: Physical

    Flower Shield -FAI- The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
    Fatigue: Moderate
    Accuracy: Excellent

    Fly -FLY- The ability to use this move implies mastery of the defensive elements of airborne combat. A pokémon using Fly is unusually difficult to hit with many attacks, as it is focusing on changing direction and speed in a wholly unpredictable manner, thus making it difficult to target. Melee attacks by earthbound attackers are absolutely hopeless, and ranged attacks by earthbound attackers or attacks by other flyers suffer significant accuracy impairment. This evasive benefit goes away when the user ceases to concentrate on defense in this manner (although it may still remain out of range of melee attacks), but the momentum provided by mastery of the air can conceivably be taken advantage of to press an attack, if that attack is benefited by increased inertia.
    Fatigue: Moderate
    Accuracy: Excellent

    Flying Press -FGT/FLY- The user dives down onto the target from the sky.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Focus Blast –FGT– A focused, precise exploding projectile of concentrated energy. May lower the victim’s defenses.
    Fatigue: High
    Damage: Incredible
    Accuracy: Low
    Other: Special

    Focus Energy -NRM- The user concentrates on entering a state of readiness for battle. If it successfully achieves this state, it will be more able to shrug off the affects of glamers (illusory images, invisibility, etc.) and mind affecting manipulations (Attract, confusion, etc.) when these are used, although disorienting affects may ruin the Focus Energy even as they’re eliminated by it. Additionally, the intense concentration on the battle will allow it to hit vital points on the opponent more accurately and to protect its own with greater success.
    Fatigue: Moderate
    Accuracy: Good
    Other: Snatchable

    Focus Punch -FGT- The ultimate fighting attack, the user spends significant time and energy charging up the attack, and then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack. Energy and damage are equivalent to Hyper Beam, with damage also being modified by the user of the move. The charge time, as well, is like Hyper Beam, with a full charge doing the lethal damage, but consuming a very significant amount of time and energy.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Good
    Other: Physical

    Follow Me -NRM- The user taunts the opponent(s), coaxing them to attack the user instead of anything else. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.
    Fatigue: Low
    Accuracy: Excellent
    Other: Attacks go toward the user.

    Forest's Curse -GRS- The user puts a forest curse on the target.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Adds Grass Typing to the opponent

    Force Palm –FGT– The user unleashes a powerful force that strikes the foe and can induce paralysis.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Good
    Other: Physical. Can paralyze the foe

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

    Foul Play -DRK- Instead of working for supremacy, this move allows its user to let its opponents prowess be its power-vicariously. The stronger the opponent, the more powerful this hit will be.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Freeze Dry -ICE- The user rapidly cools the target. This may also leave the target frozen.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. Super effective on Water Types

    Freeze Shock -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a electrical charge around its exterior. For such a powerful maneuver, it need an action to charge.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special. Can cause Paralysis

    Frenzy Plant -GRS- The user sends vines down through the ground where they spring up and lash at the enemy repeatedly. This attack takes a lot of energy, so the user has to spend the next turn getting that energy back.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Good
    Other: Special. User recharges for an action.

    Frost Breath -ICE- The chilling feel of a cool breath encumbers the receiver of this attack, and leaves them hurting more than they thought possible.
    Fatigue: Low/Moderate
    Damage: Low/Good
    Accuracy: Excellent
    Other: Special

    Frustration -NRM- The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user is feeling strong negative emotion, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their negative emotions. However, this technique also has a calming effect, since working out your Frustrations through physical exertion leaves you feeling better. The user will be more calm and centered after using Frustration.
    Fatigue: Moderate/High
    Damage: Light to Excellent.
    Accuracy: Good
    Other: Physical

    Fury Attack -NRM- The user stabs the opponent with an appropriate sharp body part. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the beak, stinger, or spike just keeps coming back for another stab.
    Fatigue: Moderate
    Damage: Good.
    Accuracy: Good
    Other: Physical

    Fury Cutter -BUG- The user swipes repeatedly at the victim with sharp claws or whatever analog is appropriate. The user attacks with increasing frenzy, psyching itself up to new height of ferocity. As this attack continues without interruption (more than one action can be paid to use it longer), this greater ferocity allows it to deal increased damage.
    Fatigue: Moderate
    Damage: Low to Excellent
    Accuracy: Good
    Other: Physical.

    Fury Swipes -NRM- The user swipes the opponent with its claws. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the claws just keeps coming back for another slash.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Fusion Flame: -FIR-
    Lazy. Will get to these later
    Fusion Thunder: -ELE-
    See above

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

    ---G---

    Gastro Acid –PSN- A sickly acid sinks into the foes skin, canceling out any new moves that they have learned already through Mimic or Sketch. It also causes Ditto to revert to its original form and any Conversion or Conversion2 types to go back to normal. Abilities will also be canceled out by this acid.
    Fatigue: Moderate
    Damage: None
    Accuracy: Good

    Gear Grind -STL- A disc shaped weapon is flung at the foe, acting as a boomerang. It hits on the launch and on the return.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Physical

    Geomancy -FAI- The user absorbs energy and sharply raises its' attacking power and speed.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Sharply raises Sp Atk, Sp Def and Speed. Snatchable

    Giga Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
    Fatigue: Moderate/High
    Damage: Good
    Accuracy: Good
    Other: Special

    Giga Impact –NRM- The user attacks the foe with a super-powerful physical blow, focusing all their energy into one attack. This attack needs recovery time afterward.
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Physical. Takes an action to recover

    Glaciate -ICE- Calling upon the Arctic winds, the user sweeps these chilling gales across the field, rendering the foe immobilized in frost.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special, lowers Spd

    Glare -NRM- Staring at the opponent with dark eyes so that the two gazes are locked, the user uses a combination of intimidation and psionic power to instill a loss of muscular coordination in the victim. The victim must be able to lock eyes, of course, but this will happen involuntarily unless the trainer wishes to spend actions preventing this.
    Fatigue: Light
    Accuracy: Moderate

    Gravity –PSY– The Pokemon examines the foe. For the next few rounds a strong force surrounds the foe, which stops it from flying, levitating (ie: Koffing, Magnemite, etc) for a few rounds. This also included evasion by leaping up and jumping attacks.
    Fatigue: Moderate
    Accuracy: Excellent

    Grass Knot –GRS– The power of this grass-type attack increases the heavier the foe is. The damage is essentially up to the ref, but the weakest is 3% (very light Pokemon like Azurill or Natu) to 14% (Snorlax, Tyranitar, Dragonite etc).
    Fatigue: Depends on the Pokemon’s weight: it is higher the heavier the foe
    Damage: See above: the heavier, the higher
    Accuracy: Good
    Other: Special. Generally used as a grabbing slam attack-creativity is welcomed.

    Grass Pledge -GRS- This move causes ample damage to an area with nature energy-though if mixed. Its effect increases if mixed with the Fire or Water Pledge Maneuver.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. Power rises with use of another Pledge move.

    Grasswhistle -GRS- The user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a while, all Pokemon who can hear it will start to become drowsy.
    Fatigue: Light
    Accuracy: Good

    Grassy Terrain -GRS- The user creates a grassy knoll out of the surrounding area. Anyone who touches the ground restores health at a meager rate.
    Fatigue: Moderate
    Accuracy: Excellent

    Growl -NRM- The user intimidates all opponents that can hear with a fierce growling noise.
    Fatigue: Light
    Accuracy: Good

    Growth -GRS- The user draws energy from the sun, charging up an internal battery so that attacks that draw a great deal of energy charge more quickly and therefore deal more damage for the same expenditure of time.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable.

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

    Guard Split -PSY- Using psychic energies, the user finds a way to equalize the defenses of all Pokemon on the field.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Equalizes the SpD and Def stats of the user and opponent. Note-If there are no stat boost/defects used, this move fails.

    Guard Swap –PSY- The user swaps their DEF and SPDEF with that of their foes.
    Fatigue: High
    Damage: None
    Accuracy: Excellent

    Guillotine -NRM- The user attempts to catch an opponent in the deepest part of its pincers, where the force of the twin levers that make up this pincer is the strongest and therefore the force exerted on the opponent will be greatest. This move requires great care to place the opponent in the correct spot, and since the user can’t close its pincer to hold the opponent in place until the opponent is in the correct spot, an alert and cautious opponent can usually wriggle its way out of the grip before the pincer closes. The consequences are dire, however, if the opponent for some reason fails to escape.
    Fatigue: High
    Damage: Incredible
    Accuracy: Abysmal
    Other: Physical

    Gunk Shot –PSN– A horrible handful of thick gunk is hurled at the foe. There is a high chance of poison.
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Physical. Can easily poison.

    Gust -FLY- The user forms a smallish whirlwind, directing it forward before it spins itself apart. This whirlwind is at least unpleasant for all, but it makes flight very difficult and anything light enough to be blown about will be.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Special

    Gyro Ball –STL– A large, round steel ball is hurled towards the foe. The damage ranges on the foe’s speed:
    Light Damage: The Pokemon is slow and labored.
    Good damage: The foe has a generally good speed.
    Excellent damage: The foe has exceptional speed.
    This may be measured in a variety of ways; species (Snorlax is naturally slower than say a Manectric) or status (confused, paralyzed or injured Pokemon may be slower). It can also depend on how much evasion has been used during the match or if the foe has any stat boosts.
    Fatigue: Varying (depending on damage)
    Damage: See above. Maximum 12%
    Accuracy: Excellent
    Other: Physical

    ---H---

    Hail -ICE- The user spends good energy sending a mixed beam of ice and water energy to the sky, akin to Sunny Day. The energy chills the moisture in the clouds, and the addition of the water thanks to the beam causes it to fall. The length of the hailstorm will be for the next several rounds, with modifications based on the moisture level of the clouds, temperature, etc.
    Fatigue: Moderate
    Accuracy: Excellent

    Hammer Arm –FGT– A powerful, heavy thump with the arm that causes excellent damage. However the user’s speed suffers due to the precision and execution of the attack.
    Fatigue: Moderate/High Fatigue
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical Lowers the users speed

    Harden -NRM- The user’s outer covering glows bright white and becomes very hard for a few seconds. Any attacks that hit this covering will probably do virtually no damage, although eventually the mounting fatigue of Hardening will cause failures in defense.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Raises user’s Def

    Haze -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile.
    Fatigue: Moderate
    Accuracy: Excellent

    Headbutt -NRM- The user slams its forehead into the target, bludgeoning it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good

    Head Charge -NRM- The AFRO BREAKS ALL! Might pop a few naps though
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical. Recoil damage occurs

    Head Smash –RCK– A hardy smash from the user.
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Physical, heavy recoil damage

    Heal Bell -NRM- The user produces a clearly audible chime from a metaphysical bell, and all of the user’s allies are purged of many pains. The chime does not repair basic damage, but it does purge all status effects and virtually all ongoing effects (with the exceptions of particularly bad status effects such as “fainted” and “dead”), even if the ally is currently not in battle (typically due to a Baton Pass).
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Heal Block –PSY– A sharp force field engulfs the foe and they cannot use recovery moves over the next 5 turns.
    Fatigue: High
    Damage: None
    Accuracy: Excellent
    Other: The user can still use recovery moves. This affects both Pokemon in double battles. If a draining move is used by the foe, the damage is still done, but no healing occurs.

    Heal Order –BUG– The user concentrates to heal some of their HP.. This move will be incredibly draining and should not be used too often.
    Fatigue: Extremely High
    Damage: None
    Accuracy: None
    Other: Excellent healing. Snatchable

    Heal Pulse -PSY- A act of generosity-the user grants the foe a second chance at life. It fires a beam in order to restore a good portion of health to the foe.
    Fatigue: High
    Damage: Heals a good amount back
    Accuracy: Excellent

    Healing Wish –PSY– If the user faints after using this move, their spirit cleanses all allies on the field. This can include some HP gain, status effects cured or wounds healed.
    Fatigue: High
    Damage: None
    Accuracy: N/A
    Other: Excellent healing (including status effects)

    Heart Stamp -PSY- The user turns to their cute side, causing the foe to unassumingly let their guard down. The user then releases their dark side, beating the foe down with reckless abandon.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical. May cause Flinching

    Heart Swap –PSY– Swaps altered stats with foe.
    Fatigue: High
    Accuracy: Good

    Heat Crash -FIR- A large burst of fiery energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
    Fatigue: Moderate
    Damage: Varies
    Accuracy: Excellent
    Other: Physical

    Heavy Slam -STL- A large burst of metallic energy wells up in the pokemon. This energy is then used to forcefully slam into the foe. The heavier the Pokemon, the more powerful the hit.
    Fatigue: Moderate
    Damage: Varies
    Accuracy: Excellent
    Other: Physical

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

    Helping Hand -NRM- The user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.
    Fatigue: Light
    Accuracy: Excellent

    Hex -GHO- The user glares at the opponent, and imparts a hex on the opponent. The foe is riddles with all sorts of mental comments that consistently berate and admonish its ability.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. If afflicted with a status, this attack gains powers

    Hidden Power -NRM-
    The user creates a multitude of small orbs. They contain a powerful energy. They will change to a colour that corresponds to a type (ie red: fire, yellow: electric) and strike the foe.

    The attack will become a certain type and until the end of that battle Hidden Power will stay that type for that Pokemon. So if your Houndoom uses it and gets an ice attack it will be an ice attack until he is knocked out. However in another match he may get a ghost-type HP.

    It is up to the ref to a) randomise the attack type and b) keep a tab on what type HP is.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special

    Hi Jump Kick -FGT- The user bounds high into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a particularly brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused.
    Fatigue: Moderate
    Damage: High
    Accuracy: Good
    Other: Physical. Hurts User if it misses.

    Hone Claws -DRK- The user unsheathes its claws or blades or other pointed, stabby object and sweeps them along each other, sharpening their blades as well as their intent. This raises the accuracy of the hit, as well as the prowess by which the hit will be delivered.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises Acc and Atk. Snatchable

    Horn Attack -NRM- The user stabs an opponent with a horn, dealing more damage if the user has been able to get a solid running charge.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Horn Drill -NRM- The user thrusts a spinning horn into the opponent, drilling slowly into the target causing incredible pain. This move requires time to place the drill in exactly the correct place and to work its way into the opponent, so an alert and cautious opponent can usually wriggle past the horn before it gets punctured. The consequences are dire, however, if the opponent for some reason fails to escape.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Abysmal
    Other: Physical

    Horn Leech -GRS- The instinct of being plant-like infuses this attack, as the user pierces its victim and drains their life force from them while causing them harm.
    Fatigue: Moderate/High
    Damage: Good
    Accuracy: Good
    Other: Physical form of Giga Drain

    Howl -NRM- The user howls, increasing their confidence in battle. which in turn increases their attack/special attack power, and can also boost the confidence of their partner(s). Also, the Howl can intimidate foe(s) much like Scary Face, with the same rules.
    Fatigue: Light
    Accuracy: Good
    Other: Snatchable-depending on usage

    Hurricane: -FLY- Speeding into the atmosphere, the winds streak down from the stratosphere. The foe is encumbered with a deafening blast of wind! In Rain, the howling winds seem to never miss!
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Special

    Hydro Cannon -WAT- The user launches a massive blast of high speed water at the enemy that takes a lot of energy to pull off. As such, the user must spend some time afterward regaining the lost energy.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Moderate
    Other: Special: User recharges for an action.

    Hydro Pump -WAT- The user blasts out multiple streams of water from its various water-shooting orifices. These may be split among several targets, although damage is then substantially reduced due to the waste associated with moving the stream and the difficulty of aiming at multiple targets effectively.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Special.

    Hyper Beam -NRM- A bright yellow orb of brilliant energy slowly grows as the user concentrates. When this orb is fully charged (which takes a while, making it somewhat easier to dodge), it lances out in a withering beam of light toward an opponent, burning it with plasma. This technique burns a great deal of fatigue, and the beam in question is particularly vulnerable to reflection or refraction.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Moderate.
    Other: Special. User recharges for an action

    Hyper Fang -NRM- The user’s incisors glow as it viciously tears into the opponent with incredible ferocity. The bites cause incredible pain and continued bleeding, each of which contributes to a strong intimidating effect on the poor victim.
    Fatigue: Moderate/High
    Damage: Good/Excellent
    Accuracy: Good
    Other: Physical

    Hyper Voice -NRM- A sound-based attack, the user creates a loud, violent boom with its voice, which strikes all opponents in the area for good damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

    Hypnosis -PSY- The user stares deeply into the eyes of one victim, slowly lulling the unwary into slumber. The blind cannot be affected by the move, but most other pokémon will be fighting drowsiness or sleep.
    Fatigue: Light
    Accuracy: Good

    ---I---

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

    Ice Beam -ICE- The user smites an opponent with a brilliant white beam of freezing cold. The beam tends to freeze whatever it hits.
    Fatigue: High
    Damage: Good/Excellent
    Accuracy: Good
    Other: Special. Chance of freezing

    Ice Burn -ICE- A chilling orb of blue tint is charged. Upon its maximum intensity, it is fired at an opponent. Its power is so great that it exudes a heated flare around its exterior. For such a powerful maneuver, it need an action to charge.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special. Can cause burn

    Ice Fang –ICE- Fangs sink into the foe and a chilling frost is spread through the wound. This attack has a high chance of freezing the foe.
    Fatigue: Moderate
    Damage: Moderate/Good
    Accuracy: Good
    Other: Physical. High chance of freezing/numbing the foe

    Ice Punch -ICE- The user swings a fist that is suddenly chilled beyond it’s natural state. The victim suffers from this cold as well as the impact.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical. Chance of freezing.

    Ice Shard –ICE– Before the foe can attack a thick wedge of ice drops and smashes into them. Always strikes first.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Good
    Other: Physical. Always strikes first

    Icicle Crash -ICE- Channeling energy from the air, a massive frozen pillar is created, swung and thrown at the foe.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Icicle Spear -ICE- The user sends a few small icicles (created like Ice Beam) towards the user, which hit for good damage, and have a slight chance of breaking the skin.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Icy Wind -ICE- A blast of extremely cold air sweeps from the user to the opponent, often circling behind obstructions to reach targets. Causes numbness.
    Fatigue: Low/Moderate
    Damage. Good
    Accuracy: Good
    Other: Special

    Imprison -PSY- The user consumes significant energy to prevent one opponent from reusing one move that the pair of them both can learn that has been used in the battle thus far. If the attack which is attempted to Imprison is of the victim’s type, the energy required to use Imprison rises significantly, and the attack takes longer to do. You cannot Imprison more than one move at a time-if so, a new move must be chosen, and the old move would be useable again.
    Fatigue: Moderate/High
    Accuracy: Excellent

    Incinerate -FIR- Aiming for the appendages, any user of this move has the sole purpose to fire off a blast of embers to keep their hands unable to close-and therefore to grasp anything.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Special

    Inferno -FIR- The user flings a blast of fire around the foe, and ensures the foe to be burned.
    Fatigue: High
    Damage: Excellent
    Accuracy: Fair
    Other: Special. Causes Brn

    Infestation -BUG- The opponent is swarmed and attacked upon by a legion of bugs. This creates a trapping effect for a few actions.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Ingrain -GRS- The user attempts to regain health and energy by sticking a vine or roots into the ground, attempting to sap the soil of nutrients.
    Fatigue: Light
    Accuracy: Excellent
    Other: Snatchable

    Ion Deluge -ELE- The user changes the ionic distribution in Normal Type moves, morphing them into Electric ones.
    Fatigue: Light
    Accuracy: Excellent

    Iron Defense -STL– The user performs an attack similar to Harden, except it’s more powerful, lasts longer and lowers mobility much more. Of course, the attack uses more energy than Harden.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable. Sharply raises Defense

    Iron Head –STL– A fast slamming attack with a shimmering metal head.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Iron Tail -STL- The user lashes out with its heavy tail, slamming it into a handy opponent. As it does so, the tail glints and hardens, protecting itself and offering a sharp edge with which to cut the target.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    ---J---

    Judgment -NRM- The user calls down holy energies to smite the foe. The type is decided by the user upon being used; once the type has been chosen, it must remain that way for the duration of the match. Can only be used by fully-evolved pokémon.
    Fatigue - High
    Damage - High
    Accuracy - Good
    Other - Special

    Jump Kick -FGT- The user bounds into the air, potentially dodging short-range or carelessly aimed attacks, only to come crashing down in a brutal kick on whatever target it selected. The impact causes stress in the ankles of the user, potentially causing serious damage if the move is overused.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Good
    Other: Physical

    ---K---

    Karate Chop -FGT- The user whacks one of the target’s weak points hard.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Kinesis -PSY- With a series of telekinetic pokes, the user knocks an opponent off balance so that attacks cannot be aimed properly. Given a moment or two, the victim can recover, but until then the distraction will impair the odds of success of any action that victim takes. Good accuracy.
    Fatigue: Moderate
    Accuracy: Good

    King's Shield -STL- The user switches stances to better prepare itself for battle.
    Fatigue: Light
    Accuracy: Excellent
    Other: Drops attacker's Attack harsly if hit

    Knock Off -DRK- The user attempts a light, quick strike with a hand or claw in an attempt to knock the opponent down or off the edge of a boundary.
    Fatigue: Light
    Damage: Light/Good
    Accuracy: Good
    Other: Physical

    ---L---

    Land's Wrath -GRD- The user emits the rage of the earth itself to inflict damage on others.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Lava Plume –FIR– A sweeping mass of molten flame bursts from the user. Think lava lamp. It rises and strikes the foe.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. High chance of burning

    Last Resort –NRM– A powerful strike that can only be used in desperate situations.
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Desperate is defined as: Low damage (5% HP or less) or being under two status effects (where status effect is defined as paralysis, burn, poison, sleep or freeze NOT confusion or attraction).

    Leaf Blade -GRS- The user performs a slash attack with leaves attached to their body, which are covered in grass energy, dealing good damage.
    Fatigue: Moderate/High
    Damage: Good
    Accuracy: Good
    Other: Physical

    Leaf Storm –GRS– A spiraling wind summons a blistering rain of sharp leaves that sweep into the foe like insects. Each leaf is sharp and precise. The attack is a continuous slew of sharp leaves and leaves the user incredibly drained afterward. As a result, their stats are deterred.
    Fatigue: High.
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. Sharply lowers SpA

    Leaf Tornado -GRS- Using the powers of leaves, the user surrounds his foe within a tornado of sharp leaves. There are so many pieces of foliage that it blots the vision of the foe.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. Can lower Acc

    Leech Life -BUG- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
    Fatigue: Light
    Damage: Light
    Accuracy: Good.
    Other: Physical

    Leech Seed -GRS- The user jets a seed toward an opponent. If it hits, the seed will sprout tentacles that suck some energy out of the victim.
    Fatigue: Light
    Accuracy: Good

    Leer -NRM- The user makes a scary face. Pokémon who view this spectacle may be intimidated.
    Fatigue: Light
    Accuracy: Good

    Lick -GHO- The user reaches out with a tongue and licks the opponent roughly, slobbering a sedative fluid and sapping life energy. A victim is likely to suffer impairment of motor control.
    Fatigue: Light/Moderate
    Damage: Light/Moderate
    Accuracy: Good
    Other: Physical: May cause paralysis

    Light Screen -PSY- The user sets up a flat, translucent screen that filters out light and energy that tries to pass through it. The screen is very durable, and it absorbs significant amounts of energy that hit it, leaving much less to continue through to wherever it’s going. The screen fades after a short time after the user stops concentrating on it, taking absorbed energy with it, but even if the screen is maintained it is immobile and an attacker can simply move around it after the initial surprise of the defense.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Lock-On -NRM- The user picks a target and maintains a “lock” on that target for a short while. While other attacks the user makes may end up missing, it won’t be fooled by tricky evasive maneuvers, obscurement, or deception when making these attacks. It will always know exactly where the opponent is as long as the Lock On lasts.
    Fatigue: Moderate
    Accuracy: Excellent

    Lovely Kiss -NRM- The user kisses a target, slathering them with soporific saliva. This saliva will cause the target to lapse into unconsciousness due to its narcotic properties.
    Fatigue: Light
    Accuracy: Moderate
    Other: Will induce sleep.

    Low Kick -FGT- The user kicks at the lower portion of the opponent, aiming at whatever point is likely to cause damage and pain. Additionally, heavier victims may hurt themselves more from the fall than lighter ones.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Good
    Other: Physical

    Low Sweep -FGT- The user runs toward the opponent before kneeling and sweeping the opponent off of his feet, regardless of weight.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Lucky Chant –NRM- After praying, the user is coated in a shimmering white light. This seems to protect weaker areas such as wounds or burns, and manages to prevent attacks from dealing critical damage over the next few turns.
    Fatigue: Moderate
    Damage: None
    Accuracy: Excellent
    Other: Essentially prevents critical hits. Since they are not always incorporated into ASB then you can ref it that the weak areas on the user are protected-or they somehow evade a status condition.

    Lunar Dance –PSY– The user sacrifices itself to completely heal the next Pokemon sent out. If the next Pokemon out is already fully healed, then this attack provides significant stat boosts instead.
    Fatigue: Faints
    Accuracy: Excellent

    Luster Purge -PSY- A mix of Flash and Psybeam, the user shoots out a very bright beam of Psychic energy which deals good damage, and possibly can effect the opponent(s) sight, especially if the attack hits the eyes.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

    ---M---

    Mach Punch -FGT- The user speeds forward with arms outstretched to inflict damage on the opponent. This attack is very fast and will normally go first; it can also be used as a fast evasion move which will also inflict minor damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Magic Coat -PSY- These moves are all bounced back to the user.
    All moves that induce status as their only effect
    All moves that do no damage but alter the target's stats (including Flatter and Swagger), except Defog and Memento
    Attract, Block, Gastro Acid, Leech Seed, Mean Look, Spider Web and Worry Seed
    Fatigue: Moderate
    Accuracy: Excellent

    Magic Room -PSY- The user releases a strange energy in which Special Attacks are reversed in effectiveness for a few turns.
    Fatigue: High
    Accuracy: Excellent
    Other: High dmg moves do little damage, Low dmg moves do high dmg.

    Magical Leaf -GRS- The user fires a horde of magically imbued leaves which follow the opponents every move and will always score a hit on the enemy.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Never misses

    Magma Storm –FIR– The user summons a horrible tornado of fire. In addition to trapping the foe in the manner of Fire Spin, the storm, upon being summoned, scorches the foe badly.
    Fatigue: Extremely High
    Damage: High
    Accuracy: Good
    Other: Traps the foe; can be negated with Rapid Spin

    Magnet Bomb -STL- The pokemon fires a small bomb like projectile which explodes on contact with the target, this projectile is keyed into the DNA of the target causing it to always follow and always hit the targets.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Never Misses
    Other: Physical

    Magnet Rise -ELE- The user uses the power of magnets to rise up into the air making all ground attacks used against it for the next few actions completely useless.
    Fatigue: Moderate
    Accuracy: Excellent

    Magnetic Flux -ELE- This Pokemon creates an imbalance in magnetic fields, fueling other Pokemon whom wield the Plus or Minus Ability
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Raises Def and SpDef of Plus/Minus wielders

    Magnitude -GRD- The user can either telekinetically or physically send shock waves from beneath their feet which resonate out across the field. These waves can vary intensity which is up to the discretion of the ref doing the battle.
    Fatigue: Moderate
    Damage: Light-Incredible
    Accuracy: Excellent
    Other: Physical

    Mat Block -FGT- The user creates a dense barrier between it and the incoming onslaught.
    Fatigue: Moderate
    Other: Does not stop status moves

    Me First -NRM- The user pre-empts the enemies attack and will use it against them with more force.
    Fatigue: High
    Accuracy: Varies on Attack

    Mean Look -NRM- The user makes a scary face, and waves of faint blackness encircle the victim. Pokémon who view this spectacle may be intimidated, and one victim chosen by the user will be trapped in a dark glowing sphere. This sphere prevents the pokemon from Baton Passing, U-turning or being returned in general.
    Fatigue: Moderate
    Accuracy: Excellent

    Meditate -PSY- The user concentrates, mentally preparing itself for battle and priming its inner chi so that it can attack with greater efficacy. The move has a calming effect and typically raises the attack capabilities of the user.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Mega Drain -GRS- The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Megahorn -BUG- The user charges and deals some major damage with a series of horn pokes and horn tosses.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Good
    Other: Physical

    Mega Kick -NRM- The user’s foot glows white as it slams into an opponent.
    Fatigue: Moderate
    Damage: Incredible
    Accuracy: Good
    Other: Physical

    Mega Punch -NRM- The user’s fist glows white as it slams into an opponent.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Memento -DRK- The user sacrifices itself to drastically lower the opponents Attack and Special Attack.
    Fatigue: Moderate
    Accuracy: Excellent

    Metal Burst -STL- If the user has been struck this turn then they deal an increased amount of damage to the target. The user of Metal Burst still suffers some damage and fatigue from the strain of retaliating against incoming attacks, although typically less than it would have had it not performed Metal Burst. The redirected attack is of the Steel element, and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
    Fatigue: High
    Accuracy: Good
    Other: Physical

    Metal Claw -STL- The user swings out a claw, which crackles and hardens into metallic sharpness as white energy conducts through the metal coating from the body of the user to the body of the hapless target. May increase Attack.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Physical

    Metal Sound -STL- The user screeches loudly causing a soundwave to cross the field and sharply lower the Special Defense of the target.
    Fatigue: Moderate
    Accuracy: Excellent

    Meteor Mash -STL- The user creates a series of small star like projectiles which are then fired towards the target. May increase Attack
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Physical

    Metronome -NRM- For several seconds, the user twitches a pair of digits, usually fingers, back and forth in unison. Then, these digits glint with white light, and strange things happen with no explanation. Sometimes, these things seem to mimic a regular move, even if the move doesn’t make sense, but other times there is simply a dramatic effect, such as a random object blowing up. The move never directly harms the user, although secondary effects could end up doing so by accident. However, the effect is not necessarily even slightly beneficial, either. The use of a random number generator in reffing this move is strongly advised.
    Fatigue: High
    Damage: Varies
    Accuracy: Varies

    Milk Drink -NRM- The user allows an ally to take a drink of milk (one action for each of the pair), or takes a drink of milk itself (one action for the Miltank in question). This move restores a fair amount of health to all who drink it. Consecutive uses will take more and more energy.
    Fatigue: High (increasing)
    Healing: Excellent
    Other: Snatchable

    Mimic -NRM- The user gains the ability to emulate a move it is currently seeing being used. It can use this move immediately, but the memory span of Mimic is very short and the accuracy of the move as well as power will wane over time.
    Fatigue: Moderate
    Accuracy: Excellent

    Mind Reader -NRM- The user engages in some short-duration precognition and mental espionage. They mentally lock onto the target ensuring that the next move used by them will always hit.
    Fatigue: Moderate
    Accuracy: Excellent

    Minimize -NRM- The user contracts its body to become smaller and therefore making themselves harder to be hit.
    Fatigue: Moderate
    Accuracy: Excellent

    Miracle Eye -PSY- The uses concentrates their energy onto the target and will always know where they are at all time, therefore ignoring all Accuracy and Evasion modifiers. Dark pokemon will be susceptible to Psychic attacks. Will last until target faints.
    Fatigue: Moderate
    Accuracy: Excellent

    Mirror Coat -PSY- The user shimmers and glows, and the power of incoming special attacks are bounced back toward their source. The user of Mirror Coat still suffers some damage and fatigue from the strain of reversing the power of incoming attacks, although typically less than it would have had it not performed Mirror Coat. The attack is of the Psychic element and the power of the hit is increased. It always has good accuracy and does not take any time to charge.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Special

    Mirror Move -FLY-As long as the move in question is at least vaguely plausible, the user exactly copies a move that the user has just seen (this action or the previous action), except directed at a new target or targets.
    Fatigue: Moderate
    Accuracy: Excellent

    Mirror Shot -STL- The user fires a projectile of shiny metal towards the target. May reduce opponents Accuracy.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Good
    Other: Physical

    Mist -ICE- The air becomes very foggy. It is hard to see. Attack and defense strategies dependent on sight are relatively futile. Also the user and allies are protected from only stat lowering attacks for 5 rounds.
    Fatigue: Moderate
    Accuracy: Excellent

    Mist Ball -PSY- The user fires a ball of psychic energy which explodes into a mist on contact. May lower Special Attack.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Misty Terrain -FAI- The user infuses the ground with a mystical energy that acts as a group Safeguard. It shields all Pokemon that are grounded from any ailments.
    Fatigue: Moderate

    Moonblast -FAI- The moon aids this power's force, a blast emanating from its light is thrown at the offending party.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. Can drop Sp Atk.

    Moonlight -FAI- Drawing in energy from the moon, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw moonlight to useful energy at such a rapid pace is very tiring. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice.
    Fatigue: Moderate (increasing)
    Accuracy: Excellent
    Other: Snatchable

    Morning Sun -NRM- Drawing in energy from the sun, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw sunlight to useful energy at such a rapid pace is very tiring. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice.
    Fatigue: Moderate (increasing)
    Accuracy: Excellent
    Other: Snatchable

    Mud Bomb -GRD- User fires a small ball of mud towards the target which splats on the target. May reduce opponent’s Accuracy.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

    Mud Shot -GRD- User fires a small ball of mud towards the target which splats on contact. May reduce Speed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Good
    Other: Special

    Mud Sport -GRD- The user covers the whole field in a layer of mud which lowers the attack strength of all electrical based attacks.
    Fatigue: Moderate
    Accuracy: Excellent

    Mud Slap -GRD- The user kicks, swats, or otherwise flicks whatever muddy ground covering is available at the opponent. If this mud gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes or the dirt is somehow flushed out by other means.
    Fatigue: Moderate
    Damage: Light
    Accuracy: Excellent
    Other: Special

    Muddy Water -WAT- The user fires a beam/wave of water intertwined with muddy ground towards the target. May lower opponent’s Accuracy.
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Special

    Mystical Fire -FIR- An ancient type of flame conjuring is used to release this upon a foe-strIking at their very core.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. Drops Sp Atk.

    ---N---

    Nasty Plot -DRK- The user concocts an evil plot inside their mind, raising their Special Attack power.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Nature Power -NRM- The power and type depends on the user’s environment.
    In Water/At Sea/On Beach: Water Pulse
    In a Grass field: Razor Leaf
    In the sky: Air Cutter
    In Snow: Icy Wind
    In a Mountainous area/Cave: Rock Slide
    Any other type of arena: Tri-Attack

    Natural Gift -NRM- The power and type depend on the foe's condition:
    Normal: the attack is a standard Normal type attack. It deals good damage and has a moderate fatigue rate.
    Attack Boost: the attack is a fire-type attack. It deals excellent damage but has a high fatigue rate.
    Speed Boost: the attack is an electric-type attack. It deals good damage but has a high fatigue rate.
    Defence Boost: the attack is a water-type attack. It deals excellent damage with a low fatigue rate.
    Special boost (attack or defence): the attack is a psychic-type attack. It deals light damage with a light fatigue rate.
    Other: Special

    Needle Arm -GRS- The user strikes the target with spiky protrusions on their bodies inflicting damage and may cause their opponent to flinch.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Night Daze: -DRK- Pulling energy from the darkness, the user releases this blast of power to wipe out its opposition, having the ability to blot their eyesight.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Special, can reduce Acc

    Night Shade -GHO- The user jets a beam of inky darkness at an opponent. Said opponent will feel their life slowly sapped away by the tide of negative energy. Exposure to negative energy results in spontaneous cell death, so the damage will not be visible but it will be very much felt.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Night Slash -DRK- The user strikes the target with any claws/nails mainly anything that can be used to cut. This slash is imbued with the power of the shadows.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical

    Nightmare -GHO- Nightmare can only be used on an opponent that is sleeping or tranced, and lasts only until they awaken. The nightmares that ensue then override any ensuing benefit of the sleep, and the victim’s health will suffer significantly over time. Only a fool eats these dreams. It’s a Ghost version of Leech Seed basically.
    Fatigue: Moderate
    Damage: Light (each round as long as they are asleep)
    Accuracy: Excellent

    Noble Roar -NRM- The force and power behind this emittance forces all to bow down and quiver. All attacking forces think twice before resuming their conflict with this user.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Drops Atk and SpAtk

    Nuzzle -ELE- The user is able to get in close and share a shockingly soft moment with its opponent.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical. Induces paralysis

    ---O---

    Oblivion Wing -DRK- The force of this creatures strike not only weakens the foe, but also heals itself roughly half the amount it caused damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Octazooka -WAT- The user spits a blast of inky water. If this ink gets in the target’s eyes, it makes the target have difficulty seeing without seeing ink, may reduce accuracy.
    Fatigue: High
    Damage: Excellent
    Accuracy: Good
    Other: Special

    Odor Sleuth -NRM- The user uses its nose to sniff out the opponent and begins tracking their smell making Accuracy modifiers and enemies Evasion Modifiers to disappear. It will also cause Ghost pokemon to become susceptible to Normal and fighting type attacks. Lasts until user faints.
    Fatigue: Light
    Accuracy: Excellent

    Ominous Wind -GHO- The user sends out a ghostly wind either by psychic power of by physically flapping their wings. This wave covers the field and knocks back the opponent, may increase all users’ stats.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent

    Outrage -DRG- The user shimmers with incredible energy as a crackling aurora of energy surrounds it. With incredible ferocity, it tears into a given opponent, drawing energy from this aurora to more effectively wreak havoc. The longer this move is maintained, the more damage it deals, but it also eventually stresses the user, causing the user to act erratically and with poor judgment.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Overheat -FIR- The user creates a fire storm which blankets the opponent in flame doing serious damage, but the down side of this attack is that it always sharply lowers the user’s Special Attack.
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Special
    Last edited by DarkestLight; 27th October 2013 at 12:52 PM. Reason: Added XY Attacks

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  3. #3
    2 hot to hold, 2 cold to fold Veteran Trainer
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    ---P---

    Pain Split -NRM- The user picks a target and opens up a faintly visible conduit between the two of them. As long as this conduit remains unbroken, pain will flow from the greatest to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s healthier to regenerate the more damaged. If one pokémon suffers a status effect, the other has a chance of suffering the same status effect due to the phantom pain that is imported from the original. The process of pain transfer is not instantaneous, and even failure tends to burn fatigue greatly. Naturally, rapid regeneration always burns fatigue at an exceptional pace.
    Fatigue: Extremely High
    Damage: Varies
    Accuracy: Excellent. Not a healing move

    Parabolic Charge -ELE- The user recklessly emits a uncontrollable amount of electric energy, ensnaring everyone on the field. It also heals itself roughly half the amount it caused damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Parting Shot -DRK- A few snide remakrs are made to weaken the opponents' resolve before swapping with a party Pokémon.
    Fatigue: Light
    Accuracy: Excellent
    Other: Lowers Atk and SpAtk

    Pay Day -NRM-The user throws coins at the opponent in an attempt to hurt it in some minor way.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Payback -DRK-The pokemon rushes towards the target in a tackling maneuver. But if the opponent had attacked before the user in this turn then this attack is powered up.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Physical

    Peck -FLY- The user suddenly slams its beak into a target, pecking it viciously.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Perish Song -NRM- The user sings a haunting song that if heard by any pokemon, will sap their life from them and cause them to faint a few rounds after hearing it. The effects of the song can be forgotten by baton-passing to another pokemon or if a pokemon uses Protect at the time of use. It can also be drowned out by other high pitched noises.
    Fatigue: Moderate
    Accuracy: Excellent

    Petal Blizzard -GRS- Leaves are whirled around in a cataclysmic fashion, strking everything within range.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Petal Dance -GRS- The user begins to perform an intricate dance, flicking sharp petals and leaves every which way. Targets that wander to close can suffer numerous cuts, each of which is superficial when viewed alone. Together, they are more severe. Continuing a Petal Dance too long may cause dizziness, but as long as it lasts it is not wise to stray too close.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Phantom Force -GHO- The user evaporates to the immaterial, before retuning and dealing a massive blow.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical. Cannot be blocked by any means.

    Pin Missile -BUG- The user shoots a few spike-like things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim.
    Fatigue: Light
    Damage: Light
    Accuracy: Moderate
    Other: Physical

    Play Nice -NRM- The user appeals to the opponents jovial side, and they take a moment to play, weakening the opponents resolve.
    Fatigue: Low
    Accuracy: Excellent
    Other: Lowers Atk

    Play Rough -FAI- The user is a bit rambunctious and plays a bit rough with the opponent, inflicting damage.
    Fatigue: Low
    Damage: Good
    Accuracy: Excellent
    Other: Physical. May lower Atk.

    Pluck -FLY- The user swoops down towards the target and attempts to remove any items currently held by the target. It also does a fair amount of physical damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poison Fang -PSN- The user bites the target with fangs covered in toxic poison which may be transferred into the targets blood stream causing the effects of a toxic poisoning.
    Fatigue: Moderate
    Damage: Moderate/Good
    Accuracy: Excellent
    Other: Physical. Causes Toxic

    Poison Gas -PSN- The user spits a cloud of poisonous gas. This gas will probably poison anything that breathes it in, and pokémon that attempt to attack while breathing it will burn more fatigue than normal due to the fact that they’re getting insufficient oxygen.
    Fatigue: Light
    Damage: Light
    Accuracy: Good

    Poison Jab -PSN- The user attacks the target with a punch form their fists imbued with poison secreted from the body, may cause normal strength poison.
    Fatigue: High
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poison Sting -PSN- The user fires a volley of spike-like things at a target. This volley is poisoned, and anything hit may be injected with this poison.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Poison Tail -PSN- The user strikes the opponent with a tail like protrusion covered in poison may induce poison.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Poisonpowder -PSN- The user puffs out a cloud of poison dust. A victim that inhales this dust will likely become poisoned.
    Fatigue: Moderate
    Accuracy: Moderate

    Pound -NRM- The user slams a limb into the target, bludgeoning it.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical


    Powder -BUG- The user laces the opponent with a highly combustable substance. Any fire move will ignite it.
    Fatigue: Moderate
    Accuracy: Excellent

    Powder Snow -ICE- The user blasts an opponent with a small cone of crystalline ice shards. These may cake around the opponent, hindering movement; this attack may freeze the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Power Split -PSY- Using psychic energies, the user finds a way to equalize the prowess of all Pokemon on the field.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Equalizes the Atk and SpA stats of the user and opponent. Note-If there are no stat boost/defecits used, this move fails.

    Power Gem -RCK- The user throws a rock composing of precious gems at the target causing serious damage.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Power Swap -PSY- The user swaps Attack and Special attack modifiers with the opponent.
    Fatigue: Light
    Accuracy: Excellent

    Power Trick -PSY- User uses its psychic powers to swap its own attack and defense stat.
    Fatigue: Light
    Accuracy: Excellent

    Power-Up Punch -FGT- A basic punch that gets stronger with each use.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical. Raises Atk with each hit.

    Power Whip -GRS-The user whips the target with vines or any long limbs attached to its body.
    Fatigue: High
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Present -NRM- The user tosses a wrapped package, which it pulls from its Hammerspace Account. It prompts a given opponent with a telepathic suggestion of curiosity, encouraging that opponent to open the package. If ANY pokémon touches the package, it explodes. This explosion will probably deal between low and excellent plasma damage, occasionally it is a positive energy burst that heals low damage instead.
    Fatigue: Moderate
    Damage: Light-Excellent
    Healing: Light
    Accuracy: Excellent
    Other: Physical

    Protect -NRM- The user shields itself in a translucent sphere of energy which prevents all incoming attacks in one action. Consecutive uses of this attack decrease its efficiency of accuracy.
    Fatigue: Extreme
    Accuracy: Excellent (decreasing)

    Psybeam -PSY- A powerful, narrow beam of psionic energy smashes forward toward a target. This beam bounces off reflective surfaces quite easily, allowing for bank shots in certain conditions. Has a chance to confuse the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Psych Up -NRM- The user imitates the target causing it to gain all of the opponent’s stat modifiers.
    Fatigue: Light
    Accuracy: Excellent
    Other: Snatchable

    Psychic -PSY-The user uses telekinesis to move an object or objects. These objects are identifiable by the fact that they’re moving unnaturally and by the fact that they will be lined in an eerie red glow. This move has an incredibly diverse array of uses, limited mostly by the imagination of the user and the referee. Objects can be thrown; occasionally mimicking the effects of another element if they hit a target that is subject to damage (a boulder can be Psychiced into an opponent, for instance, to produce a faux Rock Throw). The user can allow itself or allies to fly by levitating them, although this takes continued effort in terms of spent actions. Psychic fails quickly if the target resists or struggles, but fails more slowly if the target is docile. However, even the most willing target cannot levitate long with the expenditure of only a single Psychic action, so every so often another action must be invested to maintain this levitation. Solid objects are very easy to manipulate with Psychic, liquids harder, gases nearly impossible, and energy nearly inconceivable.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Psycho Boost -PSY- The user creates a massive vortex of psychic energy towards the target doing massive damage but inevitably lowering the user’s Special Attack.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Special

    Psycho Cut -PSY-The user uses its psychic powers to create a physical puppet like appendage which smacks the target with great fore.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Psycho Shift -PSY- The user passes on its Status effects onto the target by means of a mental link.
    Fatigue: Light
    Accuracy: Moderate

    Psyshock -PSY- The enigmatic powers of this attack are so strong that the foe feels the pain physically, rather than mentally.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special, Attacks opponents Def

    Psystrike -PSY- A powerful slash of energy that cuts through the opponents physical defense capabilities.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special, hurts opponents Def

    Psywave -PSY- Psionic distortions wobble throughout the arena, causing erratic damage to virtually everything around. The user cannot completely control these psionic waves, but it isn’t directly inconvenienced itself. The waves cause pain by fracturing molecular bonds.
    Fatigue: Moderate
    Damage: Light - Excellent
    Accuracy: Excellent
    Other: Special

    Punishment: -DRK- The user employs its dark powers to punish the target for its stat modifications. The more modifications the target has the more powerful this attack is.
    Fatigue: Gets higher depending on the stats but generally Moderate
    Damage: Its base damage is roughly 5%. But:
    +1 stat boost (any stat): 6%
    +2 stat boost (any stat): 8%
    +3 stat boost (any stat): 10%
    +4 stat boost (any stat): 13%
    From +4 stat boosts it will continue to do 13% damage.
    Accuracy: Excellent

    Pursuit -DRK- The user glows black and quickly chases down a target very quickly. It is virtually impossible to escape by fleeing; the dark glow will briefly grant surprising powers of locomotion and resistance. Flying, diving underwater, digging underground, teleportation, returning to a pokéball, Baton passing… None of these help much to evade Pursuit. The user will levitate, swim, burrow, or phase to intercept the fleeing victim and tear into it with a flurry or claws, bites, or whatever is appropriate to the species. Note that Pursuit cannot target something that has already sealed itself off with an impenetrable barrier, such as a successful Protect or six Barriers set up in a cube.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    ---Q---

    Quash: -DRK- The foe is grabbed by the user and is delayed in attacking.
    Fatigue: Light
    Accuracy: Excellent

    Quick Attack -NRM- The user channels all of its speed into a series of physical attacks. If used properly, it can surprise opponents, aid in evading attacks, and/or deal greater damage due to elevated speeds.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Quick Guard -FGT- The user raises a barrier that is able to withstand increased priority attacks from all directions for the user and its teammates for one action.
    Fatigue: High
    Accuracy: Excellent

    Quiver Dance -BUG- Flapping its wings, the user performs a dance fit for a swarm of beautiful butterflies. This gives the user unparalleled balance in many parameters.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises SpA, SpD and Spd

    ---R---

    Rage -NRM- The user’s eyes glow red as it channels its negative feelings into a violent series of whatever physical attacks are appropriate to its form (claws, bites, tentacles, whatever).
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rage Powder -BUG- The user jumps around and gives off a scent that seems to enact the chaos in all foes, coaxing them to attack the user instead of anything else.
    Fatigue: Low
    Accuracy: Excellent

    Razor Shell -WAT- The user turns its shell into a weapon, It whips around and connects with its foe, leaving their guard slightly broken.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rain Dance -WAT- The user beckons the clouds to cover the sky, and induces them to begin to rain. In the rain, water attacks become easier to use to greater effect and fire moves are dampened by the water. Electricity is more conductive, and chances of electrical attacks of any sort hitting are almost certain.
    Fatigue: Light
    Accuracy: Excellent

    Rapid Spin -NRM- The user spins rapidly while curled into its shell or ball. It is much harder to injure the user when Rapid Spin is in use due to its increased speed and the centrifugal force throwing back many attacks. However, the technique cannot be maintained for long without incrementing fatigue significantly.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Razor Leaf -GRS- The user fires off a low number of very sharp leaves which spin through the air at a high velocity. These will cause lacerations in any victim hit.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Razor Wind -NRM- The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a localized place.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Recover:-NRM- The user suddenly glows as it heals at an incredible pace. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice.
    Fatigue: High
    Healing: High
    Accuracy: Excellent
    Other: Snatchable

    Recycle -NRM- The user regains any items it has lost during the battle.
    Fatigue: Light
    Accuracy: Excellent

    Reflect -PSY- The user erects a flat, transparent mauve barrier in front of itself. The barrier can be used as a protective barrier which is effective at reflecting projectile attacks but does not last long. Or it can be set as a more defensive barrier which will weaken the inertia and therefore strength of all incoming physical attacks for a time.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Reflect Type -NRM- Knowing the opponent's types, the user decides to mimic those exact traits
    Fatigue: Low
    Accuracy: Excellent

    Refresh -NRM- The pokemon uses its power from deep inside itself in order to heal itself from Burn, Paralysis and Poisons.
    Fatigue: Light
    Accuracy: Excellent
    Other: Snatchable

    Relic Song -NRM- The notes of this melody-when sung-have the ability to render the foe defenseless.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Puts foe asleep

    Rest -PSY- The user goes into a deep state of sleep removing any ill status effects and regaining a good portion of their health. While asleep the user is completely venerable to all incoming attacks.
    Fatigue: High
    Healing: Incredible
    Accuracy: Excellent

    Retaliate -NRM- Within battle, the user builds a true camaraderie with its teammates. So, if one faints, it instantly battles with increased fervor to avenge its partner.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical-if teammate faints on turn Vengeance is used, Attack increases.

    Return -NRM- The user attacks with a series of basic physical attacks with whatever body parts are appropriate (claws, bites, tentacles, whatever). If the user has strong positive feelings, this series of attacks will deal more damage than normal, approximately proportional to the intensity of their positive feelings.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Revenge -FGT- This is a very slow physical attack, if the user is damaged before they finish the attack then Revenge is powered up.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Reversal -FGT- The lower the health of the user the more powerful attack this will be. Also reversely the more health the user has the weaker it will be. This attack will also be powered up in desperate situations regardless of health.
    Fatigue: High
    Damage: Excellent -Incredible
    Accuracy: Excellent
    Other: Physical

    Roar -NRM- The user growls tremendously loudly, intimidating all opponents so severely that they desist whatever they’re doing in order to flee. Also for an extended period of time the affected pokemon while be less likely to attack the pokemon who roared at them.
    Fatigue: Moderate
    Accuracy: Excellent

    Roar of Time –DRG– The user roars magnificently and summons a huge amount of dragon energy to strike the foe. This attack necessitates a period of rest afterwards.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Good
    Other: User must rest afterwards

    Rock Blast -RCK- The user fires a series of rocks at the target, each rock will deal minimal damage but if all hit it is a very devastating attack.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Climb -NRM- The user bounds across rocks with ease before slamming into the opponent which may cause confusion.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Polish -RCK- The user is coated in a metallic substance reducing wind resistance therefore increasing speed.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Rock Slide -RCK- The user picks up several rocks and throws them at a target. Getting hit by a rock will hurt considerably.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Rock Smash -FGT- The user smashes out with a limb at a weak point in the target. A brittle target such as a rock will likely shatter making small daggers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Rock Throw -RCK- The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts and will cause damage.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Moderate
    Other: Physical

    Rock Tomb -RCK- The user entombs the target with a barrage of well placed rocks in an attempt to slow them down; this will also reduces opponents speed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Rock Wrecker -RCK- The user fires a large beam which sucks in rocks from the surrounding area which then become part of the beam as it strikes the target.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Role Play -PSY- The user will spend significant energy in order to emulate an attribute unique to that of its opponent. whether it be resistance to a specific type of attack, heightened speed or better attacking prowess. The effects of Role Play are short lived since it takes a lot of energy to act like the opponent for long periods of time.
    Fatigue: High

    Rolling Kick -FGT- The user drops into a sudden roll, coming up and smashing a foot into a target’s vital point. The unorthodox maneuver may result in some degree of surprise the first time or two it is used.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Rollout -RCK- The user curls into a ball and begins to roll quicker and quicker. Each turn spent charging Rollout increases its effects proportionally (up to a limit set by the referee, of course), and unless interrupted the momentum of the user allows it to impressively increase the damage of attacks that can be boosted by momentum (e.g. Tackle, etc.). Additionally, it is much harder to injure the user when Rollout is operating due to its increased speed and the centrifugal force throwing back many attacks. However, if the user can be caused to lose traction or concentration either by accident or due to an opponent’s attack, the user will likely come to a crashing halt. Naturally, Rollout requires total freedom of movement to use, and if a status effect such as paralysis, numbness, or sleep (among others) manages to break through the centrifugal force or is applied before Rollout starts, Rollout will fail immediately.
    Fatigue: Moderate
    Damage: Good – Incredible (depending on consecutive uses)
    Accuracy: Moderate
    Other: Physical

    Roost -FLY- The pokemon flies to a spot somewhere on the field and perches there allowing the user to gain a fair amount of health.
    Fatigue: High
    Healing: Extreme
    Accuracy: Excellent
    Other: Snatchable

    Rototiller -GRD- The soil is aerated and ready for irrigation, to all Grass Pokemon's delight.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises Atk AND SpA of all grass types on the field.

    Round -NRM- With the power of its voice, the user belts out a song that bashes the foe. If used in tandem with others, the power of this song rises...
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special, Rises in power if more than one Pokemon uses it.

    ---S---

    Sacred Fire -FIR- A tremendous blast of fire almost certain to burn opponents severely. It can also be used while frozen.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Special

    Sacred Sword -FGT- Calling upon the blade of mystery, the user slashes its foes down with no regard to their defensive or evasive skills.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical, will ignore defense/evasion modifications.

    Safeguard -NRM-A spinning aurora of lights surrounds the user, and for a while any incoming status effects or confusion attempts that would normally affect the user are generally nullified for a certain amount of time.
    Fatigue: Light
    Accuracy: Excellent
    Other: Special; Snatchable

    Sand Tomb -GRD- The user summons a twister of sand which moves across the field and strike the opponent engulfing them for a certain number of rounds dealing a small amount of damage each round.
    Fatigue: Light
    Damage: Light
    Accuracy: Good
    Other: Physical

    Sand Attack -GRD-The user kicks, swats, or otherwise flicks whatever earthy ground covering is available at the opponent. If this dirt gets in the opponent’s eyes, they will have difficulty seeing properly until they take the time to clean their eyes.
    Fatigue: Light
    Accuracy: Excellent

    Sandstorm -RCK-The user summons a raging windstorm that picks up any gritty debris available, such as dirt or sand, which scores across all available surfaces. This sandstorm will last for a number of rounds and at the end of each will deal damage to all pokemon who are not of the Steel/Ground/Rock type. Furthermore, it raises the Sp. Def of rock pokemon.
    Fatigue: Moderate
    Accuracy: Excellent

    Scald -WAT- The user brews up a pool of heated water, which is then lashed violently on the opponent. Its so scalding hot that it can cause a burn.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Moderate chance of Burn

    Scary Face -NRM-The user makes a scary face. Pokémon who view this spectacle may become very intimidated; this will also reduce their speed.
    Fatigue: Moderate
    Accuracy: Excellent

    Scratch -NRM- The user swipes with its claws at an opponent, leaving gashes.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Screech -NRM- The user emits a shrill shriek that causes pain in everything that hears it, but no damage. This screech is very good at breaking concentration and drowning out sonic attacks, but it cannot be maintained forever. This will also sharply reduce the opponents Defense.
    Fatigue: Moderate
    Accuracy: Excellent

    Searing Shot -FIR- Using the eternal flame, the user blasts all foes around it in a sweeping swath of flame.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special. Can cause a burn

    Secret Power:-NRM-The side effects of this attack will differ depending on the field’s location, if it’s a grass location they might be put to sleep, in bodies of water Attack may be lowered. On muddy ground Accuracy is at fault, in caves flinching might occur, in icy terrain freezing might occur while every other field they could be paralyzed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Secret Sword -FGT- Utilizing its horns, the user slices across the barriers of specialty, harming the foe physically.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Special, Attacks opponents Def

    Seed Bomb-GRS- The user fires a bomb composed of various plants matter formed within its own body towards the target, this bomb then explodes on contact.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Seed Flare –GRS– The user fires an explosive seed at the foe. This seed-bomb has a high chance of dropping the foe’s resistance to special attacks.
    Fatigue: High
    Damage: High
    Accuracy: Moderate
    Other: May drop the foe’s Special Defense

    Seismic Toss -FGT- The user grabs the victim and spins it around several times before throwing it as far as possible.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physcial

    Selfdestruct -NRM- The user creates an explosion, centered on itself. Anything in the blast radius will suffer double exposure to incredible damage. It is difficult to block the full effect with most defenses, because the second shockwave may wash through the blast radius after the first eliminates those defenses. Unfortunately, the user will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
    Fatigue: Fainting
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical

    Shadow Ball -GHO- The user charges a semisolid orb of null energy and throws it at the opponent. This orb glows dully in an eerie manner, and is colored dependent on the type of the user. Contact with this ball will cause it to explode.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Shadow Claw -GHO-The user’s claw/tentacles/spikes glow with the power of shadow before hitting the target.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Shadow Force –GHO– The user disappears into the shadows for a turn, then strikes when the foe least expects it. This move is unavoidable. Protect and Detect cannot stop this move, although it is worth noting that Normal types still cannot be hit by it.
    Fatigue: Extremely High
    Damage: High
    Accuracy: Perfect
    Other: Unavoidable unless the foe is a Normal-type.

    Shadow Punch -GHO- This is a devastating shadow imbued punch which will always hit the target regardless of evasion modifiers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Physical

    Shadow Sneak -GHO- This attack is a very fast physical strike which takes priority over most attacks.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sharpen -NRM- The user reshapes a fraction of its body mass. The chosen shape can be virtually any basic geometric pattern, and common choices are sharp points and edges in order to get a combat edge due to the extra damage a sharp surface would cause. In other words it will slightly raise the user’s attack.
    Fatigue: Light
    Accuracy: Excellent
    Other: Physical. Snatchable

    Sheer Cold -ICE- The user sends out a devastating blizzard of snow and ice which attacks the target causing extreme amount of damage.
    Fatigue: Extreme
    Damage: Extreme
    Accuracy: Abysmal
    Other: Physical

    Shell Smash -NRM- The focus of the Pokemon is so sharp, that the shell shatters! In response, the Pokemon is more alert for battle
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable. Lowers Def & SpD, Sharply raise Atk, Def and Spd

    Shift Gear -STL- The user shifts its competitive spirit into high gear, and readies itself for a more intense battle.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Raises Attack, Sharply raises Spd

    Shock Wave -ELE-The user releases an electric strike which zips across the field and strikes the target regardless of Evasion modifiers.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Special

    Signal Beam -BUG- The user sends a beam of light which flies through the air and flashes on the target skin cause a slight burning effect. This flash of light may confuse the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Silver Wind -BUG- A great wind of buggy goodness sweeps across the field and damages the target also may increase all stats of the user.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special May raise all stats

    Simple Beam -NRM- Throwing logic to the wind, the user fires a bolt of energy that slams into the opponent, puzzling their thoughts.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Changes the opponents ability to Simple.

    Sing -NRM- The user sings an enchanting lullaby that will lull unwary opponents (and allies) to sleep. The audience, referee, and trainers are protected from the effect, but any pokémon on the field of battle will have to concentrate hard to keep fighting.
    Fatigue: Light
    Accuracy: Good

    Sketch -NRM- Smeargle can sketch any item that can feasibly be used to enact a move. The Smeargle’s art can provide whatever focus (club for Bone Club, for instance) or body shape (wing for Wing Attack, for instance) is necessary to perform the move, and ALL moves are susceptible to being Sketched. If said move (or creativity of owner of said Smeargle) is lax, Smeargle can immediately draw an opponent's move and utilize it-as that would be its inspiration for a picture. Smeargle can only Sketch moves that have been used in battle by other Pokemon if it does not create a medium to utilize other moves.
    See the following examples.
    Ex: Smeargle sketched a Swiss Army Knife. Smeargle can now use any move that involves slashing or cutting in his following actions.
    Ex: Corsola uses Rock Slide. Smeargle can sketch Rock Slide (because he can see his inspiration heading at him), and then use it as his next action.
    Sketch always takes up a moveslot-no exceptions.
    Fatigue: Depends on the power of the move
    Accuracy: Excellent

    Skill Swap -PSY- The user switches an attribute with its opponent, in a dual Role-Play setting. This expands a great deal of energy, so the effect is not long lasting.
    Fatigue: High
    Accuracy: Moderate

    Skull Bash -NRM- The user ducks down and charges the opponent with a white-glowing forehead. Attacks that are aimed directly at the incoming user of Skull Bash are slightly more likely to bounce off, since the white barrier that the move produces to deal additional damage has solid substance that protects the user’s head.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Sky Attack -FLY- This attack denotes grand mastery of airborne combat, and is an exceedingly difficult maneuver even for those few species who know the move. A pokémon using Sky Attack is unusually difficult to hit with many attacks, as it is focusing on changing direction and speed in a wholly unpredictable manner, thus making it difficult to target. Melee attacks by earthbound attackers are absolutely hopeless, and ranged attacks by earthbound attackers or attacks by other flyers suffer significant accuracy impairment. When the user completes the attack, it smites the target with the violent force provided by its incredible momentum.
    Fatigue: Extreme
    Damage: Incredible
    Accuracy: Moderate
    Other: Physical

    Sky Drop -FLY- In a sweeping motion, the opponent Pokemon is sent skyward in one action by the user, and on the second action, falls to the ground, receiving painful damage.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sky Uppercut -FGT- A punch based attack which can hit pokemon even during Bounce or Fly.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Slack Off: -NRM- The user takes a bit of a rest lying on the ground while simultaneously regaining health. Multiple use of this attack will inevitably require more and more energy before becoming impossible.
    Fatigue: High
    Healing: Incredible
    Accuracy: Excellent
    Other: Snatchable

    Slam -NRM- The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Slash -NRM- The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sleep Powder -GRS- The user puffs out a cloud of purple dust. A victim that smells this dust may fall asleep.
    Fatigue: Moderate
    Accuracy: Moderate

    Sleep Talk -NRM- This move can only be used while the user is sleeping or tranced. Sleep Talk will cause the user to emulate any move in the user’s moveset and use it as if it was actually awake. Targets are as random as the move used, and the referee should be careful not to referee Sleep Talk to either combatant’s excessive advantage. A random number generator helps a great deal in keeping this fair; the Sleep Talker should neither get all the best moves at exactly the right times nor get exclusively useless moves that don’t do any good at all.
    Fatigue: High
    Damage: Varies
    Accuracy: Excellent

    Sludge -PSN- The user spits out a stream of darkish liquid a short distance, which usually collects in a pool unless it hits an opponent. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Sludge Bomb -PSN- The user spits out a glob of darkish liquid. This glob is viscous and hangs together well enough to be spat a fairly long way, where it proceeds to splatter. This liquid is very acidic, and anything that comes in contact with it may be poisoned.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Sludge Wave -PSN- With a generous dosage of Sludge in its grasp, the user flings this around in a wave, splattering on all in the area.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special. Can cause Psn

    Smack Down -RCK- The user flings stones in the air, higher than the flying Pokemon its aiming at. These stones fall back down, creating a rock avalanche that slam the offending Pokemon to the ground.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Smelling Salt -NRM- A normal physical style attack which is powered up against paralyzed targets but this attack will also cure them.
    Type: Normal
    Fatigue: Moderate
    Damage: Good-Incredible
    Accuracy: Excellent
    Other: Physical

    Smog -PSN- The user spits a cloud of opaque gas. Pokémon that attempt to attack while breathing it will burn more fatigue than normal due to the fact that they’re getting insufficient oxygen, and furthermore they won’t be able to see as long as it lasts, this may also poison them.
    Fatigue: Moderate
    Damage: Light
    Accuracy: Moderate
    Other: Special

    Smokescreen -NRM-The user spits out a cloud of obscuring smoke, through which it is very difficult to see. The smoke drifts off fairly quickly, depending on ventilation, but while it lasts the pokémon within will have great trouble seeing and smelling their way around, over all lowers targets Accuracy.
    Fatigue: Light
    Accuracy: Excellent

    Snarl -DRK- The Pokemon goes on a vocal rampage. The sound is so annoying that it reduces the ability of the receiver to attack with energy.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Special, lowers SpA

    Snatch -DRK- The user gets ready to pounce on the next opportunity it gets in order to steal the beneficial effects of the targets next move.
    Fatigue: Moderate
    Accuracy: Excellent

    Snore -NRM- This move can only be used while sleeping or tranced. The user lets out a subsonic moan, which reaches the natural frequency of parts of any onlookers’ bodies, causing modest sonic damage. Only pokémon within a near radius (typically melee range) actually suffer damage, but even distant pokémon will feel pain or discomfort.
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    Soak -WAT- A deluge of water covers the offending Pokemon, to the point where their type may as well just be water!
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Changes the opponents type to Water.

    Softboiled -NRM- The user allows an ally to take a bite of egg (one action for each of the pair), or takes a bite of egg itself (one action for the user). This egg is laced with a healing unguent that causes the eater’s wounds heal extremely rapidly. Using this move will tend to increment fatigue at a very high rate, and no user is likely to be able to use this move more than once or twice without collapsing from exhaustion.
    Fatigue: High-Extreme
    Accuracy: Excellent
    Other: Snatchable

    Solarbeam -GRS- Drawing in energy from the sun, the user fires a beam of luminous energy at an opponent. The user has the option of spending extra actions charging this beam, with the benefit of dealing approximately proportional damage. Charges much faster with an unobstructed source of powerful light (or if given the same time period it will charge a beam of higher energy content), and much slower or not at all if there is little light available.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Special

    Sonicboom -NRM- The user releases a shock wave of sound which damages any target that hears it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Spark -ELE- The user emits a sudden lump of electrical power which arcs toward an opponent. When it hits, the target will be shocked severely and may lose muscle control.
    Type: Electric
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Spatial Rend –DRG– The user commands the space around the foe to shred, causing the foe immense pain. This attack can hit weak spots easily.
    Fatigue: High
    Damage: High
    Accuracy: Good

    Spider Web -BUG- The user rapidly weaves a net, which must be anchored to a couple different locations. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance. A Spider Web is much more intricate than the similar String Shot, so techniques more complex than “spray silk at the enemy” can be employed, limited only by the imagination of the trainer and the referee.
    Fatigue: Light
    Accuracy: Excellent

    Spike Cannon -NRM- The user fires a series of spikes which hit an opponent. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because one spike may damage the defense, letting the next few in without hindrance.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Moderate
    Other: Physical

    Spikes -GRD- The user sets some very sharp spikes into some hard surface close at hand. Anything that steps on or rams into these spikes will probably get punctured by them. One action of Spiking will permit a small area to be transformed into a major hazard, but multiple Spikes could make the entire arena hazardous if used strategically. The user and allies are not immune to the Spikes, but hopefully their trainers are smart enough not to Spike areas and objects they need to use.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent

    Spiky Shield -GRS- The user creates a woodland shield that blocks an incoming attack and damages any who tries to attack.
    Fatigue: Moderate
    Accuracy: Excellent

    Spit Up -NRM- The user uses its stock piled energy to inflict damage to its target by firing the energy in the form of a beam. Can’t be used without at least 1 stockpile.
    Fatigue: High
    Damage: Good-Incredible
    Accuracy: Excellent

    Spite -GHO- The victim of this technique will suffer increased fatigue. Often, this is linked to one particular move, and use of that move will be intensively difficult and result in far more fatigue than normal. If fatigue is tracked explicitly, Spite also takes off a significant percentage of the victim’s remaining fatigue (the less fatigue the victim has remaining, the less Spite takes off).
    Fatigue: Moderate
    Accuracy: Excellent

    Splash -NRM- Also known as Flop, this move does little of value. It does not require water, as the poorly translated English name suggests, as it is just the process of flopping weakly and uselessly around. While it is conceivable that it could be used for comboing, slightly reducing damage, or assisting movement, there is virtually always something better to use.
    Type: Normal
    Fatigue: Light
    Accuracy: Excellent
    Other: SUPAPAWA

    Spore -GRS- The user puffs out a cloud of dust. Any victim that smells this dust will likely fall asleep.
    Fatigue: Moderate
    Accuracy: Moderate

    Stealth Rock -RCK- Places concealed rocks around the field so when ever a new enemy pokemon comes into the fight they rocks slam into that pokemon.
    Fatigue: Moderate
    Damage: Moderate (each time a new enemy enters)
    Accuracy: Excellent

    Steamroller -BUG- The user curls into a ball and begins to roll quicker and quicker. They speed off and slam into the foe with strong gyroscopic force.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Steel Wing -STL- In this moderately risky endeavour, the user twists in flight in order to slice an opponent with a wing, then quickly returning to flight before falling. As it does so, the wings glint and harden, protecting themselves and offering a sharp edge with which to cut the target, this may raise the user’s defense.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Sticky Web -BUG- A web is created on the opposing field, that inhibits movement from anyone that steps on it.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent

    Stockpile -NRM- The user stockpiles energy within its own body ready to use another time, it will also increase its Defense and Special Defense slightly.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Stomp -NRM- The user tries to catch an opponent beneath a foot, crushing them under its weight, if possible. Stomp deals more damage if the attacker is larger than the victim.
    Type: Normal
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Stone Edge -RCK- The user’s body gleams over with a steely shine and then barrages themselves into the target.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Physical

    Stored Power -PSY- Using all the available prowess attained thus far, the user focuses this attack with all that power.
    Fatigue: Moderate
    Damage: Varies
    Accuracy: Excellent
    Other: Special

    Storm Throw -FGT- Focusing its energies, the user of this move hits its foe with a single critical blow.
    Fatigue: Low
    Damage: Good
    Accuracy: Excellent
    Other: Physical, always a crit hit.

    Strength -NRM- The user uses its strength to pick something up and throw it. It isn’t a very good throw, but it can do the job. If an opponent is either hit by a large, hard, thrown object or thrown into a large, hard, stationary object, it may suffer damage.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    String Shot -BUG- The user can spray a strand of silk at an enemy, hopefully wrapping it up or sticking it in place. The strands are very strong and very sticky, and pokémon trapped within will have much difficulty moving about while so confined. Combustion, rinsing, cutting, and tearing all serve to varying degrees to remove the strands with the application of time and effort, but often the job is not easily completed and sticky pieces of silk remain in place, becoming a general nuisance.
    Fatigue: Light
    Accuracy: Excellent

    Struggle -N/A- The user struggles frantically. It may be able to extricate itself from the opponent’s grip, but if damage is desired there’s usually something better to use.
    Fatigue: Moderate
    Damage: Light (Light Recoil)
    Accuracy: Excellent
    Other: Physical

    Struggle Bug -BUG- Striking back at the opponent, this attack has the Pokemon focus on hindering its opponent's strikes.
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Physical. Can lower SpA

    Stun Spore -GRS- The user puffs out a cloud of blue dust. A victim that smells this dust will suffer paralysis as muscles lock up and refuse to move.
    Fatigue: Moderate
    Accuracy: Moderate

    Submission -FGT-The user flails viciously, hitting the target repeatedly with an assortment of smashes to various weak points. It is difficult to block the full effect with most defenses, because the fists just keep coming back for another hit. However, the user cannot defend itself properly while devoting so much concentration to maintaining this brutal frenzy.
    Fatigue: High
    Damage: Excellent (Light recoil)
    Accuracy: Moderate
    Other: Physical

    Substitute:-NRM-The user fashions a body double out of materials from its Malletspace Account and animates it with its own life force. This body double will suffer the brunt of any attacks an opponent makes until it falls apart, since Substitute also allows the user to mentally implant a misperception in all opponents that the Substitute is the actual pokémon it was built by. The opposing trainer cannot successfully order their pokémon to hit the “real” pokémon because their pokémon has a mental block against realizing that Substitute has been used. While the user of Substitute is not immune to harm, affected pokémon can only harm the user by sheer accident, since they cannot deliberately aim at it. However, non-intelligent sources of damage, such as arena damage and effects that cover the entire arena will hit both the user and the Substitute at full damage if the user and Sub wander into the affected area. Making a Substitute is even worse than normal, for instance, if the arena is being flooded with lava and everything is getting burned. The Substitute takes full damage from the lava and the creator takes full damage as well. When made, the Substitute can be charged with a varying amount of life energy from the creator. However, in the heat of battle the user will NOT be able to understand precise numerical requests, so realistic trainers should keep their requests phrased appropriately vaguely, such as “big Sub,” “regular Sub,” “as small a Sub as you can make,” or the like. The amount of energy actually put into the Sub is partially random, as is the amount of health the Substitute actually has. These values will be close to each other, but the actual health may be slightly higher or slower than the energy put in, depending on various random factors up to the ruling of the referee.
    Additional parameters for Substitute can be found here.
    Fatigue: Moderate
    Dmg: Split into Subsititute
    Accuracy: Excellent
    Other: Snatchable

    Sucker Punch:-DRK-This move is a very fast high damaging punch move, but it will work only if the target intends on damaging them this turn. Otherwise, the move fails.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Sunny Day-FIR- The user directs clouds away from the sun, leaving it totally unblocked. In the heat, fire attacks are moderately buffed and water attacks are moderately hindered. When used at Night, causes the same effect, but uncovers the moon. Fire attacks are still boosted unless altercations are agreed upon by battlers. It has additional synergistic effects according to the whim of the referee.
    Fatigue: Moderate
    Accuracy: Excellent. Melts frozen Pkmn

    Super Fang:-NRM-The user’s incisors glow white and it tears into the opponent. The sight of a strong opponent merely incites the user to new heights of fury, allowing it to deal greater damage. Consequently, this attack can deal variable damage, the highest registers on a completely healthy opponent.
    Fatigue: High
    Damage: Good-Incredible
    Accuracy: Moderate
    Other: Physical

    Superpower-FGT- The user summons a huge amount of energy from within and then is used in a physical attack dealing massive damage but also lowering Attack and Defense of the user.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical

    Supersonic -NRM- The user hums, irritating everything that hears it. The sound tends to scramble the thoughts of those who hear it, making it difficult to concentrate or even walk straight. The effects are temporary, of course, but they fade slower than the sound itself.
    Fatigue: Moderate
    Accuracy: Good

    Surf: -WAT- The user can telekinetically control water by concentrating. This control is limited to directing large pseudopods, but can be applied to many tasks, basically anything you could expect a large pseudopod to do. Two of the most popular tasks are whacking the opponent (for good damage that is partially due to the water and partially due to the impact) and acting as a mobile platform. Keeping the water in place (say, as a platform) takes less concentration than moving it in the first place, but even then it must be refreshed with another expenditure of an action on occasion. This move does not function without a large quantity of water.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Swagger-NRM- The user physically and verbally taunts opponents, provoking them into a vicious rage. While berserked in this manner, an affected opponent may sometimes ignore its trainer’s orders and tear into the Swaggerer with a barrage of basic melee attacks (meaning Frustration). The victim is unusually difficult to calm, made much worse if the user continues to throw in a taunt occasionally.
    Fatigue: Moderate
    Accuracy: Moderate

    Swallow-NRM-The user swallows their stockpiled energy restoring a fair amount of health, the more times this move is used the more energy it consumes. Can’t be performed without at least 1 stockpile.
    Fatigue: High
    Healing: Good-Incredible
    Accuracy: Excellent
    Other: Snatchable

    Sweet Kiss -NRM- The user kisses a victim, slathering it with hallucinogenic saliva. An affected opponent will have difficulty sorting out reality from illusion and may injure itself in its confusion.
    Fatigue: Moderate
    Accuracy: Moderate

    Sweet Scent:-NRM-The user releases a sweetish aroma laced with narcotics. Anything smelling this odor will calm down suddenly, which can help to overcome mind-affecting effects such as confusion and anger. Additionally, as long as the scent remains in the air (depends on ventilation, but generally not long) affected pokémon will have to concentrate to be able to continue vigorous action.
    Fatigue: Light
    Accuracy: Moderate

    Swift -NRM- The user jets a stream of five-pointed stars of light, which can be moved about the arena until they run out. It is difficult to block the full effect with most defenses, because there’s always another incoming star. If one victim falls, it is easy enough to move the stream onto the next, although a few stars will be lost in the transition.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Always Hits
    Other: Special

    Switcheroo -DRK- The user uses the power of darkness to zip in and out switching the items both him and the target currently posses.
    Fatigue: Moderate
    Accuracy: Excellent

    Swords Dance-NRM- The user spins in a circle while falling into a zen-like trance, reaching a firm battle mind for the battle ahead. While it spins, it produces a spinning vortex of air that has a tendency to ward away attacks that are subject to being blown about. Once it finishes the dance, the user will have greatly focused chi energy and therefore be able to attack precisely and rapidly without error.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Synchronoise -PSY- Linking up via a mental construct, the user releases an electromental command that causes pain in all pokemon that share its type.
    Fatigue: Moderate
    Damage: Moderate
    Accuracy: Excellent
    Other: Special

    Synthesis -GRS-Drawing in energy from the sun, the user heals at an incredible rate for a short period of time, healing an enormous chunk of health. However, the process of converting raw sunlight to useful energy at such a rapid pace is very tiring. Using this move will tend to increment fatigue at a VERY high rate, and no user is likely to be able to use this move more than once or twice (depending on how vigorously they’re behaving as far as their other attacks go) without collapsing from exhaustion.
    Fatigue: High (increases)
    Healing: High
    Accuracy: Excellent
    Other: Snatchable
    Last edited by DarkestLight; 27th October 2013 at 12:59 PM. Reason: Edited: Added XY Attacks

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  4. #4
    2 hot to hold, 2 cold to fold Veteran Trainer
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    ---T---

    Tackle -NRM - The user ploughs its entire body into the opponent.
    Fatigue: Light
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Tail Glow -BUG-The user’s tail will begin to glow, sharply raising its Special attack.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Tail Slap -NRM- The user stabs the opponent with an appropriate sharp body part. Hard. Repeatedly. In rapid succession. It is difficult to block the full effect with most defenses, because the beak, stinger, or spike just keeps coming back for another stab.
    Fatigue: Moderate
    Damage: Light to Good
    Accuracy: Good
    Other: Physical

    Tail Whip -NRM- The user lashes its tail out, snapping the end like a whip. This may intimidate an opponent that is hit or nearly hit, as getting hit stings quite badly.
    Fatigue: Light
    Accuracy: Excellent

    Tailwind -FLY- The user becomes faster for a short period of time by using the wind to guide them through their movements. If in a double battle, it affects the whole team.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Snatchable

    Take Down -NRM- The user slams its entire body into the opponent. This attack also causes slight recoil damage to the user.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Taunt -DRK- The user runs circles around the target taunting them with a barrage of nasty insults forcing them to only attack for a short period of time.
    Fatigue: Moderate
    Accuracy: Excellent

    Techno Buster -NRM- Going back to a file of 8-track cassettes, the user sticks this in a cannon, and fires an attack corresponding to the type of the cassette put in.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special

    Teeter Dance -NRM- The user dances around in an erratic dance of spaziness this effectively confuses all pokemon on the field except the user.
    Fatigue: Moderate
    Accuracy: Excellent

    Telekinesis -PSY- Mental wishes of having the opponent right where they can see them come true as the foe is lifted into an area clear of any obstruction. The foe stays completly visible for a while-rendering it defenseless during this time
    Fatigue: Light
    Accuracy: Excellent

    Teleport -PSY- The pokémon vanishes and reappears in the span of a second. This move is typically used to avoid attacks directed at its original location or to get into position for a sequence of attacks of its own, but this move is limited only by the imagination of the user and the referee.
    Fatigue: Moderate
    Accuracy: Excellent

    Thief -DRK- The user rushes in armed with a dark aura and snatches any item that the target may be holding.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Thrash -NRM- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close.
    Fatigue: High
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical

    Thunder -ELE-The user blasts a wide cone of electrical fury in whatever direction it chooses. Opponents caught in this cone may lose muscle control and will always be severely shocked.
    Fatigue: High
    Damage: Excellent
    Accuracy: Moderate
    Other: Special

    Thunder Fang -ELE- The user bites the target with fangs imbued with electricity, this attack may cause the targets muscles to spasm and paralyze it or make them flinch.
    Fatigue: Moderate
    Damage: Moderate/Good
    Accuracy: Moderate
    Other: Physical

    Thunder Wave-ELE- The user sparks violently in the immediate area around itself. If these sparks hit the opponent, they will probably provoke electrical seizures which may cause paralysis.
    Fatigue: Light
    Accuracy: Excellent

    Thunderbolt -ELE- The user blasts a single bolt of electricity at a target which may cause paralysis.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Special

    Thunderpunch -ELE- The user swings a fist, sparking violently with electricity. The target hit by this fist will feel the shock and may lose muscle control.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Thundershock: -ELE- Electricity radiates out forward from the user in a wide but short spray. Short range. May provoke muscle control difficulties.
    Type: Electric
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    Tickle -NRM- The user tickles the target violently causing them to drop their guard making them lose a little defense and attack.
    Fatigue: Light
    Accuracy: Excellent

    Topsy-Turvy -DRK- When used, this creates an inversion force around the user, where its stat changes are inversly affected.
    Fatigue: Light
    Accuracy: Excellent

    Torment -DRK- The user will taunt the opponent causing them to not be able to use the same move twice in a row if they try and do this then it will cause them to struggle.
    Fatigue: Moderate
    Accuracy: Excellent

    Toxic -PSN- The user spits a glob of purple venom a short distance, which splatters on the target if it hits or whatever other surface is available if it misses. A splatter is likely to poison anything close by, and a direct hit will usually result in the victim being badly poisoned, with slowly increasing poison damage each time poison damage is applied.
    Fatigue: Moderate
    Accuracy: Excellent

    Toxic Spikes -PSN- The user lays out a collection of toxic spikes on the field which will cause normal strength poison to any new incoming pokemon or toxic poisoning if 2 applications are applied. Might deal damage if stepped on.
    Fatigue: Light
    Accuracy: Excellent

    Transform -NRM- The user glows white as it shifts shape to match the guise of the opponent. Once it finishes, it will retain its original moveset, but it will also know all of the regular moves that its opponent would know.
    Fatigue: Moderate
    Accuracy: Excellent

    Tri Attack -NRM- The user fires three beams, one that burns, one that shocks, and one that chills. These beams don’t interfere with each other, but they all hit the same target.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Special

    Trick -PSY- The user uses its psychic powers to swap the item its currently holding with the targets.
    Fatigue: Light
    Accuracy: Excellent

    Trick-or-Treat -GHO- The user puts a Halloween Curse on the target.
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Adds Ghost type to the opponent.

    Trick Room -PSY- The user utilizes its psychic powers to change the whole field for a short period of time. With the field is changed slower pokemon will be faster while fast pokemon will become slower.
    Fatigue: High
    Accuracy: Excellent

    Triple Kick -FGT- The user kicks thrice. If the first or second kick breaches a defense, subsequent kicks will still be able to strike home.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Trump Card -NRM- The user uses its remaining power to force out a powerful attack, the lower the energy the user has left the more powerful this attack will be.
    Fatigue: Excellent
    Damage: Good-Incredible
    Accuracy: Excellent
    Other: Special

    Twineedle -BUG- The user jabs a target with two vicious stingers, injecting poison with each.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Twister -DRG- The user produces a raging tornado of pinkish magical dragon energy, which tears across the arena. This tornado creates strong air currents that can push small objects of flying opponents violently around.
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    ---U---

    U-Turn -BUG- The pokemon rushes over to the target and hits them with a tail or tail like appendage before dashing back over to where they were before.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Uproar -NRM- The user begins to stomp around the field yelling as loud as they can sending out soundwaves which cause minimal damage. While the user is doing this it is impossible for any pokemon on the field to go to sleep.
    Fatigue: Moderate
    Damage: Light/Good
    Accuracy: Excellent
    Other: Special

    ---V---

    V-Create -FIR- The user channels the essence of fire into one powerful energetic force, and barrels it down upon another foe. This fiery wrath is so powerful that it leaves the user drained of all defensive capabilities.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical, drops Def, SpD and Spd

    Vacuum Wave -FGT- The user puts its hands together and uses them to create a powerful wave of energy which blasts across the field at great speed.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Venom Drench -PSN- A viscous, deathly poisonous fluid is secreted on the foe, rendering them haplessly weaker for the remainder of the match
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Drops Atk, Sp Atk and Spd of target

    Venoshock -PSN- Reeling in the effects of poison, the Pokemon uses its affinity of the attack to strike down any foe. If the foe is already poisoned, this hits' effectiveness rises.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Vicegrip -NRM- The user pinches the opponent with a pincer. Ideally, the opponent in question becomes pinned and cannot extricate itself from the pincer, hindering its attacks and preventing it from making a tactical retreat.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Vine Whip -GRS- The user reaches out with tentacles to grapple an object, often an opponent. Damage slowly increases as the tentacles remain constricting the opponent, and the opponent can be moved about if it can’t think of a way to resist. Other objects are unlikely to resist, but may be too heavy to move. Throwing objects is possible.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Vital Throw -FGT- The user grabs up the opponent and tosses it into the air. This is a difficult move to execute because it takes a while to set up.
    Fatigue: Moderate
    Damage: Good/Excellent
    Accuracy: Excellent
    Other: Physical

    Volt Switch -ELE- After striking, the Pokemon runs back to the sidelines, swapping out with another teammate.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Volt Tackle -ELE- The user slams into the target with a shield of electricity surrounding it which may cause the targets muscles to spasm, causing paralysis. This will also cause recoil damage.
    Type: Electric
    Fatigue: High
    Damage: Incredible
    Accuracy: Good
    Other: Physical

    ---W---

    Wake-Up Slap -FGT- The user moves over to the target picks them up and slaps them in the face with their hands several times. If the target is asleep this attack will wake up a sleeping opponent and deal double damage if they are asleep.
    Fatigue: Good
    Damage: Good – Incredible
    Accuracy: Excellent
    Other: Physical

    Water Gun -WAT- The user jets out a stream of water at a single opponent.
    Type: Water
    Fatigue: Light
    Damage: Light
    Accuracy: Excellent
    Other: Special

    Water Pledge -WAT- This move causes ample damage to an area with aquatic energy-though if mixed. Its effect increases if mixed with the Fire or Grass Pledge Manuvear.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special. Power rises with use of another Pledge move.

    Water Pulse -WAT- The user fires a small set of watery rings that float in the air as if by some mystical force. These rings then hit the target splashing over it may cause confusion.
    Type: Water
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    Water Shuriken -WAT- The user slams a speedy series of stinging jets of water at the foe, inflicting damage.
    Fatigue: Light
    Damage: Light/Good
    Accuracy: Excellent
    Other: Physical. Always goes first

    Water Sport -WAT- The user splashes water all over the field causing it to become damp weakening the attacks of all fires attacks till it dries out.
    Type: Water
    Fatigue: Light
    Accuracy: Excellent

    Water Spout -WAT- The user fires a spout of water from its mouth/cannons which flies across the field and blasts back the target. The more HP the user has the more effective this attack will be.
    Fatigue: High
    Damage: Excellent - Incredible
    Accuracy: Excellent
    Other: Special

    Waterfall -WAT- The user swims through the water very rapidly, using its speed to ram the opponent as hard as it can.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Weather Ball -NRM- The user fires a ball of pure white energy which changes depending on the weather conditions. If it is raining it becomes a water based attack, sunny day is fire, hail is ice and sandstorm is rock.
    Type: Varies
    Fatigue: Moderate
    Damage: Good-Excellent
    Accuracy: Excellent
    Other: Special

    Whirlpool -WAT- The water begins to spin rapidly, forming a sort of water-based whirlwind. Anything caught in the vortex will be drawn to the centre. It is possible but exceedingly difficult for a resisting target force its way against the current. Typically, Whirlpool serves to trap opponents in place to make an easy target.
    Type: Water
    Fatigue: Moderate
    Damage: Light
    Accuracy: Excellent
    Other: Special

    Whirlwind -FLY- The user gathers a vortex of air between its wings, creating a powerful tornadic force that may grab up unsuspecting opponents and slam them into hard objects, or failing that, throw off their concentration and aim.
    Type: Normal
    Fatigue: Moderate
    Accuracy: Excellent
    Other: Special

    Wide Guard -RCK- Thew user stand in front of its team, and protects them all from incoming attacks that hit more than one Pokemon. It cannot do this repeatedly.
    Fatigue: High
    Accuracy: Excellent

    Wild Charge -ELE- The user slams its entire electrified body into the opponent. This attack also causes slight recoil damage to the user.
    Fatigue: Moderate
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical

    Will-O-Wisp -FIR-The user creates tiny ghostly baubles which are on fire and sends them towards the target. If any of the make contact then they will burn the target.
    Fatigue: Light
    Accuracy: Excellent

    Wing Attack -FLY- In this moderately risky endeavor, the user twists in flight in order to whack an opponent with a wing, then quickly returning to flight before falling.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    Wish -NRM- The user looks to the heavens and sends their wish up hoping for new life. After a short period of time their wish is granted and they are given a random boost in one of the their parameters.
    Fatigue: High
    Accuracy: Excellent
    Other: Wish can grant someone a boost in speed one round, and a boost in HP another round.

    Withdraw-WAT- The user hides in its shell. Attacks targeting the user will hit the shell instead, and will often be warded off without any relevant effect.
    Fatigue: Light
    Accuracy: Excellent

    Wonder Room -PSY- The user casts a spell that seems to have no direct effect on all parties involved. However, The effectiveness of all Physical hits are in complete disarray, strong hits hitting for no damage at all and vice versa
    Fatigue: High
    Accuracy: Excellent
    Other: High dmg moves do little damage, Low dmg moves do high dmg

    Wood Hammer-GRS- The user charges at the target with some type of tree in hand and smacks the target over the head with it. This attack will cause recoil damage.
    Fatigue: High
    Damage: Incredible
    Accuracy: Excellent
    Other: Physical

    Work Up -NRM- The user takes the time to concentrate on its own awesomeness, giving it better resolve for the battle at hand.
    Fatigue: Light
    Accuracy: Excellent
    Other: Raises Atk and SpA. Snatchable

    Worry Seed –GRS- A dark-looking seed is spat that festers inside the opponent by burrowing into its skin. The victim cannot sleep during this time; they are alert, perhaps too much, and will remain in this insomniac state until the seed is removed.
    Fatigue: Moderate
    Accuracy: Good
    Other: The foe is distracted by the seed in their skin. They will perhaps concentrate on removing it instead of carrying out orders. The foe’s accuracy is also reduced.

    Wrap -NRM- The user grabs the opponent and holds them still. The opponent remains in place until it can extricate itself from the grapple, which takes some effort this also traps them.
    Fatigue: Moderate
    Damage: Light
    Accuracy: Excellent
    Other: Physical

    Wring Out -NRM- The user rushes over to the target and picks them up before twisting their body in opposite directions as if they were wringing out a towel. The power of this attack decreases as the targets HP decreases.
    Fatigue: High
    Damage: Incredible-Good
    Accuracy: Excellent
    Other: Special

    ---X---

    X-Scissor -BUG- The user uses its claw or pincers to create a X-shaped cut in the target.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Physical

    ---Y---

    Yawn -NRM- The user lets out a giant yawn which creates a small cloud which floats across the field. If any pokemon is hit by this cloud then they become sleepy.
    Fatigue: Light
    Accuracy: Excellent

    ---Z---

    Zap Cannon -ELE- The user produces a fat, wobbly spark of electricity that ploughs off erratically. An opponent that is hit by the spark is very likely to lose muscle control, but the attack is very difficult to aim, as it doesn’t always go exactly where it’s supposed to.
    Fatigue: Extremely High
    Damage: Incredible
    Accuracy: Poor
    Other: Special

    Zen Headbutt -PSY- The user headbutts the target by propelling itself with its psychic powers as if it were shot out of a cannon.
    Fatigue: Moderate
    Damage: Good
    Other: Physical
    Last edited by DarkestLight; 27th October 2013 at 01:03 PM.

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    This is

    1) useful
    2) confusing
    3) cool

    Good work indeed. So have we had one of these before? I mean, this is going to have an influence on the way we battle, but how big an influence? Important thing anyways.

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Yeah. We had one before Mikachu. The old Movelists were helpful, but they were confusing and alot of things weren't fleshed out enough. Not to mention you needed two separate links to find moves.

    I tried to make some thing more concise, while still allowing the imagination factor to still be the driving force of ASB. You as a battler will not have to know the moves as well as the refs do, but its always good to look up the effect of a move when yer in a pinch, ya know?

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Nice one DL, Chris and CEB...and to anyone else who helped. This makes things much easier to find a move. It takes a few seconds to find the moves though.

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Good work. To lazy to read through all of them to find any new adjustments, though.

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Huzzah, convenience!

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Glad it's up DL, you guys did an awesome job of maintaining consistency and easy reference for moves. Hopefully this will clear up some inconsistencies with moves in various matches.
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    You seem to have Hidden Power missing *shakes fist*

    A tip to all you peeps (), press ctrl + f on the keyboard and type in the name of the move you're looking for. Saves scrolling and all that. It's useful if you can spell!

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    o.O What? I made sure to add that...oh wait, maybe that was the move I forgot to take off that other page... Lemme get to that...

    Durr-I put the placemarker for it >_o Its in there now.

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  13. #13
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    This is way too awesome! ^__^ Now I can make sure I use moves correctly! Pokemon Master here I come! Good job guys!
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Okay, I'm finding the new list is great, but, I need to ask a question.

    What moves cannot be Mimiced (or are hard to Mimic, e.g. Baton Pass, maybe?), besides Selfdestruct and Explosion?
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    KOT: This is a huge question so I'm going to simplify it.

    With whatever attack you are thinking of, ask why it could not be mimiced. Most attacks can, bar attacks that are difficult for the mimicer to see and understand in its completion. You listed Baton Pass as a good example. I also think Sketch and Self-fainting moves would be included.

    Is there a specific move you are thinking of?

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Well, the only move I was thinking of was Baton Pass. Since it makes the user automatically switch out, is it easy to Mimic?

    Similarly, does Mimic allow the user to mimic a move used in the previous round?
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    :ives in:: Good question.

    Mimic can only mimic a move used in the current round. Any one of the three. Once you move to a new round, you wouldn't be able to mimic those moves last round 'cause you may not remember them as clearly.

    As for Baton Pass, if I see someone switch out via magical Baton, you shouldn't be able to Mimic that. Mainly cause you don't know how to create a magical Baton to switch out with :O Same with ASPLODING! I could try to mimic ASPLODING..but I'm pretty sure I wouldnt ASPLODE like a Voltorb :O

    I like ASPLODE

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    That's understandable, but oh well.

    DarkestLight, if I may, I'd like to make a worthwhile correction of Sucker Punch, please.

    Sucker Punch:-DRK-This move is a very fast high damaging punch move, but it will work only if the target intends on damaging them this turn. Otherwise, the move fails.
    Fatigue: High
    Damage: Excellent
    Accuracy: Excellent
    Other: Physical
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    I Demand You To Stickify This OR ELSE...!!!11!!

  20. #20
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    I agree, this shit is a lifesaver <3




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  21. #21
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    xD With the way this topic is used, I'm sure that I'll sticky it if it ever drops. Which it looks like it won't :O

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  22. #22
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Any way this could be made a sticky so people can find it more easily for reference? Just wondering...
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    I was just looking at the information on Air Slash, isn't the move supposed to be classified as special? In the games, it's special, not physical (as much as it sounds physical, I don't think it is), that's basically why I had to ask.

    One thing's for sure, I'm guessing there must be some other moves that are as hard to classify as the same classification in the games, after all, appearances can be deceiving.
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    That's a booboo on my part. It is Special. Yeah its basically the wind made from the wings beating really fast cutting you up.

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Yeah, I agree with the true description of the move.

    If you don't mind, I think this description may be a little better (although I wish I could see it in the anime; Air Slash has never been seen in the anime, am I right or wrong?)

    Air Slash – FLY – The user begins to rapidly flap their wings, causing a fierce wind to speed into the opponent (think of a strong breeze from a supercharged fan, as in one that moves so fast, not even a human can fight past it). This attack can strike the targets weak points more effectively.
    Fatigue: Moderate
    Damage: Good
    Accuracy: Excellent
    Other: Special

    On a side note, it's almost like a weakened Aeroblast, but I guess you could say that it would be hard to resist the strength of such a strong wind if you tried to go through it, as it would just push you back.
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Just to point it out, you don't have a damage/fatigue estimation for Hidden Power.


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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Quote Originally Posted by chaos_redefined View Post
    Just to point it out, you don't have a damage/fatigue estimation for Hidden Power.
    The Damage and Fatigue keys are near the top of the page, you can't miss them if you start from the top and slowly scroll down.
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Sorry for the double post, but I just thought of something regarding the usage of moves around here, are there any moves that appear different depending on the Pokemon using them?

    I'm not sure if this would count as an example, but in the anime, whenever Dawn's Piplup uses Whirlpool, it makes a giant whirlpool over its head, which it tends to throw at opponents before it disperses shortly after.

    But, in the case of Rotom using Air Slash in its Fan forme, since it doesn't have wings, would I be right in assuming it would make its fan blade rotate really fast in order to generate that strong blast of wind?
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  29. #29
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Yeah. Any way the Pokmeon is able to create the move, that's possibly the best way to envision it. There can be modifications, like a Pokemon spinning around really fast while releasing water to create Whirlpool, and things like that.

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  30. #30
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Honestly, I'm not sure it would matter--descriptive things like where the attack comes from are usually left up to reffing style unless there's an obvious reason for the attack to look one way and not look another. As long as the attack's functionality doesn't change drastically and the ref has a half-decent knowledge of the user's anatomy, is it really that important? There are only a few attacks I can think of where point of origin would make a big difference, and generally only in certain situations, so... just leaving it up to the ref to make it work seems like enough, rather than having to worry about defining the difference between a Rotom's Air Slash and a Pidgey's.


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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Okay, but...what about the move Yawn? I believe that wild Hippopotas in the episode Sleight of Sand used Yawn when it let out a couple of bluish coloured bubbles from its mouth, causing instant sleep on a Pokemon that they popped on...would this variation of Yawn be possible here, too? I'm kinda curious, as it kinda makes it look like it would make an inflicted Pokemon fall asleep quicker this way if it hit.
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Its possible for the attack to take form in whatever way seems feasable, but as for the desired effect, well yeah... being hit with a "harder" yawn would prolly induce sleep faster. Proximity also comes into play here..

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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Okay...so am I correct in saying that we can use some moves in an alternate form (e.g. like one of the examples I mentioned above), just as long as we're specific enough with them? I can only imagine if a ref would adjust to a move being used in a way differently than how it's normally used, but meh, I guess that would vary from ref to ref.
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  34. #34
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Kuro would like a check on Assurance, the power doubles if the FOE receives damage first. (According to the game)

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  35. #35
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

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

    That's what we have. In the game, its from residual damage (Stealth Rock, Leech Seed etc etc) so we had to modify that a lil . Dun see any disagreement there.

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  36. #36
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Quote Originally Posted by DarkestLight View Post
    Assurance – DRK – The user gains more strength in their attack if the opponent has already received damage in that round.
    Fatigue: Moderate
    Damage: Good to Excellent
    Accuracy: Good
    Other: Physical. More damage is dealt if the user has just been hit (that round)

    That's what we have. In the game, its from residual damage (Stealth Rock, Leech Seed etc etc) so we had to modify that a lil . Dun see any disagreement there.
    More damage if the foe has been hit would make more sense. In the cases of moves such as Take Down, Double-Edge, and Brave Bird.

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  37. #37
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    No. If your opponent has used Brave Bird for example, and yeah took a bit of damage from that -then yes, Assurance would rise in power

    Basically, Assurance rises in power if -during the current round-your opponent has lost health in any way before Assurance is used. >>.

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  38. #38
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    This is the particular line I'm looking at.

    Other: Physical. More damage is dealt if the user has just been hit (that round)
    It should say foe instead of user.

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  39. #39
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Oh ok, yeah I'll fix that XD.

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  40. #40
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    Default Re: THE COMPLETE (for now) ASB MOVELIST (Beta...)

    Speaking of fixing, could you also fix the classification of Air Slash to Special, please Darkly? I don't think that move requires direct contact at all, am I correct?

    Edit: Something else that has me curious, Darkly, would Hail raise the power or accuracy of any Ice type moves by chance? As far as I know, the only boost it gives to an Ice-type move in the games is giving Blizzard 100% accuracy in D/P/Pt for its duration, so that makes me wonder if Hail would allow Icy Wind, Avalanche, and Blizzard to charge up faster if used this way?
    Last edited by Knight of Time; 7th October 2009 at 01:01 PM.
    Knight of Time

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